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Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)

 
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Patch 06 - Public Beta - Build 1108r9 updated 21 Januar... - 7/12/2011 10:51:19 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
This is an on-going unofficial beta install.

Carrying over from previous thread as I can't delete the old installer.

This is being done solely on my responsibilty and outside the normal Matrix process. I still don't have any info on WHEN patch 6 will be made official, but this would be helpful step to ensure that there are not runtime issues with the code when it is.


I have created an installer that will install the new EXE and DLL onto your PC in a new directory called Beta2. A shortcut, like the original Beta one, will be created on the desktop referencing the new directory.

Here is a list of the additional changes since 1108c (build 2)

[1108c+]
Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units.
Revised restore of report files from save
Changed Added group withdraw date to all split sub-groups, not just permanent withdraws
Fixed 'buy-for-supply' ships remained at 1 day delay
Fixed Error in Kamikaze determination in Flak Attack
Fixed Kamikaze training not affecting low naval bombing
Fixed Transferring pilot to group of different type losing 0-10 points off skills, rather than +/- 5
Changed Pilot experience hit based on category rather specific air type
Changed Added more off-map checks to better handle the TF's 'Return to ...' buttons

[1108d]
Fixed Removed ships under repair/conversion from AV support total
Fixed Ground attacks against land units in friendly base hex could default to 'Commander Discretion'
Changed Re-enabled limited on-map routing for off-map TFs
Removed Disband check for resource/oil that was added earlier as can be worked around
Fixed Allow float planes to transport troops to coastal bases - allowed selecting but did not always make the move
Changed Night missions on list using BLUE rather than BLACK
Changed Halved the 5-day resource requirement/stockpile to 2-day. Added earlier in patch to help with resource distribution

[1108e]
Changed Arriving LCU units were building more than needed devices if not enough in device pool
Fixed Was returning wrong Allied device to pool on LCU device upgrade
Fixed Tried to align weapon and TOE for units without formal TOE before taking replacements; wrong numbers could be happening
Changed Adjusted off-map entry point for way-points
Fixed Altitude not being changed on some dive bomber attacks in AAA
Changed TBs excluded from dive bombing accuracy change in order to address LB accuracy issue [MEM]

[1108f]
Fixed Auto convoy returning resource/oil to home base when not required to
Added Army screen shows a '+' next to under-strength devices that are in pool, a '!' next to device if upgrade in the pool. Helps to see what replacements can be used
Fixed CTD when checking groups on withdrawing ships
Changed Restored image files for centre windows
Fixed Extend packing time and operMode to combining editor components of parent LCU
Changed Vary DL for base created TFs, use same DL for TF split
Fixed Leader of delayed group being re-assigned continually
Fixed HQ check so that first HQ is included

[1108g]
Changed Update device in TOE when changed in order to fix land replacements
Fixed Return cargo for CS or AC not checked if home base and current base are the same
Fixed Force TF to use offmap if incorrectly set due to changes of destination

[1108h]
Fixed Adjust for non-mine device being in special mine slot [#9] for sub minelaying
Changed Force ships to arrive at national base if original location is not valid to form TF; stop ships arriving at 'land-locked' base
Fixed Group leader who is a pilot was losing the link under various conditions. Corrected conditions and added correction code
Changed Allow 'independent' commands to change without cost to another

[1108i]
Fixed Unoccupied bases were not being getting correct hq, mainly affecting Allies. New HQ will be the theatre hq of base doing capture, or first LCU in hex.
Fixed Japanese production was over-producing upgraded devices for LCUs
Changed Ship display of ARD shows lift capacity
Fixed Sub-units not having withdraw delay decremented
Fixed Updated offmap checks for home base

[1108j]
Fixed Issue with carriers in range code; could cause data corruption
Fixed Not all TRACOM pilots showed in lists
Fixed Limit retreat after meeting TF surface combat to actual combat
Changed Removed endurance limit on PTs that limits attacks
Fixed LCU weapons being changed by AI code sometimes when LCU is human controlled
Changed Defer device upgrade of LCUs with fragments existing; causes errors in devices when swaping to parent or merging with other fragments/parent
Changed No TF unload if 'do not unload' set regardless of status of ship cargo handling
Fixed Empty fragments stopping editor sub-units from recombining
Fixed Some leaders that moved between units retained their move lock-out so didn't show in free leader list
Changed Raised the max air rank for direct group control
Changed TBs excluded from dive bombing accuracy change in order to address LB accuracy issue
Added Filter added for active/inactive ship upgrades on ship list
Changed Increased ship list from 1000 to 1300 per port/tf
Changed Offmap TF refueling uses only TFs in same hex with same time to base
Fixed Copy over group's upgrade path to units on divide command; when recombined the parent path will apply
Changed Updated editor component subunit recombining due to mismatched devices [MEM]

[1108k]
Changed Refined the land device upgrade and replacement phases to better control devices [MEM]
Changed Suppress LCU devices that have no TOE number and are not present (ready or disabled, and wont take any replacements) in LCU [MEM]
Fixed Only add production resources to pool if scenario player's production on, else add to normal device pools [MEM]
Fixed Preserve highest leader when recombining subunits [MEM]
Fixed Bug in loading scenario that was not putting pilots in to General Reserve (group 0). [MEM]
(Pilots can't be put directly into TRACOM by editor, as group 30000 can't be assigned there. It can set by using 'wtiploadae' tool.)
Fixed Using offmap movement, it was possible to route TFs with large ships to river ports. [DCB]
Changed TF mission change for Amphib and Transport limited based on transport capacity used; was troops only [DCB]
Changed Improved ship-based group upgrade/replacement when in a base; shouldn't need to disembark the group [MEM]
Fixed On-map TF hex list behaves like other TF hex lists [MEM]
Added LCU replacement/upgrade will handle duplicate/out of order devices in LCU [MEM]
Fixed Some TOE upgrades were happening too soon;due to the upgrade delay being set to 9999 which ends up as no delay.
(Existing games not affected but new games will not have these TOE upgrades) [MEM]

Fixed loop due to perpetual device upgrade loop 973->966->973... seems to an error in OOB

Fixed Detachment groups wouldn't re-attach to parent group
Fixed another loop due to device upgrade loop

Changed Code base of reformed LCUs that can't arrive [MEM]
Fixed Error in limiting CD fire [MEM]
Fixed Occassional drop out of base selection, disappearance or mouse over [MEM]
Fixed Building VM units corrupts TOE of GHQ and Kwantung HQ [MEM]
Fixed Old convoy units could show up in Destroyed LCU list [MEM]

[1108k5]
Changed LCU rebuild requires same Op Mode and March parameters for all subunits [MEM]
Changed LCU withdraw date was being cleared in some cases and not others when killed; fixed so that destroyed LCUs can't be reformed if due to withdraw [MEM]

[1108k6]
Changed Added mission being trained for on group screen if primary is not TRAINING [MEM]
Added The group admin & stack data is displayed on the hex list screen if applicable, rather than when overloaded. Overloaded shows in RED [MEM]
Fixed Build rate of supply-generated ships was getting set back to '0'; should have been '1' [MEM]
Added Number of building 'supply-generated ships' shown in () on ship reinforcement screen [MEM]
Added Option to stockpile some devices in the Device Pool. LCUs wont be able to use them for upgrades or replacements [MEM]
Changed Removed same march direction restriction from rebuilding LCUs. [MEM]
Changed Play news of naval combat only if major combat ships involved [MEM]

