want to confirm that that 1108p3 beta has fixed my moan wrt refueling, also that at-sea re-arming from Repl TF AEs now seems to distribute equally amongst the available AEs instead of using them one-by-one. i really appreciate that you respond quickly to the user-comments on your betas, imo it's really high-end support & i thank you for your efforts.
i've also noticed your new fixes to the airbase counts, these seem to have calmed down for me in my Downfall scenario, i think they're pert' accurate. one prob i notice in my game-play, i can't tell when an airbase is truly overstacked, or whether it's getting a capacity-bonus from air-HQs that aid its capacity inside an HQ's command-radius.
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
I can only test so much.
I intend to drop it here and see how flies. If it doesn't work or causes too much strife, I'll just roll it back out. It should only really affect combat where there is no 'real' combat units.
I have one or two people playing around with it. These are the changes that may or may not be kept. 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)
Other changes for [1108p4] include: 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]
Due to the land combat changes, I would suggest that PBEM players might want to wait and see how these changes affect play first.
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Joined: 2/1/2001 From: Terra Status: offline
GREAT!
Tweaked Added depth check on DC in ASW combat [DCB]
Will this mean more danger or less danger for subs? That is the only thing I feel at the moment that runs too good, the dutch subs are scoring a lot hits but losses are zero till now were historically they would have lost already 4 subs.
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Joined: 11/21/2000 From: Neuching, Bavaria, Germany Status: offline
quote:
I can only test so much. Due to the land combat changes, I would suggest that PBEM players might want to wait and see how these changes affect play first.
I use it now for my ongoing campaign against AI (Allied vs AI, currently 8 Oct 1943). Will report anything I spot.
I named the archived version 11084pre (the opening screen says "1.0.6.11084"). As I understand it this version is sort of pre-released 11084, correct?
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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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Joined: 5/5/2001 From: Melbourne, Australia Status: offline
[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]
I have excluded the land combat change at this time. They will form part of p5 Post #33 above still has the p4 plus the land combat changes in it.
< Message edited by michaelm -- 7/18/2011 7:16:28 AM >
I've been downloading each of the versions as they've come out and have successfully installed and played them. With the most recent download in Post #32 I am getting the error message: "Unable to find PW data" and the application ends. I may well be the least computer literate AE player in the forums. Can anyone tell me I should do to get the latest version to work?
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: GI Jive
I've been downloading each of the versions as they've come out and have successfully installed and played them. With the most recent download in Post #32 I am getting the error message: "Unable to find PW data" and the application ends. I may well be the least computer literate AE player in the forums. Can anyone tell me I should do to get the latest version to work?
Unzip it into the beta2 directory. It is just the EXE not an installer like the normal download beta in the forst post.
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Joined: 9/8/2005 From: La Salle, Colorado Status: offline
I have multiple variants of AE running and just wanted to know if the Betas create their own shortcut for whichever folder they upgrade? Example I have an RA 2.0 running on the M3 and plan to download the P4 into my RA 3.0 new campaign. Will I have two shortcuts?
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Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
Could you verify if continuous mode is ok? I tried it from options menu but the game stops at end of the turn and when I return in options menu I found the value reset to one day turn. Also don’t display combat report seems do nothing, I always see it.
In computer vs computer mode at every turn there are enemy icons on map (subs tf etc) that do nothing when I hover over them with the mouse, maybe these icons (tf and subs ) are visible for an error?
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: John 3rd
I have multiple variants of AE running and just wanted to know if the Betas create their own shortcut for whichever folder they upgrade? Example I have an RA 2.0 running on the M3 and plan to download the P4 into my RA 3.0 new campaign. Will I have two shortcuts?
unlikely. it would create the shortcut based on the install defined in the registry. You will need to create copies of the beta shortcut and change the target/working directory to point to the extra installs.
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: littleike
Two warnings:
Could you verify if continuous mode is ok? I tried it from options menu but the game stops at end of the turn and when I return in options menu I found the value reset to one day turn. Also don’t display combat report seems do nothing, I always see it.
In computer vs computer mode at every turn there are enemy icons on map (subs tf etc) that do nothing when I hover over them with the mouse, maybe these icons (tf and subs ) are visible for an error?
Many thanks
In comp vs comp, the contents of the tf would still only be viewable by the owning side - that is detection still applies. Continuous mode does work. Use it all the time.
