Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Patch 06 - Public Beta - Build 1108k

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Tech Support >> RE: Patch 06 - Public Beta - Build 1108k Page: <<   < prev  8 9 [10] 11 12   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Patch 06 - Public Beta - Build 1108k - 4/5/2011 1:16:42 PM   
littleike

 

Posts: 159
Joined: 10/3/2007
Status: offline
First of all thanks to you Michaelm for all you are doing in fixing errors and also improving this outstanding game.

I see you are so nice with all that i attempt another request.


"""1. When mouse is over the map and you don't move it for a second or so, the hex coordinates for the mouse location will show on the map.
They will go away when you move the mouse again
.""""

This in an implementation made on combat reporter that i would like very much to see also in our Witp-AE because, specially when i have to select a specific hex (example for TF meeting) where there are no other references near it,
(think to an open sea hex) i always need to repeat the set TF destination sequence till my right mouse click say that it is really the
right hex i would select.

Thanks again.

(in reply to michaelm75au)
Post #: 271
RE: Patch 06 - Public Beta - Build 1108k - 4/5/2011 1:40:53 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
The old game engine isn't really up to that, but I'll have a look to see if anything can be done.
But my current change brief is NOT play with the current game engine itself in case it breaks.


_____________________________

Michael

(in reply to littleike)
Post #: 272
RE: Patch 06 - Public Beta - Build 1108k - 4/5/2011 2:35:10 PM   
PaxMondo


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

Where is fixing the table on the info screen/ac&engines page on your list?  It is one char too short for the engine names and so won't sort correctly.  A very annoying thing.  Hopefully starting to surface.

Thanks for all your great work!!

_____________________________

Pax

(in reply to michaelm75au)
Post #: 273
RE: Patch 06 - Public Beta - Build 1108k - 4/5/2011 4:17:15 PM   
michaelm75au


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

quote:

ORIGINAL: PaxMondo

Michael,

Where is fixing the table on the info screen/ac&engines page on your list?  It is one char too short for the engine names and so won't sort correctly.  A very annoying thing.  Hopefully starting to surface.

Thanks for all your great work!!

I thought it had been fixed. Can you put up a screenshot?

_____________________________

Michael

(in reply to PaxMondo)
Post #: 274
RE: Patch 06 - Public Beta - Build 1108k - 4/6/2011 3:22:22 AM   
PaxMondo


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

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: PaxMondo

Michael,

Where is fixing the table on the info screen/ac&engines page on your list?  It is one char too short for the engine names and so won't sort correctly.  A very annoying thing.  Hopefully starting to surface.

Thanks for all your great work!!

I thought it had been fixed. Can you put up a screenshot?

Latest beta patch k6. here you go. Note under the engine col on the far right, the mitsu engines are 1 letter short ... means they can't sort and all the a/c just get put together ...







Attachment (1)

_____________________________

Pax

(in reply to michaelm75au)
Post #: 275
RE: Patch 06 - Public Beta - Build 1108k - 4/6/2011 3:42:32 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Ah you're using the alternate font?

_____________________________

Michael

(in reply to PaxMondo)
Post #: 276
RE: Patch 06 - Public Beta - Build 1108k - 4/6/2011 3:47:55 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Because of the larger font, I might need to change this screen slightly.
The Supply and Fuel totals are not really useful on this screen, so I will remove them and move up the other two lines.
Then I can expand the scroll box another few colums to fit in the engine name in the larger font.





Attachment (1)

< Message edited by michaelm -- 4/6/2011 4:05:23 AM >


_____________________________

Michael

(in reply to michaelm75au)
Post #: 277
RE: Patch 06 - Public Beta - Build 1108k - 4/6/2011 4:03:45 AM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline
Yes, sorry.  Old geezer disease ... even with a 28" widescreen and BIG glasses, I need the alt font.  :)

And there was a time I could ....

EDIT: agreed: supply info of no real value here.

THANKS very much for the change.