[1108k7]
Added Show which weapon by '**' is causing split units not to combine [MEM]
Fixed Removed disbanded LCUs from rebuild check [MEM]
Changed Re-aligned some fields on the Aircraft & Engine pool screen [MEM]
Changed Updated the Save game screen to reflect the correct background as to WHO is saving it [MEM]
Added On Save screen for PBEM there is a button to change the player's password. It is only shown when ending the player's turn. [MEM]
Added On load of email save, report if in-turn or end-turn save [MEM]
Changed Adjusted base air stacks be updated during turn due to missions, movement, etc [MEM]
Added Army lists can now show experience, morale, fatigue, disruption, TOE upgrade delay [MEM]
Added On ships with mine devices, an '*' is printed in Ammo column if there are devices in the pool; acts as a quick check if mines could be loaded [MEM]
Fixed Restored the auto-upgrade of squad/engineer devices when LCU takes upgrades; incorrectly changed in 1108e [MEM]
Changed Ships that are still outfitting for more than one day can't be put into TF; one day delay could be put into Escort TF [MEM]
Added Total line in mouse-over for case of more than one friendly land unit [MEM]
Tweaked recombining of editor units into parent unit - mismatched weapons could cause devices to be removed [MEM]
Fixed Error in initial settings of manpower at start of scenario [MEM]

[1108k8]
Tweaked combining editor component units some more [MEM]
Fixed Seaplane support not being supplied by minor damaged ship when disbanded in port, but does for same ship in TF [MEM]
Corrected Admin stacking info on group screen not reflecting supported levels [MEM]
Tweaked Group stacking on base with AF 6+ gains a 1/3 lowering of the "Aircraft Stack Level" for 4E planes[MEM]
Tweaked Added limits to how much excess res/supply/etc is moved to/from base each turn [MEM]
Added Supply, fuel, resource and oil can be stockpiled at bases. By stockpiling, no other bases can draw off them [MEM]
Stopping industry lowers base's resource requirement. Several screens showing supply/fuel/oil/res will be color-coded if being stockpiled.
Added ability to cancel loading of a CS taskforce [MEM]
Added filter to Industry Menu to show all base industry not meeting minimum requiremets - potential failure to produce [MEM]
Fixed Return CS cargo of fuel or supply didn't always get returned. Expected only oil or resources being returned. TF could stay loading/waiting [MEM]
Changed Replaced top 3 skills on group pilot screen with line of skill averages [MEM]
Added On LCU Withdraw List: * at end of name means withdrawn losing devices; on LCU screen "out of theatre" means loses devices [MEM]
Fixed Naval retreat after combat which could force TF to retreat "off-map" [MEM]

[1108k9]
Added Hotkey '5' will show the supply path from the selected base where the number shows the lessening effect of supply [MEM]
Changed Made the location on TF list attempt to cater for "at base" loading as distinct from "at base, moving to" [MEM]
Changed Naval bombardment will use the minimum range setting of TF when determining best target. If unit can't hit back at range, then "less" chance of being target [MEM]
Reworked TFs that are not moving are prone to any minefields in current hex; seemed to have been broken by an earlier fix [MEM]
Tweaked Added target/destination hex check to the AI Auto TF Build to exclude over-sized ships [MEM]
Added After 6 months, an expired pooled device (sqd or engineer type) will slowly convert to the upgraded version; if japan, obsolete devices back to the raw materials [MEM]
Added Auto-conversion is option in the in-game preferences. New games assume it is ON [MEM]
(PBEM assumes on for both players - Japanese player can turn it off/on so it applies for synchronisation.)
Fixed Wrong screen showing when returning BACK from Group screen to groups-in-base list screen [MEM]
Fixed Error in some calculations of MP and ARM points for squad-type devices in some places [MEM]
Fixed Not all devices being shown in the device/industry/resource pool [MEM]

[1108m]
Fixed Dropped airgroup dets from parent groups if not on map [MEM]
Added Indicate on base screen if Burma Road is open (on Ledo, Rangoon and Tsuyung) [MEM]
Added Right-click adds/subtracts 5000 supply from base additional needs - got tired of extra clicks :) [MEM]
Tweaked Lowered excess resource/oil threshold from 10 days to 5 days; has been 10 since start but think it is too high. Should flow to ports for use elsewhere [MEM]
Restored password change on email save - wrong variable used [MEM]
Tweaked Deleted more killed/captured pilots when at pilot max limit [MEM]
Tweaked TF list to standardize locations a bit more [MEM]
Fixed Trainee replacement pool not being reduced [MEM]
Tweaked Moved the combat and ops reports on the screen to the left to allow for longer lines [MEM]
Added Allied groups can see air upgrades from related nationalities if PDU is on: CW group sees Aus,NZ,Can,Brit; IND group sees Brit; USMC & USN can trade planes. Will be a PP cost to use other nationality [MEM]

[1108m2]
Tweaked Allow CW nat aircraft swapping between CW nations (Aus,NZ,Can,Brit) [MEM]
Fixed Missing devices from japan pool when device is upgraded and more are needed to be built [MEM]

[1108m3]
Tweaked Show the supply path as black dots in a PBEM rather than actual suppply numbers [MEM]
Added Mine count on TF list [MEM]
Tweaked TOE upgrade in order for it to retain any the same weapons even if they have moved slot [MEM]
Changed the 'turret hit' to show what weapon mount it is [MEM]
Fixed Moonlight and Turn were mixed together on top line of some screens [MEM]
Fixed Mines were not being removed from sub properly if TF wasn't docked. Allowed for base in hex if not docked [MEM]
Tweaked Increased required oil/resource by a fraction of the load capacity of any TFs in hex wanting a load [MEM]
Tweaked Stockpiling resource/oil creates a small 'need' for such [MEM]
Changed Removed Ledo from Burma Road consideration [MEM]
Added 'Get xx pilots' will appear to allow over-fill once group has pilot operational level [MEM]
Tweaked Suppress some 'get pilot' buttons if not applicable [MEM]
Changed Stop ability to overfill fragments [MEM]
Added Show group or pilot stats on the group list screen [MEM]
Changed Made current TOE upgrade delay show as -1 on LCU list so it can sort this cases [MEM]
Tweaked LCU rebuilt in order for it to retain any weapons could upgrade to TOE weapon [MEM]

[1108m4/5]
Tweaked Wrong altitude was being used in some cases. Could impact raid, co-ordination and low level intercepts [MEM]
Fixed Overflowing list caused lockup during air/land combat [MEM]
Fixed Carry over replacement delay on LCU recombining [MEM]
Changed Color of supply dot to yellow [MEM]
Added Option to release or retire low experienced named pilots - in group and reserve lists [MEM}
Fixed Error in movement of fuel and determination of excess resources [MEM]
Tweaked Pilot overflow to clear more pilots. Corrected some discrepancies in pilot numbers [MEM]
Fixed Auto-upgrade of squad devices when LCU taking replacements that cause an upgrade [MEM]
Fixed Fragments were taking settings from the parent group, rather than group being created from [MEM]
Fixed AA rockets not showing up in some of the class/ship waepon lists [MEM]
Fixed Unable to get plane replacement on smaller groups [MEM]
Fixed Some reported altitudes are 100' off the correct value [MEM]
Tweaked Air attacks at 10K were not being adjusted for misses when checking each bomb dropped.
[A miss after a hit should end the 'stick' or increase the odds of any further bombs in same 'stick' of missing.]

