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RE: Patch 06 - Public Beta - Build 1108j (build03)

 
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RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/27/2011 2:06:09 PM   
rev rico

 

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I'm about to start a new PBEM, should we use the BETA patch?

Bob

(in reply to michaelm75au)
Post #: 991
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/27/2011 7:12:01 PM   
witpqs


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I recommend it. And keep up with new versions as they are released. Opinions may vary, but that's mine!

(in reply to rev rico)
Post #: 992
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/27/2011 7:39:27 PM   
jmalter

 

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i agree w/ witpqs, Bob.

the beta provides many fixes for probs in the existing game, and introduces lotsa kewl new stuff (such as anti-clockwise air-search patterns) to the UI tool-kit. and if a bug shows up, michealm is ultra-fast to issue a correction.

so i would say, start your new PBEM w/ the current beta, but wait 7-10 days before you & your opponent upgrade to each new release.

(in reply to witpqs)
Post #: 993
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/27/2011 7:39:42 PM   
Rainer

 

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quote:

I recommend it. And keep up with new versions as they are released. Opinions may vary, but that's mine!

+1

Although I have to admit I'm playing versus AI.

< Message edited by Rainer -- 6/27/2011 7:40:26 PM >


_____________________________

WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta

(in reply to witpqs)
Post #: 994
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/28/2011 3:20:53 AM   
rev rico

 

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And where do I get it? The first page of this thread?

(in reply to Rainer)
Post #: 995
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/28/2011 3:31:54 AM   
witpqs


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quote:

ORIGINAL: rev rico

And where do I get it? The first page of this thread?


Yes. Michael has been replacing the file attached to that first post with the latest as he releases them.

(in reply to rev rico)
Post #: 996
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/28/2011 11:35:32 AM   
Zacktar


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quote:

ORIGINAL: Rainer

quote:

I recommend it. And keep up with new versions as they are released. Opinions may vary, but that's mine!

+1

Although I have to admit I'm playing versus AI.

+1 to this, too. The beta patch series has really improved my enjoyment of the game in all sorts of ways. I don't think I could go back to the "official" version.

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(in reply to Rainer)
Post #: 997
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/29/2011 11:14:31 PM   
Rekm41


Posts: 561
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From: Canada EH!
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Does the latest version work with WitPTracker?

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Post #: 998
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/30/2011 10:54:20 AM   
michaelm75au


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Yes. But you need to copy the DLL in the beta2 directory to the tracker install directory.

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Michael

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Post #: 999
RE: Patch 06 - Public Beta - Build 1108j (build03) - 7/1/2011 8:18:55 AM   
CaptBeefheart


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I also am an AI weenie, but have to say the beta is a great improvement over an already good game. I wouldn't go back. Good idea from Jmalter on waiting a few days after each beta update as well if you're in a PBEM.

Cheers,
CC

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Post #: 1000
RE: Patch 06 - Public Beta - Build 1108j (build03) - 7/2/2011 12:37:23 PM   
rev rico

 

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I installed the patch and it created the Beta2 folder. Now, do I just leave it there?
I pressed the desktop shortcut and the game started. When I ran a replay the combat animation was shimmering up and down constantly. Plus instead of a full screen it has a windows border around it. Is that normal?

(in reply to CaptBeefheart)
Post #: 1001
RE: Patch 06 - Public Beta - Build 1108j (build03) - 7/2/2011 12:41:59 PM   
Rekm41


Posts: 561
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I am not sure sabout shimmering but windowed is caused by the shortcut. Rightclick check. Properties removw w and you will be fullscreen.

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Post #: 1002
RE: Patch 06 - Public Beta - Build 1108j (build03) - 7/2/2011 1:07:22 PM   
rev rico

 

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Great, that worked.

