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RE: Patch 06 - Public Beta - 12/25/2010 12:36:40 AM   
ny59giants


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The question will be what about those 6 USN and USAAF BFs that start the war in Philippines. You can pay the PPs to have them change command and get a fragment out to rebuild later. Will I now be able to let them die in the Philippines and pay the PP to rebuild them in San Fran later?? Is the decision now that they can be based solely on the command they are attached to before they die. I also like to get out those two large Dutch Aviation units.

(in reply to michaelm75au)
Post #: 121
RE: Patch 06 - Public Beta - 12/25/2010 2:34:12 AM   
Pascal_slith


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From: back in Commiefornia
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I think there is a display problem with search sectors. I indicated a problem with Hudson III (LR)'s earlier and now I'm looking at a display of PBY-5's from Canton Island. I've set the range to 21 hexes but the display goes all the way to 23 hexes.

I'll try a few other types of aircraft squadrons to see if this seems a consistent problem.

< Message edited by Pascal -- 12/25/2010 7:16:56 AM >


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Post #: 122
RE: Patch 06 - Public Beta - 12/25/2010 9:56:01 AM   
Theages

 

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From: Austria
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In versions prior to 1106i (i did not play that version) the PP-cost to reassign a unit to a different HQ was higher, if the target HQ was not in the same command structure. In this beta the cost is always the same. Is this a diliberate change or a bug?

(in reply to Pascal_slith)
Post #: 123
RE: Patch 06 - Public Beta - 12/25/2010 11:17:50 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: Pascal

I think there is a display problem with search sectors. I indicated a problem with Hudson III (LR)'s earlier and now I'm looking at a display of PBY-5's from Canton Island. I've set the range to 21 hexes but the display goes all the way to 23 hexes.

I'll try a few other types of aircraft squadrons to see if this seems a consistent problem.


If find some, send me a save and location to look at.
Due to the map's hexagons, only the horizontal or vertical axis count the correct number of hexes.

_____________________________

Michael

(in reply to Pascal_slith)
Post #: 124
RE: Patch 06 - Public Beta - 12/25/2010 2:40:45 PM   
Hotschi


Posts: 548
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In this new beta, the loading procedure has somewhat changed;

1.) In 1106i you could form a TF, order to load whatever (be it troops or cargo), and leave it without setting a destination.

Doing it this way was my trick to ensure a whole LCU gets loaded without any bits and pieces left behind.

Now with the new beta, the TF, if not given a destination, automatically sets its home port as such, loads the stuff, and when complete in one turn, unloads the whole lot the next turn still in its home port.


I can still do it in my old way as described above, but I also have to set the TF to "Remain on Station" and "Do not Unload" to prevent it unloading at home port as soon as it has completed loading.

WAD?

< Message edited by Hotschi -- 12/25/2010 2:42:10 PM >

(in reply to michaelm75au)
Post #: 125
RE: Patch 06 - Public Beta - 12/25/2010 3:54:13 PM   
castor troy


Posts: 14330
Joined: 8/23/2004
From: Austria
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quote:

ORIGINAL: Hotschi

In this new beta, the loading procedure has somewhat changed;

1.) In 1106i you could form a TF, order to load whatever (be it troops or cargo), and leave it without setting a destination.

Doing it this way was my trick to ensure a whole LCU gets loaded without any bits and pieces left behind.

Now with the new beta, the TF, if not given a destination, automatically sets its home port as such, loads the stuff, and when complete in one turn, unloads the whole lot the next turn still in its home port.


I can still do it in my old way as described above, but I also have to set the TF to "Remain on Station" and "Do not Unload" to prevent it unloading at home port as soon as it has completed loading.

WAD?


just put the TF on "do not unload"


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(in reply to Hotschi)
Post #: 126
RE: Patch 06 - Public Beta - 12/25/2010 4:18:22 PM   
Rainer

 

Posts: 1210
Joined: 11/21/2000
From: Neuching, Bavaria, Germany
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Hotschi:
quote:

I can still do it in my old way as described above, but I also have to set the TF to "Remain on Station" and "Do not
Unload"

Castor Troy:
quote:

just put the TF on "do not unload"


Is that some sort of IQ test?