Fixed Overflow bug causes large LCU to be killed off [MEM]
Fixed Display issue with ship reinforce screen [MEM]


[1108m6]
Fixed Escorts not being marked as used in some cases causing multiple sweeps [MEM]
Fixed Bug when strategic move set while packing caused move of only one hex [MEM]
Fixed Dedicated training group lost ability to add trainee pilots [MEM]
Fixed A LCU movement flag was not always being cleared which could cause a move to suddenly be cancelled [MEM]
Tweaked Rebuilding LCU from editor sub-components will attempt to upgrade devices in order to match common device [MEM]
Fixed Added additional place list sort when loading a save [MEM]
Changed Reordered the map place display list to restore possible missing LCUs [MEM]

[1108m7]
Fixed Too many old devices could be converted sometimes leading to -ve in pool [MEM]
Fixed TOE upgrades could lose devices as counts were sometimes replaced, rather than added [MEM]
Tweaked Disabled option to stop Light Industry as it is a permament industry like resources (per Andrew Brown) [MEM]
Fixed On turn 1, a mid-turn Allied save can be read by Japan by skipping the password. Only applicable on that one save [MEM]
Added Additional release buttons on the Reserve Pilot screen [MEM]
Added New option to load tenders in port from the ship list screen [DCB]
Changed From a base, Show Upgrade Due screen defaults to 'allow upgrade ships' [MEM]
Removed Right-click from group PILOT keyword as PLANES is now on screen [MEM]
Tweaked Computer player TOE upgrades are slightly randomized to stop all happening at once [MEM]
Changed Removed Torpedo Ordnance from 'non-Air Hq' land unit's TOE/list so that device is not treated as a device; tallies are stored elsewhere so it is redundant once scenario is loaded [MEM]
(was causing some strange occurances)

[1108m8]
Fixed Transfer carrier trained status when recombining split groups [MEM]
Fixed Ship due upgrade count could have a number but nothing in due lists. Upgrade ship was under repair [MEM]
(Combination of Ships under repair and Ships due upgrade shows those which are being repaired that might jump into an upgrade at same time)
Fixed Wrong pilot reserve being accessed when no pilots in replacement pool [MEM]
Fixed Pass over any TOE upgrade for Torpedo Ordnance device. Include HQ type/radius change [MEM]
Added Show speed mode in TF list [MEM]
Tweaked Message delays - space bar will turn toggle the general message delay off/on [MEM]
Tweaked No spoilage on excess supply/fuel at SPS level for bases in first week of scenario [MEM]

[1108m9]
Tweaked On mouse over land units, unit number is in [], and if too many to list, "plus xx more LCUs" will be added to display. Leave room for "Total" line [MEM]
Fixed Missing weapons on ship database ingame [MEM]
Tweaked Randomize unit detection affecting base DL [MEM]
Tweaked Turn on normal message delay at end of turn cycle (except for continous play) [MEM]
Tweaked Added more info on mouse over on groups in hex and land/naval list [DCB]
Fixed Stop TF endurance from going below 0 - caused CTD [MEM]
Fixed Low skill pilots could start with high individual skill [MEM]

[1108p1]
Fixed Overflow of refueling arrays if large number of ships in TFs insame hex [MEM]

[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]
Fixed Minelaying mission didn't 'return by same path' if waypoints set [MEM]
>>>>Tweaked TF refuleing when a ship in TF is below 70% fuel, and limit refuel to ship(s) below 70% [MEM]

[1108p3]
Tweaked Seaplane support/supply for search and strike to behave similiarily [MEM]
Tweaked Added a "load tender" button to ship screen to complement use of seaplane supply [MEM]
Changed When ship with no air ordn left, CAP is limited and no search/asw can be performed [MEM]
Tweaked Inactive pilots (delay = 1) should be treated as if active for fatigue recovery [MEM]
Fixed Refueling ship from port didn't check for available ops points [MEM]
Changed Don't allow ships without free ops points at start of cycle from replenishing at sea [MEM]
Changed Re-enabled cloud drawing during order phase [MEM]
Removed DB diving attack on ships only - introduced at start of 1108 patches by me for some obscure reason [MEM]
Fixed Incorrect calculation for number of planes at base; earlier patch bug [MEM]
Tweaked Add ammo levels to the mouse over on the TF-ship transfer screen [MEM]
Fixed The earlier 70% fuel fix caused refueling if ship was under 70% fuel - were not able to top-off the TF [MEM]
Fixed Bug not allowing ships to launch planes. Silly mistake. Drop a test of a variable. [MEM]
Fixed Error in calc of engines for airfield stacking; revealed by previous tweak [MEM]
Fixed Manage repair error for min conversions incorrect from 1108p2; not allowing change from Pierside [MEM]

[1108p4]
Fixed Overflow of pilot array corrupting map locations [MEM]
Changed Restricted HQ indicator changed from (R) to (R) for temp and [R] for perm attached [MEM]
Tweaked Added "Tonnage" to map taskforce mouse over [MEM]
Changed Made sure group secondary mission gets reset when primary mission changed from NAV_ATTACK [MEM]
Fixed Radar range on air detection was overstated by a factor of 2 or 3. Wrong mix of ft, yds, nm, miles [MEM]
Tweaked Added depth check on DC in ASW combat [DCB]
Added On Army list sceen, 'soft' value of %TOE strength and unit fortifcation level with 'p' to show unit is building them (LCUs in hex only) [MEM]

[1108p5]
Added Stockpiling switch on Base List screen [MEM]
Added Base list shows additional info for enemy base - AF, port, estimated ships and a/c [MEM]
Changed Default cloud setting to OFF during orders. Can be toggled ON/OFF during this. Last setting applies to turn [MEM]
Tweaked Aligned mouse over with group lists; shows withdraw, upgrade dates for ships, LCUs in addition to group [MEM]
Fixed Bug in repair estimates could add random cargo capacity to ships [MEM]
Fixed Don't allow moving LCUs to be loaded on ships [MEM]
Fixed Groups at off-map locations (base or TF) not performing Training missions [MEM]
Tweaked Made 'Attached to' name GREY when unit is STATIC ATTACHED to it; no visible indicator was previously shown [MEM]
Tweaked Land combat: Made support devices less likely targets (basically every 10 counts as 1 for target purposes) [MEM]
(Took forever to get hits on combat devices if unit has large support base, like CHI LCUs)
Tweaked Land combat: Inf,Arm,CD LCUs with no current AV are treated like Art for stacking purposes (not made to bear brunt of attack if other AV units present) [MEM]
(Many CHI units end up with much ranged devices but nothing to defend with. But took no loss against the ranged devices in assault)


[1108p6]
Fixed City attack industry not set when flights were split off from main attack [MEM]
Changed Added a nationality filter to device pool screen [MEM]
Tweaked Refined the static-attached units as added in previous beta p5 [MEM]
Fixed Access to random variable causing combat replay issues [MEM]
Fixed Manage ship repairs not showing weapon damage repair capability properly [MEM]
Fixed 'Active' filter not showing green initially for group and reserve pilot lists [MEM]
Changed Enabled reporting of non-air attack aircraft losses [MEM]
Fixed Planes with torpedo as primary weapon unable to be selected for port mining [MEM]
Added Mouse-over on bases/TF/LCUs will show range from the current hex (one with all white sides) [MEM]
Added Upgrade delay to TOE on 'View TOE' mouse over on LCU screen [MEM]
Added Coding of static/restricted group headquarters (like for LCU) [MEM]