(in reply to Rekm41)
Post #: 1003
RE: Patch 06 - Public Beta - Build 1108j (build03) - 7/2/2011 1:09:34 PM   
BigDuke66


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Yes you should take the command option(if you used any) from the original shortcut and don't erase the original shortcut as every time you install a new version of the beta the shortcut for it will also be reset so yo have to copy the command line options again to it.

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Post #: 1004
RE: Patch 06 - Public Beta - Build 1108j (build03) - 7/2/2011 11:26:10 PM   
rev rico

 

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any word on the animation screen's jumpiness?

forget it. it's fine now

< Message edited by rev rico -- 7/2/2011 11:45:24 PM >

(in reply to BigDuke66)
Post #: 1005
RE: Patch 06 - Public Beta - Build 1108j (build03) - 7/3/2011 12:14:26 AM   
JeffroK


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This isnt a bug, just a PIA to manage.

On changing aircraft types within squadron, you have to be careful to follow the right sequence of commands or you end up in a loop. And typically you take 2-3 circuits to work out what you screwed up.

I always have my sqns on "Do not upgrade" and you must clear this before selecting the new type. In the past it didnt matter.

I'm also not happy about the "Do you want to keep the original upgrade path" as I'm supposed to be in charge of all this. Is it helpful or there for the 1 in 100 cases you might want to downgrade your aircraft.

The PP cost is useful however, especially in the early days when you have few to spend.

Was the AA effectiveness upgrade going to happen officially or is it only available in a mod?


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Post #: 1006
RE: Patch 06 - Public Beta - Build 1108p2 - 7/3/2011 12:46:47 AM   
michaelm75au


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[1108p2]
Tweaked Added more detail to 'refitting' messages on ships and limited repair changes after a upgrade [MEM]
Tweaked Moved flak attack on air transports to AFTER any CAP intercepts [MEM]
Fixed Possible TF unloading issue when no squads are present [DCB]



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Michael

(in reply to JeffroK)
Post #: 1007
RE: Patch 06 - Public Beta - Build 1108j (build03) - 7/3/2011 1:38:55 AM   
Reg


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quote:

ORIGINAL: JeffK

I'm also not happy about the "Do you want to keep the original upgrade path" as I'm supposed to be in charge of all this. Is it helpful or there for the 1 in 100 cases you might want to downgrade your aircraft.


Some groups have special upgrade paths (such as to the LB-30) which have to be exercised before certain types become generally available. Use of this option prevents these special upgrade paths being overwritten and lockout of some aircraft types.



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Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!

(in reply to JeffroK)
Post #: 1008
RE: Patch 06 - Public Beta - Build 1108j (build03) - 7/3/2011 1:58:08 AM   
michaelm75au


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This option was added due to several complaints about losing the ability to upgrade some groups to specific aircraft.

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Michael

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Post #: 1009
RE: Patch 06 - Public Beta - Build 1108j (build03) - 7/3/2011 6:32:57 AM   
JeffroK


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OK, still a PITA

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Post #: 1010
RE: Patch 06 - Public Beta - Build 1108p2 - 7/3/2011 8:16:48 AM   
BigDuke66


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From: Terra
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quote:

ORIGINAL: michaelm

[1108p2]
Tweaked Added more detail to 'refitting' messages on ships and limited repair changes after a upgrade [MEM]
Tweaked Moved flak attack on air transports to AFTER any CAP intercepts [MEM]
Fixed Possible TF unloading issue when no squads are present [DCB]



Could you please give us more details on this?

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(in reply to michaelm75au)
Post #: 1011
RE: Patch 06 - Public Beta - Build 1108p2 - 7/3/2011 8:30:26 AM   
michaelm75au


Posts: 13500
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As explained in CV stuck thread http://www.matrixgames.com/forums/tm.asp?m=2849071
and the p1a view thread http://www.matrixgames.com/forums/tm.asp?m=2851173.