_____________________________

WitP/AE
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Scen #1 Allied vs AI Level Hard Daily Turns
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(in reply to castor troy)
Post #: 127
RE: Patch 06 - Public Beta - 12/25/2010 4:21:17 PM   
castor troy


Posts: 14330
Joined: 8/23/2004
From: Austria
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quote:

ORIGINAL: Rainer

Hotschi:
quote:

I can still do it in my old way as described above, but I also have to set the TF to "Remain on Station" and "Do not
Unload"

Castor Troy:
quote:

just put the TF on "do not unload"


Is that some sort of IQ test?



oops, sorry, obviously missed that one

_____________________________


(in reply to Rainer)
Post #: 128
RE: Patch 06 - Public Beta - 12/25/2010 4:22:35 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Pascal

I think there is a display problem with search sectors. I indicated a problem with Hudson III (LR)'s earlier and now I'm looking at a display of PBY-5's from Canton Island. I've set the range to 21 hexes but the display goes all the way to 23 hexes.

I'll try a few other types of aircraft squadrons to see if this seems a consistent problem.


If find some, send me a save and location to look at.
Due to the map's hexagons, only the horizontal or vertical axis count the correct number of hexes.


For anybody who wants it, here is a distance calculator spreadsheet (in Open Office format). Put in the two hex coordinates and it gives you the distance in hexes.

Attachment (1)

(in reply to michaelm75au)
Post #: 129
RE: Patch 06 - Public Beta - 12/25/2010 7:13:40 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: Hotschi

In this new beta, the loading procedure has somewhat changed;

1.) In 1106i you could form a TF, order to load whatever (be it troops or cargo), and leave it without setting a destination.

Doing it this way was my trick to ensure a whole LCU gets loaded without any bits and pieces left behind.

Now with the new beta, the TF, if not given a destination, automatically sets its home port as such, loads the stuff, and when complete in one turn, unloads the whole lot the next turn still in its home port.


I can still do it in my old way as described above, but I also have to set the TF to "Remain on Station" and "Do not Unload" to prevent it unloading at home port as soon as it has completed loading.

WAD?


Not setting a destination was causing other problems elsewhere (certain fields were not being set on TF formation) so it will default to the home base now.
If you wish to just load the TF, then set the 'Do not unload' option as you said.

_____________________________

Michael

(in reply to Hotschi)
Post #: 130
RE: Patch 06 - Public Beta - 12/25/2010 8:38:52 PM   
Hotschi


Posts: 548
Joined: 1/18/2010
From: Austria
Status: offline
Thanks, guess it's time to change old habits

Another one I discovered, it's no longer possible to use the Escape key to return a TF to its home base.

For example, I got a TF in Brisbane and change the home port to Rabaul, in order to save me a second map scroll up to Rabaul for setting its destination, I simply pressed ESC and Rabaul was set automatically as such.

(in reply to michaelm75au)
Post #: 131
RE: Patch 06 - Public Beta - 12/26/2010 12:54:20 PM   
Halsey

 

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Joined: 2/7/2004
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Has withdrawing ships been changed?
No ship screen toggle shows up.

Why can't I reset offmap routing prefences anymore?
Have to do it when the TF gets on map now, yuck...

Plus the unloading TF option isn't clear about what it's really doing.
The TF unload toggle stays on unload, no matter what the TF is doing.
Can be confusing.

Units set on night missions.
Can you change the font color to grey or something?
The black lettering is just about invisible on the screen.

The rest looks good.
Keep it up!

(in reply to jwilkerson)
Post #: 132
RE: Patch 06 - Public Beta - 12/26/2010 1:56:54 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
1. Bug in that the button isn't showing. Fixed in new build.
2. The on-map routing upsets off-map movement. I see it showing when TF is in waiting box to enter map.
3. The unload/load toggle isn't always changing. Seems to depend on individual circumstances at time of showing TF. Added extra test in new build.
4. I'll see what I can do.


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Michael

(in reply to Halsey)
Post #: 133
RE: Patch 06 - Public Beta - 12/26/2010 2:12:18 PM   
viberpol


Posts: 838
Joined: 10/20/2005
From: Gizycko, Poland, EU
Status: offline
I don't know if alt font is officialy supported but it seems that the Mitsubishi engines are too long to appear correctly on the screen. Now their last digit is cut... showing only Mitsubishi Ha-3 instead of Mitsubishi Ha-33/34/44 etc. as it is they're not sorting correctly.