[1108p7]
Fixed Force a delay on LCU & groups due as reinforcements but arrive early at enemy base [MEM]
Fixed Adjust search arcs for drop tanks if applicable [MEM]
Fixed Bug in offmap TF calculation [MEM]
Added TF screen shows endurance to target, and back to base [DCB]
Tweaked Group reinforcement/withdraw lists for ship-based groups in queue [MEM]
Fixed Set All opMode to MOVE changed static units [MEM]
Added Additional info to groups in hex mouseover [MEM]
Added Indicator to LCU type on ground lists for air drop capable units 'p' [MEM]

[1108p8]
Fixed CTD due to too many groups in base being displayed in bottom panel [MEM]
Tweaked Color-coded R&D devices on the Industry screen [MEM]
Tweaked Allow R&D factory change before starting production if R&D option ON [MEM]
Tweaked Production can be turned off but R&D will still happen [MEM]

[1108p9]
Fixed Non-transport TF are trying to un/load [MEM]
Tweaked Show island stacking limit on mouse over [MEM]
Tweaked On Army screen for HQs show ship/air/ground assigned buttons [MEM]
Tweaked Suppress Japanese industry icons for Allied player as not relevant [MEM]
Tweaked Suppressed port icon in lower base panel if not applicable [MEM]
Tweaked Port repairs to consider port damage - was only checking in some cases [MEM]
Tweaked Added codes to HQs on unit lists( c Corps, y Army, m Amph, n Naval, a Air) [MEM]
Tweaked Added type of HQ, op and combat modes to LCU mouse over in base panel [MEM]
Fixed Added special case of base/shipyard size to weapon repair estimate as in actual shipyard repairs [MEM]
Tweaked Some screen changes to Manage Repair and Ship List sccreens [MEM]
Added Ship due upgrade time filters to the Ship List screens [MEM]
Changed Arrival base of rebuilt restricted groups may change HQ [MEM]
Tweaked Rebuilding destroyed units: non-Chinese LCU will release/change restriction at a cost, and can change HQ to a higher HQ [MEM]
Tweaked Suppress need for a Convoy army leader [MEM]
Tweaked On Destroyed LCU screen, show the potential TOE AV if unit has not been rebuilt yet; add filter to suppress 'no recall' [MEM]
Changed (S) to [S] for HQ attachment to indicate permanent to align with [R] [MEM]
Added Restriction filter to army lists - filter by [S], [R], (R) or None [MEM]
Added Industry filter to Intel's Resource/Industry screen [MEM]
[p9a]
Fixed Loss of LCU fragment due to missing parent - fragment will remain play as an orphan [MEM]
[p9b]Fixed Industry totals on Indusrty menu [MEM]
Fixed Missing search patrol level on night mission [MEM]
[p9c]
Tweaked TF list popup shows more detailed info for 'load' controls when in a base [MEM]
Tweaked The Restriction filter for (R) will include units attached to Restricted HQs [MEM]

[1108q1]
Fixed Bug not letting land based groups see all plane upgrades [MEM]
Tweaked River crossing for total hex control [MEM]
Added Stacking limit check to army lists - RED location for overstacked [MEM]
Added Show current stacking level if max stack value applies to player on mouseover [MEM]
Fixed Industry Management not expanding (1)x0 size industry [MEM]
Fixed Carry over withdraw type to editor subunits [MEM]

[1108q2]
Fixed Fast Transport not updating cargo/troop capacity in creation of TF screen [DCB]
Tweak Show next resize on groups in lists [MEM]
Tweak Allow ships to refuel small amount from port without excessive Ops expenditure [MEM]
Fixed AutoConvoy TF should retain their Home Base as a supply hub base [MEM]
Fixed AutoConvoy TF home base is not supply hub base [MEM]
Tweak Add Political Cost to withdraw group screen [MEM]
Tweak Allow more pilots if group scheduled to resize within 6 months [MEM]

[1108q3]
Tweak Limit Ops expenditure for docked TFs to those ships actually doing something [MEM]
Tweak Error with groups not showing on ships in TF transfer screen [MEM]
Changed Group display on ship to show 77 (88) x AIRTYPE (99) where 77 is ready planes, 88 is un-ready, 99 is group max [MEM]
Changed Account for port damage on adjacent hex supply/resource transfer [MEM]
Fixed Group resize to consider total planes in group rather than max size when consider operational capacity on ship [MEM]
Fixed Force map center on false sightings to help with map sequencing [MEM]
Tweak Global list button for setting build rates (Japan only) [MEM]
Tweak Show naval/merchant yard points on ship availabilty screen, and allow filter on class using particular points (Japan only) [MEM]

[1108q4]
Fixed Restored fully repaired factory needed before R&D starts [MEM]
Fixed Removed incorrect DL addition for TF patrols [MEM]
Changed Updated RD totals to reflect actual R&D available for a/c and engines [MEM]
Fixed Not all dead group fragments being removed [MEM]
Tweak Changed 'Night ops' on group screen to BLUE to match group lists [MEM]
Tweak Add pool totals on mouse over for a/c and engines on IM [MEM]
Tweak Add RD% on mouse over for a/c and engines on IM [MEM]
Tweak Added some burning fires on land bombing screen for affect [MEM]
Tweak Added unit stacking cost on screen [MEM]

[1108q5]
Fixed Correct 'from zone' for TF starting at offmap base for waypoints [MEM]
Tweak Allow restricted groups to be loaded on ships from off-map bases [MEM]
Fixed Aux overstated on enemy TF mouse over [MEM]
Fixed LCU mouse over being cut short for large number of enemy units [MEM]
Tweak Added nationality and air type to Destroyed Group screen; revised rebuild costs [MEM]

[1108q6]
Fixed No planes, no torpedo ordnance available [MEM]
Tweak Added option to release most EXP pilots from group [MEM]
Tweak Limit offmap movement of restricted groups by ship to sea-locked base only [MEM]
Tweak Skip ACS loading if not at destination base [MEM]
Fixed Player's ACS TFs could be re-directed by AI [MEM]
Tweak Allow CS TF to leave base when not enough fuel if destination has fuel [MEM]
Fixed Suppress AR from being operational if AR has any repair delays [MEM]
Tweak Disbanding/withdrawing groups with no national home base will release static attachment [MEM]
Higher PP cost to reform some static/resticted destroyed groups; some can't be reformed [MEM]
Fixed Mouse over on Pilot List sometimes gave wrong info [MEM]
Tweak LCU arrival base when no national base [MEM]
Fixed Retained original delay on LCU if enemy still holds base at screnario start; random delay time could cause unit to return to national base [MEM]
Fixed Restored LCU image on small land unit screen (like reinforcements) [MEM]
Fixed Allow more ships to show in TF transfer screen [MEM]

[1108q7]
Tweak Lowered upper altitude limit for AI DBs [MEM]
Fixed Soviet release did not always free Japanese to attack [MEM]
Fixed TOE device upgrade not always occurring [MEM]
Fixed AI could reassign human TK taskforce for pickup oil/fuel purposes [MEM]
Tweak Added 'Releaase pilots' buttons to 'Request Veteran' screen [MEM]
Tweak Allow skills for pilot release in addition to Exp [MEM]
Fixed Base movement of off-map groups overriding restricted HQ check [MEM]