 

< Message edited by PaxMondo -- 4/6/2011 4:05:07 AM >


_____________________________

Pax

(in reply to michaelm75au)
Post #: 278
RE: Patch 06 - Public Beta - Build 1108k7 - 4/6/2011 5:23:25 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
The next beta will address a the Ship Arrival menu.
Currently it shows ships in TFs with build rates, which is not really applicable as the ships are in delayed TFs.
Also it not easy to understand why build rate can;t be changed sometimes.
1. Removed build rate from TF-delayed ships
2. The build rate will be greyed out if it can't be changed (halted or accelerated).
3. The yellow build rates will show if it can't be halted or accelerated.





Attachment (1)

< Message edited by michaelm -- 4/6/2011 5:25:37 AM >


_____________________________

Michael

(in reply to PaxMondo)
Post #: 279
RE: Patch 06 - Public Beta - Build 1108k7 - 4/6/2011 6:49:13 AM   
PaxMondo


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

quote:

ORIGINAL: michaelm

The next beta will address a the Ship Arrival menu.
Currently it shows ships in TFs with build rates, which is not really applicable as the ships are in delayed TFs.
Also it not easy to understand why build rate can;t be changed sometimes.
1. Removed build rate from TF-delayed ships
2. The build rate will be greyed out if it can't be changed (halted or accelerated).
3. The yellow build rates will show if it can't be halted or accelerated.





Sweet! This will make handling ship production SO much easier ....

_____________________________

Pax

(in reply to michaelm75au)
Post #: 280
RE: Patch 06 - Public Beta - Build 1108k7 - 4/6/2011 5:35:17 PM   
hunchback77

 

Posts: 189
Joined: 5/13/2002
From: Whitby, Ontario, Canada
Status: offline
Very nice changes to the Ship Arrival menu. Thank you very much Michael.

(in reply to michaelm75au)
Post #: 281
RE: Patch 06 - Public Beta - Build 1108k7 - 4/6/2011 6:23:18 PM   
beppi

 

Posts: 382
Joined: 3/11/2004
From: Austria
Status: offline
Very nice additions michaelm, some of the are quite handy. I like the ability to accumulate stuff the most i have do admit. Saw a little problem, when i sort the industry screen using the used column screen gets a little wonky. (And it does not sort). But it is not a big deal.





Attachment (1)

< Message edited by beppi -- 4/6/2011 6:24:24 PM >

(in reply to hunchback77)
Post #: 282
RE: Patch 06 - Public Beta - Build 1108k - 4/6/2011 7:06:03 PM   
Smeulders

 

Posts: 1879
Joined: 8/9/2009
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: USS America


quote:

ORIGINAL: michaelm

1108k6

Added Option to stockpile some devices in the Device Pool. LCUs wont be able to use them for upgrades or replacements [MEM]



Fantastic list of enhancements, Michael. Could you explain the intent of this one a little bit? Is this a way to help direct device replacements to higher priority units?

There were times where I wanted to build up my pool of devices say Inf Squads, but still wanted the other devices (like artillery) to fill out normally.

Turning off all replacements only got me partway - an 'all or nothing' hammer.
With this option, I can still have the LCU take replacements but not the Inf Squads. Later when I have a big enough pool of them to say fill out my Division of Infantry, I can turn off replacements on all units but my Division, turn off stockpiling and on the next turn the Infantry Div should be able to take an influx of replacements (assuming all other supply conditions are met).
Also handy to have a good pool on hand for those TOE upgrades.

It is something that can be used, but doesn't have to be. Just an other micro-hammer for those who want finesse.


An absolutely great addition to the game. The art of micromanaging devices just got some nice new tools.

_____________________________

The AE-Wiki, help fill it out

(in reply to michaelm75au)
Post #: 283
RE: Patch 06 - Public Beta - Build 1108k - 4/6/2011 9:45:14 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline
But.....still no "Bob Hope USO tour unit"................

_____________________________




(in reply to Smeulders)
Post #: 284
RE: Patch 06 - Public Beta - Build 1108k7 - 4/6/2011 11:56:49 PM   
Bradley7735


Posts: 2073
Joined: 7/12/2004
Status: offline

quote:

ORIGINAL: michaelm

The next beta will address a the Ship Arrival menu.
Currently it shows ships in TFs with build rates, which is not really applicable as the ships are in delayed TFs.
Also it not easy to understand why build rate can;t be changed sometimes.
1. Removed build rate from TF-delayed ships
2. The build rate will be greyed out if it can't be changed (halted or accelerated).
3. The yellow build rates will show if it can't be halted or accelerated.