Could you verify if continuous mode is ok? I tried it from options menu but the game stops at end of the turn and when I return in options menu I found the value reset to one day turn. Also don’t display combat report seems do nothing, I always see it.
In computer vs computer mode at every turn there are enemy icons on map (subs tf etc) that do nothing when I hover over them with the mouse, maybe these icons (tf and subs ) are visible for an error?
Many thanks
quote:
ORIGINAL: michaelm
In comp vs comp, the contents of the tf would still only be viewable by the owning side - that is detection still applies.
Ok Michaelm this is the way I also think it should work but if detection level applies on computer vs computer why I can see on the map enemy icons where my mouse say nothing about them? Try Thousand miles scenario, few turns at computer vs computer level and look at the enemy icons on the map from any side you choose. For every enemy icon on the map I suppose to see at least something when mouse hover on it (maybe only generic informations ) due to their detection level but there are icons ( mainly subs )where nothing appears on mouse over them so I think that these icons has something strange because if not yet discovered I should not see them and if spotted I should have some information about them also very generic.
Thanks anyway.
quote:
ORIGINAL: michaelm
Continuous mode does work. Use it all the time.
A last doubt about my previous warning: Is a correct procedure if I start a game human vs computer , play few turns, save the game, then set computer vs computer and load the previously saved game? Many thanks
< Message edited by littleike -- 7/19/2011 6:37:32 AM >
Hi Michael. My partner and I installed 1108p3 w/ utilization of v1106i. I installed 1108p3 before I did the allied combat replay and had some jumpy replays on the screen but the turn seemed to process fine. When I ended the turn and emailed slot 21 the turn to my partner he noted the date was 43-3-12. I am certain I sent 43-3-13. I know I screwed up the combat replay by upgrading too early. Do I need to reinstall the whole game? The attached slot 21.
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Joined: 8/20/2003 From: back in Commiefornia Status: offline
In my PBEM with my opponent we ran into the SAME PROBLEM but with 1942. I am the Allied player and I submitted him my March 12, 1942, turn. When he returned the replay and the new file for March 13, 1942, the files came up as March 11, 1942, for the replay and March 12, 1942, for the new turn.
Is there a problem with the transition from March 12 to March 13 in the dating sequence???
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: bigred
Hi Michael. My partner and I installed 1108p3 w/ utilization of v1106i. I installed 1108p3 before I did the allied combat replay and had some jumpy replays on the screen but the turn seemed to process fine. When I ended the turn and emailed slot 21 the turn to my partner he noted the date was 43-3-12. I am certain I sent 43-3-13. I know I screwed up the combat replay by upgrading too early. Do I need to reinstall the whole game? The attached slot 21.
No you should only need to get the same EXE and pwhexe for both players.
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: Pascal
In my PBEM with my opponent we ran into the SAME PROBLEM but with 1942. I am the Allied player and I submitted him my March 12, 1942, turn. When he returned the replay and the new file for March 13, 1942, the files came up as March 11, 1942, for the replay and March 12, 1942, for the new turn.
Is there a problem with the transition from March 12 to March 13 in the dating sequence???
We are using p3...
Not that I know of. It is really basesd on number of turns.
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
quote:
ORIGINAL: Pascal
Second possible problem....
A few turns ago our combat replay said that Bandoeng, which had been holding out quite well, had finally fallen to a concerted Japanese attack.
Upon opening the next turn file, though, Bandoeng was still held by my Allied units.
Is this Fog of War Gone Wild, or is it Working As Designed?
Can you send me the replay before and after so I can see where it says it fell, and the following turn where it not. All I can think of that the exe or pwhex were not same between players.
One new feature of the beta I can't figure out is in the turn resolution on tf/ship sightings the difference between the blue & white colored sightings? I did see that some air units are blue (looks that color on my laptop) on the mission screen if they're a night mission but all my units on search are daytime.
ORIGINAL: ecwgcx I LOVE the "Load Tenders" option on the ships screen. Absolutely awesome!
There is a side benefit from "Load Tenders" that might be considered gamey by some ...
1. Take an AGP (PT-boat tender) and some PT boats, and park them in some dinky port that happens to have some supplies. 2. Use "Load Tenders"; the AGP load some supplies. 3. Next turn, form the PT TF, and your PT boats are at 100% torpedo strength. Nice! (or maybe gamey).