[1108q8]
Tweak Allow option to retain pilot in group list before releasing pilots [MEM]
Fixed Industry Management screen not checking if base is active before adding RES and OIL pools; affect small map scenarios [MEM]
Tweak Allow Army list filters to be passed to Draw Army screen for next/prev army [MEM]
Tweak Allow rail move between connected offmap bases (CANADA and EC) [MEM]
Tweak Allow offmap movement for '0' ready groups [MEM]
Fixed Suppress option for Withdraw if not enabled [MEM]
Tweak Allow upgrade exchange between FB/LLB/DB at a PP cost - CAS type intermix (requested by OOB designer) [MEM]
Fixed Some level bomber switches not costing PPs [MEM]
Tweak Added ability to set combat mode on the Army list screens [MEM]
Tweak Added reason for inability to recombine units on OOB org screen [MEM]

[1108q8a]
Fixed Revamped the ability to keep pilot from being release on the group screen. Corrects rank sort error. [MEM]
Fixed Army list screen had some overlapping text [MEM]
Fixed Expanding of AF showed strange % [MEM]
Fixed Player upgrade aircraft showing wrong PPs [MEM]

[1108q9]
Changed Location of Show TOE button on LCU screen [MEM]
Added Option to stop upgrades in LCU [MEM]
Tweak Made new stacking levels from pwhex override the default island stack size if present [MEM]
Tweak Enabled lcu on ship to be seen on prev/next from army list [MEM]
Tweak Allow prev/next on lcus on ships in a tf hex [MEM]
Fixed Repair of Air Hq devices with Replacements denied [MEM]
Fixed LCU replacements could cause 'free' upgrade sometimes [MEM]
Tweak Added monsoon effect to aircraft support affecting AF (0-4) service level [MEM]
Fixed Low level altitude penalty using wrong altitude [MEM]
Fixed Defender pilot not always getting fatigue from high altitude penalty [MEM]
Tweak Independent group co-ordination failing [MEM]

[1108q9a]
Tweak Show group returning info even if withdrawal OFF [MEM]
Fixed Fatigue on groups at range 0 - error exposed in 1108q9 [MEM]
Fixed Railway move of groups at heavily damaged AFs not always working [MEM]

[1108q9b]
Fixed LCU not showing on map [MEM]
Fixed Expanding '0' factories [MEM]

[1108q9c]
Fixed Sync bug due to AUTO_UPGRADE test for subs [MEM]
Fixed Possible -ve max limit for pilots [MEM]
Added Stacking limit on top line of game screen if present [MEM]
Fixed Possible 'anchored ships' screen pops up on group list [MEM]
Tweak Restore original over-fill % when limited pilot condition removed [MEM]
Fixed Off-loading parent LCU sometimes disappeared leaving orphaned fragment [MEM]
Fixed Removed limit of non-zero port for repairs - left over from WITP and stops use of repair ships in port 0 [MEM]
Fixed Arrival ship list sort not working if ship due to arrive in a TF [MEM]

[1108r1]
Fixed Error in industry menu for yard points - reporting HI need instead [MEM]
Fixed Air-borne radar not checked in night raid detection; include moon and radar in check [MEM]
Tweak Bomber co-ordination less at night depends on skill, moon and air radar; complements above fix [MEM]
Fixed Air-borne radar not being passed to split-off flights, affects night combat [MEM]
Fixed Search direction not passed to 'Set all' groups [MEM]
Tweak Try to preserve target on group transfer between bases [MEM]
Added Day/night filter to All Group list [MEM]
Fixed Lock scroll box on sunk ship list [MEM]
Fixed Wrong nationality test on group arrival if no base set [MEM]
Fixed NF don't always have AIR SEARCH radar; assume NF with air radar is SEARCH. Problem lies with incorrect data for radar device.
If NF can have both air and ground radar, then air should be listed after ground radar [MEM]
Tweak List base fire damage in player's Ops report [MEM]

[1108r2]
Fixed HQ not swapping with fragment when fully offloaded from ship [MEM]
[1108r3]
Fixed No device upgrade of TOE when number is zero [MEM]
Fixed Error in class of respawned midget sub [MEM]
Fixed Misplaced TF icon not matching map location [MEM]

[1108r4]
Fixed Large number of groups could cause CTD in air attack [MEM]
Fixed Group arriving at a ship still had delay of 1 stopping getting of pilots [MEM]

[1108r5]
Fixed Missing troop level in non-base hex [MEM]
Fixed Use Manchuko + Korea hex ownership to determine garrision [MEM]
Fixed Reinforcement LCU details not showing when clicked on Reinforcement Schedule [MEM]
Fixed Reinforcement arrival shows on enemy report [MEM]
Fixed Rebuilt unit not finding devices [MEM]
Fixed Destroyed LCU could get stuck on reinforcement queue if from a ship [MEM]
Tweak Show Atoll or island size on mouse over of base [MEM]
Tweak Industry FOW [MEM]

[1108r6]
Fixed Patrol air missions from ships took incorrect endurance from TF - relief CAP increased endurance used [MEM]
Tweak Lower DL on base industry FOW [MEM]
Fixed Retain Escort mission if too many ships in new TF mission - causes issues to some code if wrong number of ships present [MEM]
Fixed Incorrect TF# used after surface combat (caused sync but wrong ships used endurance) [MEM]

[1108r6e]
Fixed Cargo capacity for resources not fully used [MEM]
Fixed Naval groups on delayed ships shown on lists [MEM]
Fixed No pilot replacement selection from trainee [MEM]
Fixed Releasing one veteran pilot causes needed pilot count to go to zero [MEM]
Added Mouse over on keep/upgrade factory will show the next air/device and when it it is due [MEM]
Fixed CS Convoy would not necessarily return to the correct destination when waypoints used [MEM]
Fixed For CS, not being docked at home base causes confusion for return trip [MEM]

[1108r8]
Fixed LCU leader being lost on landing fragment swap [MEM]
Fixed Multiple sub-units being in same TF being merged [MEM]
Fixed Ship building at captured enemy base could be cancelled incorrectly [MEM]
Fixed Invasion auto-bombardment exhausting supply. Auto based on available supply [MEM]
Fixed Same hex air ground attack sometimes not happening [MEM]

[1108r9]
Changed Added device type filters to the Industry/device pool [MEM]
Changed Highlighted 'HI required' numbers on Industry Screen for Air and Engines [MEM]


Attachment (1)

< Message edited by michaelm -- 1/21/2012 10:16:08 AM >


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Post #: 1
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/12/2011 11:02:18 AM   
Omat


Posts: 2414
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Hello

Thank you both Michelm and DCB for the support

Is Matrix games aware that the attachments right now are not deleteable?

Omat



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(in reply to michaelm75au)
Post #: 2
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/12/2011 11:25:03 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
I think something had happened to the initial post attachement. Maybe during one of those server outages.

I can delete my other attachments okay.


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(in reply to Omat)
Post #: 3
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/12/2011 12:25:45 PM   
alimentary

 

Posts: 142
Joined: 3/22/2010
Status: offline
quote:


ORIGINAL: alimentary

Is there a piece of documentation I am missing where the beta patch prevents ground attacks by allied level and torpedo bombers?

I've started a new head-to-head scenario to run as a testbed to verify that I'm not missing anything. Sure enough, the Jap ground attacks go off pretty much every turn regardless of aircraft. But the allied attacks never go off. Haven't gotten a dive bomber to try yet, but previous testing suggests that dive bombing still works for the allies. Medium, heavy, light and torpedo bombing does not work as a ground attack.

Air base, naval and port attacks still work.


quote:


Reply by Michaelm

I just tried it with some B-17s and it worked okay. Used Dauntless' and they worked too



You can't reproduce it. Fair enough. Let me provide better details...