B5M1 Ha-33 then...
B6N2a is Mitsu Ha-32
D3A1 again Ha-33
although I sorted by engine type.




Attachment (1)

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(in reply to michaelm75au)
Post #: 134
RE: Patch 06 - Public Beta - 12/27/2010 2:15:29 AM   
Halsey

 

Posts: 5069
Joined: 2/7/2004
Status: offline

quote:

ORIGINAL: michaelm

1. Bug in that the button isn't showing. Fixed in new build.
2. The on-map routing upsets off-map movement. I see it showing when TF is in waiting box to enter map.
3. The unload/load toggle isn't always changing. Seems to depend on individual circumstances at time of showing TF. Added extra test in new build.
4. I'll see what I can do.




Excellent Michael, thanks for your continued support.

(in reply to michaelm75au)
Post #: 135
RE: Patch 06 - Public Beta - 12/27/2010 3:26:56 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: viberpol

I don't know if alt font is officialy supported but it seems that the Mitsubishi engines are too long to appear correctly on the screen. Now their last digit is cut... showing only Mitsubishi Ha-3 instead of Mitsubishi Ha-33/34/44 etc. as it is they're not sorting correctly.

B5M1 Ha-33 then...
B6N2a is Mitsu Ha-32
D3A1 again Ha-33
although I sorted by engine type.




There is only so much space in these columns. The sort does work on the actual columns contents, but I have added hooks in some sorts to use the data content instead of the column text (eg some sort by rank use the the rank number rather than rank name to get the 'ranking' order).
I can try moving left and cutting back on the plane name.

_____________________________

Michael

(in reply to viberpol)
Post #: 136
RE: Patch 06 - Public Beta - 12/27/2010 4:04:39 AM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: viberpol

I don't know if alt font is officialy supported but it seems that the Mitsubishi engines are too long to appear correctly on the screen. Now their last digit is cut... showing only Mitsubishi Ha-3 instead of Mitsubishi Ha-33/34/44 etc. as it is they're not sorting correctly.

B5M1 Ha-33 then...
B6N2a is Mitsu Ha-32
D3A1 again Ha-33
although I sorted by engine type.




There is only so much space in these columns. The sort does work on the actual columns contents, but I have added hooks in some sorts to use the data content instead of the column text (eg some sort by rank use the the rank number rather than rank name to get the 'ranking' order).
I can try moving left and cutting back on the plane name.


Thanks michael. Appreciate all of your efforts.

_____________________________

Pax

(in reply to michaelm75au)
Post #: 137
RE: Patch 06 - Public Beta - 12/27/2010 6:46:42 AM   
39battalion


Posts: 247
Joined: 7/27/2004
From: Adelaide, South Australia
Status: offline

Just commenced a new campaign as Allies vs AI (scenario 6 ) Two day turns.

My combat, operations and sigint reports are all blank. However if I look carefully at them I can just see the outlines of some text. Can't read it as it shows as white text on a white background.

I know that a similar problem has already been reported but this additional information might assist with resolution of the issue.

Also wanted to express my appreciation for the wonderful support michaelm has been providing. Thanks in particular Michael for sorting out the search arcs problem---one of the coolest features of the game.

(in reply to PaxMondo)
Post #: 138
RE: Patch 06 - Public Beta - 12/27/2010 7:32:10 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: 39battalion


Just commenced a new campaign as Allies vs AI (scenario 6 ) Two day turns.

My combat, operations and sigint reports are all blank. However if I look carefully at them I can just see the outlines of some text. Can't read it as it shows as white text on a white background.

I know that a similar problem has already been reported but this additional information might assist with resolution of the issue.

Also wanted to express my appreciation for the wonderful support michaelm has been providing. Thanks in particular Michael for sorting out the search arcs problem---one of the coolest features of the game.


Check the report text files in the SAVE directory. They are what are shown on the screen.
Is there any data in them.

_____________________________

Michael

(in reply to 39battalion)
Post #: 139
RE: Patch 06 - Public Beta - 12/27/2010 8:20:39 PM   
jwilkerson


Posts: 10525
Joined: 9/15/2002
From: Kansas
Status: offline
Switching to new thread for new beta build 1108c ...

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Post #: 140
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