Hi Michael,

I can't see the difference between 2 and 3. Both say can't be changed (I think). I assume yellow means that you CAN halt or accelerate.

Also, I didn't realize some ships can't be changed. Are these the ships that haven't started using HI to advance in the queue? Or are there some ships designated as absolute on the build and can never be changed?

_____________________________

The older I get, the better I was.

(in reply to michaelm75au)
Post #: 285
RE: Patch 06 - Public Beta - Build 1108k7 - 4/7/2011 2:42:13 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
The grey entry can't be changed (halted or accelerated). The yellow ones can be changed, however some of them might not be able to be halted - thus the mouse over message.

Basically, a building ship can't be accelerated if the delay is greater than 30 times the ship's durability, and can't be halted if delay greater than 10 times the ship's durability.

Distinguishing the messages on the screen was due to me not knowing why I could change the build rate sometimes.


_____________________________

Michael

(in reply to Bradley7735)
Post #: 286
RE: Patch 06 - Public Beta - Build 1108k7 - 4/7/2011 3:14:43 AM   
Bradley7735


Posts: 2073
Joined: 7/12/2004
Status: offline
Thanks for the clarification. I've always been frustrated with the ship building queue, not knowing why I could change some ships and not others. I appreciate that you're putting in more visibility to reduce that confusion.

Man, I can't wait for this patch!! It's like Christmas for the AE player.

_____________________________

The older I get, the better I was.

(in reply to michaelm75au)
Post #: 287
RE: Patch 06 - Public Beta - Build 1108k7 - 4/7/2011 3:57:01 AM   
PaxMondo


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

quote:

ORIGINAL: Bradley7735

Thanks for the clarification. I've always been frustrated with the ship building queue, not knowing why I could change some ships and not others. I appreciate that you're putting in more visibility to reduce that confusion.

Man, I can't wait for this patch!! It's like Christmas for the AE player.

+1



_____________________________

Pax

(in reply to Bradley7735)
Post #: 288
RE: Patch 06 - Public Beta - Build 1108k7 - 4/7/2011 4:40:05 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
A new feature for the next beta will be the ability to change the player's password in a PBEM game. It will ask for the old password to check that you are the right player changing it.
There will also be a check to indicate if the PBEM save being loaded is from an end-of-turn save.


_____________________________

Michael

(in reply to PaxMondo)
Post #: 289
RE: Patch 06 - Public Beta - Build 1108k7 - 4/7/2011 7:49:51 AM   
castor troy


Posts: 14330
Joined: 8/23/2004
From: Austria
Status: offline

quote:

ORIGINAL: michaelm

A new feature for the next beta will be the ability to change the player's password in a PBEM game. It will ask for the old password to check that you are the right player changing it.
There will also be a check to indicate if the PBEM save being loaded is from an end-of-turn save.




wow, do you have a life too or are you only going to further enhance AE?

_____________________________


(in reply to michaelm75au)
Post #: 290
RE: Patch 06 - Public Beta - Build 1108k7 - 4/7/2011 8:30:38 AM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline
I still would like to someday see the ability to hover my mouse over conflicted hex and see the numerical strengths of my own units in a hex, at a glance.Of course I can get this info by opening the unit screens and in the op reports, but this feature would sure come in handy when dealing with a line of conflicted hexes grouped near one another.

_____________________________




(in reply to castor troy)
Post #: 291
RE: Patch 06 - Public Beta - Build 1108k7 - 4/7/2011 9:36:23 AM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
Speaking of tooltips, any way we can get the usual tootips aligned on the right instead of centered?

_____________________________


(in reply to m10bob)
Post #: 292
RE: Patch 06 - Public Beta - Build 1108k7 - 4/8/2011 12:51:24 AM   
Flying Tiger

 

Posts: 496
Joined: 3/11/2008
From: ummmm... i HATE that question!
Status: offline
and any chance of getting that hyperlink from the ops report to the relevant base/TF/unit???????