Further testing has revealed that it seems to be based on nationality, not bomber type. What fits the facts so far is that Australia and USN can ground bomb. US Army and British cannot.

I'm running 1.0.6.1108p3 (just snagged it off this thread earlier this morning). It's December 27, 1941 and I have several B17 squadrons at Clark Field on ground attack targetting the Japanese at hex (78,60) next to Hong Kong. In particular, the 19th BG/30th BS attached to Far East USAAF (unit number 3615) is so tasked.

That unit has had that tasking since the beginning of hostilities and has never flown a mission. Its patrol levels are all zero, its current altititude is set to 15000 feet and its maximum range is set at 22.

By contrast, I have a squadron of Australian Vildebeests and a squadron of Australian Hudsons who are willing to attack Japanese garrisons from their bases on Malaya.

In particular, No. 1 Sqn RAAF (unit number 3066) with ground attack orders and targetting of Commander Discretion is willing to attack the forces at Kompong Trach. This is an Australian unit of Hudsons.

Morning Air attack on 96th JAAF AF Bn, at 57,70(Kompong Trach)
...
Allied aircraft
Hudson I x 6

The No.100 Sqn RAF (unit 3211) based at Alor Star with ground attack orders and a target of Commander Discretion is also willing to attack. This is another Australian unit of Vildebeests.

Afternoon Air attack on 6th RTA Division, at 51,70(Nakhon Si Thammarat)
...
Allied aircraft
Buffalo I x 6
Vildebeest III x 10

I have another squadron of Vildebeests -- No 36 Sqn RAF (unit number 3185) based at Kota Bharu. They have had ground attack orders (Commander Discretion) for two weeks without flying. This is a British squadron attached to 223 Group RAF. There is an eligible ground target 5 hexes away at Nakhon Si Thammarat and this squadron's max range is set to 5.

Let me run another turn... As expected...

The US Army B17s at Clark did not fly.
Some USN Dauntlesses at Hong Kong flew.
The Australian Hudsons at Kota Baru flew and attacked Kompong Trach
The British Vildebeests at Kota Baru did not fly.
The Australian Vildebeests at Alor Star flew and attacked Nakhon Si Thammerat.

[Just learned something about targetting -- if you target a hex for ground attack and there are no ground targets, targetting reverts to Commander Discretion during the resolution phase]

I've moved the Kota Baru vildebeests to Alor Star. Although the Aussies attack pretty much every turn, the Brits just sit around playing cribbage.



(in reply to michaelm75au)
Post #: 4
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/12/2011 1:01:31 PM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
Status: offline
Are you picking targets or just letting the groups pick their own?
Also assume supply and minimum AF conditions are met?
Escorts available?
Targets in normal range ?




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(in reply to alimentary)
Post #: 5
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/12/2011 1:02:52 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
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Michael, thanks again for the great support.

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Post #: 6
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/12/2011 2:08:09 PM   
greg_slith


Posts: 490
Joined: 9/14/2004
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I LOVE the "Load Tenders" option on the ships screen. Absolutely awesome!

(in reply to PaxMondo)
Post #: 7
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/12/2011 8:42:52 PM   
littleike

 

Posts: 159
Joined: 10/3/2007
Status: offline
Hi Michaelm, i have noticed some strange things when toggling weather display with F7.

Not always the same hex conditions are displayed the same on the map. For example I have noticed that:

Extreme overcast seems ok
Partial cloud (Some hex show clouds and other don’t show them).
Heavy rain ok
Heavy cloud no (Don’t show clouds).
I think this can be easily verified with any scenario.

More, it seems that display of weather conditions on the tactical map is referred only to hexes that contains something like a base or a task force or any other unit while empty hexes are ignored.

Thanks

PS: ( This is obviously not a big trouble but I signal this anyway because I “feel” that we are near to a final approach to a witp-ae official last patch release and I would like to see it the best error free ever made!!)



(in reply to greg_slith)
Post #: 8
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/12/2011 9:45:43 PM   
greg_slith


Posts: 490
Joined: 9/14/2004
Status: offline
I will add that often when one of my a/c are lost (say over Akyab) the map will jump to Sydney and say Lt. Smith bails out and is rescued. That is one hell of a parachute ride. It happens in other places as well. May be related to my seeing a H6K Mavis shot down over Boise. Not the crusier, the city. I didn't even have a fighter within 200 miles.

(in reply to littleike)
Post #: 9
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/12/2011 10:28:52 PM   
Rainer

 

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

More, it seems that display of weather conditions on the tactical map is referred only to hexes that contains something like a base or a task force or any other unit while empty hexes are ignored.


Weather never shows in hexes where there is nothing in. Was always so. WAD.

_____________________________

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 littleike)
Post #: 10
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/13/2011 1:08:46 AM   
Pascal_slith


Posts: 1651
Joined: 8/20/2003
From: back in Commiefornia
Status: offline
quote:

ORIGINAL: ecwgcx

I will add that often when one of my a/c are lost (say over Akyab) the map will jump to Sydney and say Lt. Smith bails out and is rescued. That is one hell of a parachute ride. It happens in other places as well. May be related to my seeing a H6K Mavis shot down over Boise. Not the crusier, the city. I didn't even have a fighter within 200 miles.


I have also had this type of popping around where an ops message location has nothing to do with the location shown during turn running. Not just a/c lost but other ops too, like ASW.

This has been occurring for the last 4 beta versions at least. Didn't bother till I got into a pbem game recently where I'm more attentive to combat replay.


< Message edited by Pascal -- 7/13/2011 1:11:59 AM >


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(in reply to greg_slith)
Post #: 11
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/13/2011 1:34:43 AM   
alimentary

 

Posts: 142
Joined: 3/22/2010
Status: offline
You've managed to convince me that the symptoms I thought I saw for Brit versus Aussie Vildebeests are the result of faulty testing.

[deleted a bunch of detailed testing that turns out to demonstrate that Brit Vildebeests can attack with reasonable consistency, once you provide them with escorts and move them into normal range]

I can also get B17's to attack (with pretty poor consistency) from an under-supplied airbase. What I have not yet been able to manage is to get Blenheim I's to attack under any condition. I'm 0 for 20 on a particular squadron of those.

I'm at Alor Star. There is a spotted ground unit three hexes away at Nakhon Si Thammarat.
Alor Star has 4K supply and a size 4 airfield with no damage.
At the air base there is:

No. 62 Sqn RAF (10 British Blenheim I's assigned to 224 Group RAF)
No.8 Sqn RAAF (12 Australian Hudson I's assigned to 224 Group RAF)
No.21 Sqn RAAF (9 Buffalo I's assigned to 223 Group RAF)
and a couple of squadrons of Vildebeests stood down after their testing.

The level bombers and fighters are targetted on Nakhon Si Thammarat at altitude 15000. The level bombers have ground attack orders. The Buffalos are escort with zero patrol level for CAP, LRcap, Train and Rest.

Turn 1: Neither group flies
Turn 2: Hudsons fly (escorted)
Turn 3: Hudsons fly (escorted)
Turn 4: Hudsons fly (escorted)
Turn 5: Hudsons fly (escorted)
Turn 6: Hudsons fly (escorted)
Turn 7: Neither group flies
Turn 8: Hudsons fly (escorted)
Turn 9: Hudsons fly (escorted)
Turn 10: Hudsons fly (escorted)

recheck setup -- both have ground targetting. Blenheims are at Fatigue 0, Morale 99, Hudsons are at Fatigue 7, Morale 98.
Bleinheims Altitude 15k, max range 8, target Nakhon Si Thammarat at range 3. 11 pilots, average exp 57, about one mission each (probably dating back to when I tested them on airfield attack)
Hudsons Altititude 15k, max range 10, target Nakhon Si Thammarat at range 3. 13 pilots, average exp 57, an average of about 9 missions each.
Eight of ten Blenheims are at damage 0, fatigue 0. One is at 7 damage, 4 fatigue. One is at 8 fatigue.
One Hudson is repairing, one is in Maintenance, another 10 are ready with various Fatigue levels.
Both groups are flying day ops.