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Michael

(in reply to BigDuke66)
Post #: 1012
RE: Patch 06 - Public Beta - Build 1108p2 - 7/3/2011 10:30:02 AM   
BigDuke66


Posts: 2013
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From: Terra
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Ah again a nice improvement thanks

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Post #: 1013
RE: Patch 06 - Public Beta - Build 1108p2 - 7/3/2011 11:22:31 AM   
PaxMondo


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quote:

ORIGINAL: michaelm

[1108p2]
Tweaked Added more detail to 'refitting' messages on ships and limited repair changes after a upgrade [MEM]
Tweaked Moved flak attack on air transports to AFTER any CAP intercepts [MEM]
Fixed Possible TF unloading issue when no squads are present [DCB]



Thanks for the great support!




_____________________________

Pax

(in reply to michaelm75au)
Post #: 1014
Extra pilots question - 7/3/2011 6:57:57 PM   
SimonDC

 

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From: Washington, DC
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Hello All, I've just upgraded to the latest Beta patch. I was wondering how the get extra pilots button is meant to work? If my squadron is full is there a way to turn it off?

Many thanks
Simon

(in reply to PaxMondo)
Post #: 1015
RE: Extra pilots question - 7/4/2011 10:45:51 AM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
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quote:

ORIGINAL: SimonDC

Hello All, I've just upgraded to the latest Beta patch. I was wondering how the get extra pilots button is meant to work? If my squadron is full is there a way to turn it off?

Many thanks
Simon


Pressing it will either fill out the group, or if already full, will draw in some excess pilots.
It can't be 'turned off', but you can decide NOT to press it.

_____________________________

Michael

(in reply to SimonDC)
Post #: 1016
RE: Extra pilots question - 7/4/2011 12:33:06 PM   
Omat


Posts: 2414
Joined: 8/18/2004
Status: offline
Hi

Ah a test for our self control!

I have to resist the urge to press.......

Omat

P.S.: I think even if there is a warning like: "Pressing the button, could cause XXXXX".... somebody will press it


quote:

ORIGINAL: michaelm

It can't be 'turned off', but you can decide NOT to press it.



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"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people so full of doubts."
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(in reply to michaelm75au)
Post #: 1017
RE: Extra pilots question - 7/4/2011 3:32:41 PM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
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Yes, some person will always want to see what happens when they press that button. No matter how much you say don't, something in human nature tends to increase the desire to do the opposite for some people.
Have that problem at work, too.


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Michael

(in reply to Omat)
Post #: 1018
RE: Patch 06 - Public Beta - Build 1108j (build03) - 7/4/2011 3:34:03 PM   
crsutton


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From: Maryland
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Michael,

So far I have been blown away by the fixes and upgrade you have added. I am looking forward to the official patch so that we are all on the same page again. Thanks for the work you (and others, I assume) are doing.

I just read about a fix that JWE has worked up for the super E type escorts in the Da Babes mod. It sounds like it is pretty good. Can we hope to see this fix implemented in the basic game? I am sometimes confused about how much work is shared by the guys working on other mods and the basic game.

Thanks again.

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(in reply to Halsey)
Post #: 1019
RE: Patch 06 - Public Beta - Build 1108j (build03) - 7/4/2011 3:41:22 PM   
crsutton


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From: Maryland
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quote:

ORIGINAL: m10bob

Hello..Dunno if this is possible, but I have a major irk since day one.

When building a combat naval TF, I pay extra to be able to acquire my own TF commanders. (Willis Lee is my favorite BB CO), but once that TF comes back to port, I lose the commander of that TF and am left to re-purchasing my CO's all over again.

Is there a way to make this "loss" or swap optional?

Thank you.


This is also an issue in that whenever I form a new carrier TF and select "auto select" commander the AI almost aways will choose an unsuitable surface fleet commander for the TF rather than any number of skilled carrier commanders available-forcing me to spend valuable PPs on replacing the commander. This does not seem to be a problem when setting up a SCTF.

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Post #: 1020
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