(in reply to BigDuke66)
Post #: 293
RE: Patch 06 - Public Beta - Build 1108k7 - 4/8/2011 7:58:56 PM   
ny59giants


Posts: 9869
Joined: 1/10/2005
Status: offline
If you have two or more units in a non-base hex, you can click on them and see the fort level. Is there a way to see what it is for a single unit in a hex??

(in reply to Flying Tiger)
Post #: 294
RE: Patch 06 - Public Beta - Build 1108k7 - 4/8/2011 8:59:57 PM   
witpqs


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

quote:

ORIGINAL: ny59giants

If you have two or more units in a non-base hex, you can click on them and see the fort level. Is there a way to see what it is for a single unit in a hex??


Look at the upper left hand corner of the LCU display and you will find the forts for that unit (if not 0). Note that, despite what the multi-LCU display says, the fort levels for individual units vary.

(in reply to ny59giants)
Post #: 295
RE: Patch 06 - Public Beta - Build 1108k7 - 4/8/2011 10:06:54 PM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline

quote:

ORIGINAL: Flying Tiger

and any chance of getting that hyperlink from the ops report to the relevant base/TF/unit???????


The devs have said a couple of times that the legacy code which is AE doesn't support hyperlinks. A lot of things in the game could use it, but a lot of WITP was written in the earlier Windows eras, and there are rumors that some of the algorithms' parents go back to DOS. While I can't confirm that last, I do believe that the code is old enough to not like anything Net related.

_____________________________

The Moose

(in reply to Flying Tiger)
Post #: 296
RE: Patch 06 - Public Beta - Build 1108k7 - 4/9/2011 4:41:54 AM   
Mac Linehan

 

Posts: 1484
Joined: 12/19/2004
From: Denver Colorado
Status: offline
michaelm -

Am humbled and deeply appreciative of all your work - always professional and thorough.

I am in your debt, Sir -

Mac

_____________________________

LAV-25 2147

(in reply to michaelm75au)
Post #: 297
RE: Patch 06 - Public Beta - Build 1108k7 - 4/9/2011 1:09:16 PM   
michaelm75au


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

ORIGINAL: m10bob

I still would like to someday see the ability to hover my mouse over conflicted hex and see the numerical strengths of my own units in a hex, at a glance.Of course I can get this info by opening the unit screens and in the op reports, but this feature would sure come in handy when dealing with a line of conflicted hexes grouped near one another.


Will this do.
I was having difficulty in seeing how many CD guns where in hex due to many LCUs.
Notice the bottom line of box.




Attachment (1)

_____________________________

Michael

(in reply to m10bob)
Post #: 298
RE: Patch 06 - Public Beta - Build 1108k7 - 4/9/2011 1:44:24 PM   
berto


Posts: 20708
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: offline
quote:

ORIGINAL: michaelm

Will this do ... Notice the bottom line of box.

That is a great addition.

Never underestimate the power of these "little" tweaks to improve and ease playing the game. They all add up.

(If only you would add fields for XP, Morale, Fatigue & Disruption in the (toggled) Ground Units screen displays. Pretty please!)

_____________________________

Campaign Series Legion https://cslegion.com/
Campaign Series Lead Coder https://www.matrixgames.com/forums/tt.asp?forumid=1515
Panzer Campaigns, Panzer Battles, Civil War Battles Lead Coder https://wargameds.com

(in reply to michaelm75au)
Post #: 299
RE: Patch 06 - Public Beta - Build 1108k7 - 4/9/2011 3:35:41 PM   
michaelm75au


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

quote:

ORIGINAL: berto

quote:

ORIGINAL: michaelm

Will this do ... Notice the bottom line of box.

That is a great addition.

Never underestimate the power of these "little" tweaks to improve and ease playing the game. They all add up.

(If only you would add fields for XP, Morale, Fatigue & Disruption in the (toggled) Ground Units screen displays. Pretty please!)

Already done.
There is an additional column showing the TOE delay time as I find it hard to know when TOE will upgrade without having to look through each unit.




Attachment (1)

_____________________________

Michael

(in reply to berto)
Post #: 300
Page:   <<   < prev  8 9 [10] 11 12   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Tech Support >> RE: Patch 06 - Public Beta - Build 1108k Page: <<   < prev  8 9 [10] 11 12   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

2.844