Just for grins, I click into the Hudsons and "Set All Level Bombers at this base". Now they're sure to be set similarly.

Turn 11: Blenheims and Hudsons both fly (escorted)
Turn 12: Both fly (escorted)
Turn 13: Both fly (escorted)
Turn 14: Both fly (escorted)
Turn 15: Both fly (escorted)
Turn 16: Both fly (escorted)
Turn 17: Both fly (escorted)
Turn 18: Both fly (escorted)
Turn 19: Neither fly
Turn 20: Both fly (escorted)

Now in your shoes I'd be going "that guy is on drugs -- we can't trust that his setup was as he said it was".

One variable that I haven't controlled for -- I had a ground unit marching up to the base to improve detection levels. Could that have had an impact, I wonder... It has marched away now. One variable at a time. I've grown paranoid, my hands are off all the other knobs.

Turn 21 (DL 6/10): Both groups attack
Turn 22 (DL 4/10): Both groups attack
Turn 23 (DL 9/10): Neither group attacks
Turn 24 (DL 7/10): Neither group attacks
Turn 25 (DL 5/10): Neither group attacks
Turn 26 (DL 3/10): Both groups attack
Turn 27 (DL 1/10): Neither group attacks
Turn 28 (DL none): Both groups attack (putting the kibosh on that theory)

So, let's look for the possibility that it is operator error. Let's mess with the Blenheim settings and see if we can re-reproduce the symptom.

Click range down two clicks (to six) and back up two clicks (back to eight)...

Turn 29: Neither group attacks
Turn 30: Both groups attack (so that tweak didn't matter)

Set target to none and then set target to Nakhon Si Thammarat.

Turn 31: Both groups attack (so that tweak didn't matter either)

Set mission to Airfield attack and target to Nakhon Si Thammarat

Turn 32: Coordinated strike on ground and airfield targets in a single raid

Set mission to Ground attack. Note that target hex remains unchanged. It did not need to be re-specified.

Turn 33: Neither group attacks
Turn 34: Both groups attack (so that tweak didn't matter)

Transfer Blenheim IV squadron from Singapore. Set altitude to 15000, ground attack, target Nakhon Si Thammarat. We're now at 5/5 supported squadrons, still not overstacked.

Turn 35: All three groups attack (so that squadron isn't afflicted)

OK. Time to break out the bigger hammer. Save testbed. Exit game. Restart. Head to head. Scenario 1.
Disband the Japanese fighters on Singora. No interference from CAP
Ditto for Soc Trang
Ditto for Kompong Trach
Flip over to allies
No. 62 Sqn (Blenheim I) is already at Alor Star. Ground attack, 15K, targt Nakhon Si Thammarat
No. 8 Sqn (Hudson) starts at Kuantan and Singapore. Send the detachment to Singapore, re-attach. Send the full group to Alor Star. 15K, ground attack, target Nakhon Si Thammarat.
No.21 Sqn RAAF starts at Georgetown. Send it to Alor Star. Escort, 15K, CAP 0.

Now we're set.

Turn 1 is December 7. We can't expect to launch yet.
Turn 1:

(in reply to michaelm75au)
Post #: 12
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/13/2011 3:06:31 AM   
alimentary

 

Posts: 142
Joined: 3/22/2010
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Ran the new test bed out to January. Same squadron of Hudsons and Blenheim I's on Alor Star. Never got a single ground attack out of either of them.

(in reply to alimentary)
Post #: 13
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/13/2011 3:47:09 AM   
alimentary

 

Posts: 142
Joined: 3/22/2010
Status: offline
Hah! May have found part of it. It is something bugged in the unit orders. Changing to a night mission and then changing back to day is one way to clear it.

After 20+ days of failed attacks under good conditions...

day 1 did the night day toggle on blenheim IVs and they attacked
day 2 did the night day toggle on blenheim I's and both attacked
day 3 did the night day toggle on hudsons and all three attacked

I pulled up my other testbed save, did the toggle on my B17's at Changsha who hadn't been attacking for quite a while and they are 4 for 4 now.
Quite, re-started from the save. This time I left the B17's at Changsha alone and toggled a squad of B17's at Clark who had NEVER successfully ground attacked in about 50 tries.... *DING* *DING* *DING*. They attacked for the first time in ever. Mean while, the B17's at Changsha didn't fly. Next turn... Clarke attack is 2 for 2. Changsha is 0 for 2.

Houston, we have a symptom!

It doesn't shed light on how squadrons get bugged, but it provides a way to unbug them.




(in reply to alimentary)
Post #: 14
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/13/2011 10:56:33 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Not sure what could be causing that, especially if starting the game from scratch.

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(in reply to alimentary)
Post #: 15
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/13/2011 10:31:19 PM   
alimentary

 

Posts: 142
Joined: 3/22/2010
Status: offline
Got a reproducer for the whole ground attack problem now.

Take a unit, give it Naval Attack orders with a secondary mission of Airfield attack.
If you give this unit primary orders of ground attack, the new tasking will fail -- it will appear correct, but the unit will not ground attack.

If you stand this unit down and _then_ give it ground attack orders, the new tasking will work -- it will ground attack.

The Blenheim I squadron at Alor Star, like most of the level bombers in Malay start the war with Naval Attack/Airfield attack orders. They reproduce this behavior very easily.

(in reply to michaelm75au)
Post #: 16
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/14/2011 7:52:09 AM   
Chris21wen

 

Posts: 6249
Joined: 1/17/2002
From: Cottesmore, Rutland
Status: offline
Request please.

Could you put the TF tonnage on the screen TF popup.

(in reply to alimentary)
Post #: 17
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/14/2011 10:23:34 AM   
michaelm75au


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

ORIGINAL: alimentary

Got a reproducer for the whole ground attack problem now.

Take a unit, give it Naval Attack orders with a secondary mission of Airfield attack.
If you give this unit primary orders of ground attack, the new tasking will fail -- it will appear correct, but the unit will not ground attack.

If you stand this unit down and _then_ give it ground attack orders, the new tasking will work -- it will ground attack.

The Blenheim I squadron at Alor Star, like most of the level bombers in Malay start the war with Naval Attack/Airfield attack orders. They reproduce this behavior very easily.

What version are you using?? Never mind. Finally got it to behave as described with latest beta.

< Message edited by michaelm -- 7/14/2011 2:02:12 PM >


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(in reply to alimentary)
Post #: 18
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/14/2011 1:10:14 PM   
littleike

 

Posts: 159
Joined: 10/3/2007
Status: offline

quote:

ORIGINAL: Rainer

quote:

More, it seems that display of weather conditions on the tactical map is referred only to hexes that contains something like a base or a task force or any other unit while empty hexes are ignored.


Weather never shows in hexes where there is nothing in. Was always so. WAD.


Ok but this don't explain why hexes not empty with the same time conditions differ in clouds visualization.
(Obviously not a big problem related to the others that impact on gameplay, only a note).

(in reply to Rainer)
Post #: 19
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/14/2011 9:10:41 PM   
Pascal_slith


Posts: 1651
Joined: 8/20/2003
From: back in Commiefornia
Status: offline

quote:

ORIGINAL: littleike


quote:

ORIGINAL: Rainer

quote:

More, it seems that display of weather conditions on the tactical map is referred only to hexes that contains something like a base or a task force or any other unit while empty hexes are ignored.


Weather never shows in hexes where there is nothing in. Was always so. WAD.




Ok but this don't explain why hexes not empty with the same time conditions differ in clouds visualization.
(Obviously not a big problem related to the others that impact on gameplay, only a note).


Weather map shows general area condition. Specific hex weather may vary around the general trend.

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So much WitP and so little time to play.... :-(


(in reply to littleike)
Post #: 20
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/14/2011 9:35:27 PM   
beppi

 

Posts: 382
Joined: 3/11/2004
From: Austria
Status: offline
Hello, i currentyly have a problem to recombine a unit in an ongoing PBEM. We currently use the m7 or m8 patch (not 100% sure which one) and i cannot recombine a unit. Unit is the 25th Indian at Bhamo. Switched targets and op modes multiple times but still unable to recombine. Did not see any fixes in that case for the newer patches so could you take a look at it.





Attachment (1)

(in reply to Pascal_slith)
Post #: 21
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/14/2011 11:44:19 PM   
michaelm75au


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

quote:

ORIGINAL: beppi

Hello, i currentyly have a problem to recombine a unit in an ongoing PBEM. We currently use the m7 or m8 patch (not 100% sure which one) and i cannot recombine a unit. Unit is the 25th Indian at Bhamo. Switched targets and op modes multiple times but still unable to recombine. Did not see any fixes in that case for the newer patches so could you take a look at it.


The '**' indicates a weapon that is not the same between units. In this case the 3in Mortar. One or more of them have upgraded to the 43/06 version.

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Post #: 22
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/16/2011 4:12:52 AM   
jcjordan

 

Posts: 1900
Joined: 6/27/2001
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Just downloaded this beta & liking what changes I see but one question, if I buy a destroy land unit how long before it comes available?

(in reply to michaelm75au)
Post #: 23
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/16/2011 4:26:21 AM   
michaelm75au


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

quote:

ORIGINAL: jcjordan

Just downloaded this beta & liking what changes I see but one question, if I buy a destroy land unit how long before it comes available?


I comes back at 1% (?) strength. How long depends on available devices in pool for it to take replacements.

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(in reply to jcjordan)
Post #: 24
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/16/2011 4:42:18 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
I am adding a new column to the 'soft' values on the Army list screen.
It will show the % active strength of the unit - this corresponds to the first value of the (XX/XX) that shows on the unit screen itself (% of active devices compared to TOE numbers).
I found it useful after looking into another issue.

The next beta changes should be intersting when viewed with this value.




Attachment (1)

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Michael

(in reply to michaelm75au)
Post #: 25
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/16/2011 5:16:03 AM   
PaxMondo


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

Thanks.

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Pax

(in reply to michaelm75au)
Post #: 26
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/16/2011 5:28:57 AM   
Rainer

 

Posts: 1210
Joined: 11/21/2000
From: Neuching, Bavaria, Germany
Status: offline
That's great!
Thanks Michael

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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

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1.01.37 - 1.01.44 beta

(in reply to michaelm75au)
Post #: 27
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/16/2011 5:41:28 AM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
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quote:

ORIGINAL: michaelm


The next beta changes should be intersting when viewed with this value.



This column shall make me cry I fear. Too much knowledge.

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The Moose

(in reply to michaelm75au)
Post #: 28
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/16/2011 6:41:59 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
With that picture above, goes an analysis of a combat between those CHI units and some Japanese units.
Situation:
A base is held by those 10 CHI units - an INF and ENG unit with some combat potential, the INF having a reasonable amount of its TOE; 3 INF with little but ranged weapons (art and mortars); and a couple of HQs with support only.
The IJA has 5 INF divisions plus an ART unit; the ART and 2 of the INF are at almost full strength; the other 3 INF vary between 75% and 55% of TOE strength.
This is the result currently. Those 10 CHI wont budge, and take very little losses despite being out-numbered.
The breakdown and reason for this will follow.
-------------------------------------
Japanese Deliberate attack
Attacking force 58083 troops, 641 guns, 180 vehicles, Assault Value = 1858
Defending force 14065 troops, 119 guns, 0 vehicles, Assault Value = 505

Japanese assault odds: 1 to 1 (fort level 0)

Japanese Assault reduces fortifications to 0
Combat modifiers
Defender: terrain(+), preparation(-), morale(-), experience(-)
Attacker:

Japanese ground losses:
      1582 casualties reported
        Squads: 7 destroyed, 119 disabled
        Non Combat: 4 destroyed, 82 disabled
        Engineers: 0 destroyed, 7 disabled


Allied ground losses:
      187 casualties reported
        Squads: 0 destroyed, 3 disabled
        Non Combat: 3 destroyed, 26 disabled
        Engineers: 0 destroyed, 0 disabled




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Michael

(in reply to Bullwinkle58)
Post #: 29
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/16/2011 7:04:39 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Attacks against the CHI INF and ENG with AV do cause some damage.
However, against the remainder of CHI little if any is being caused.
1. Most of these units consist of long-ranged devices. Devices with a range of 3+ are not affected by assaults (deemed behind the lines). So even if the IJA units managed to hit the unit, no damage is caused.
2. Most of the CHI units have a high number of support devices. The way that damage is spread is that there is an equal chance that any device will get hit. Thus if there is 80 Support and 20 squads, then 80% of the time expect a Support device to get hit.

My 'tweak' is twofold.
1. Combat assault units (INF, ARM, CD) with no AV will be treated as if ART when determing position in a stack of units - land combat stacks normally consist of assault-tye unit block followed by the non-assault unit block; each block is randomly sort so that the order/damage of combat varies. This means that assault units should be the brunt of attack/defence in a non-bombardment. Also, there will be some randomness whether the ranged device will be within range of the assault. eg the 81mm mortars might be up-front supplying direct support to the defenders.
2. Support devices will have less impact on losses. In the above example, the unit with 80 Support and 20 squads would have damage allocated as if it was 9 Support and 20 squads - higher chance that the squads will bear the brunt of the assault damage. Basic rule of thumb is count 1 for every 10 Support plus one for good measure.

It will be interesting to see how this will impact land combat, especially in China.

New results:
Japanese Deliberate attack

Attacking force 58083 troops, 641 guns, 180 vehicles, Assault Value = 1858
Defending force 14056 troops, 119 guns, 0 vehicles, Assault Value = 503

Japanese forces CAPTURE

Combat modifiers
Defender: terrain(+), preparation(-), morale(-), experience(-)
Attacker:

Japanese ground losses:
2324 casualties reported
Squads: 21 destroyed, 209 disabled
Non Combat: 1 destroyed, 24 disabled
Engineers: 1 destroyed, 21 disabled

Allied ground losses:
5785 casualties reported
Squads: 155 destroyed, 143 disabled
Non Combat: 138 destroyed, 60 disabled
Engineers: 34 destroyed, 4 disabled
Guns lost 16 (16 destroyed, 0 disabled)
Units retreated 10


Defeated Allied Units Retreating!

< Message edited by michaelm -- 7/16/2011 7:08:49 AM >


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Michael

(in reply to michaelm75au)
Post #: 30
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