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RE: Patch 06 - Public Beta - Build 1108q2 updated 4 September (2nd part)

 
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RE: Patch 06 - Public Beta - Build 1108q2 updated 4 Sep... - 9/10/2011 4:23:58 PM   
rader


Posts: 1238
Joined: 9/13/2004
Status: offline
Hi Michael,

We upgraded the the build (M7) with 70K pilot slots. If we upgrade to one ofthe later patches (e.g., q2), will it still retain the 70K pilot array, or do we need a separate build for that?

Thanks!

(in reply to michaelm75au)
Post #: 571
RE: Patch 06 - Public Beta - Build 1108q2 updated 4 Sep... - 9/10/2011 4:49:21 PM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
Status: offline
A couple of quick questions. I just installed the 1108q2 beta and can't get the game window to maximise. When I try, it simply shifts to the upper left of my screen and does not resize. Also, there are now two versions to run, the normal exe. and the MP.exe, I'm just wondering which version should we be running, what's the difference?

Forgive me if these questions have already been answered elsewhere, there are just too many posts to go through now to find answers to specific problems that may have already been addressed.

Thanks.

_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to rader)
Post #: 572
RE: Patch 06 - Public Beta - Build 1108q2 updated 4 Sep... - 9/10/2011 5:50:14 PM   
SuluSea


Posts: 2358
Joined: 11/17/2006
Status: offline
Hi Rader, Floyd and Damian has a feature in tracker will it will let you know how many days out the ship starts building, very nice feature if you've haven't used it.

_____________________________

"There’s no such thing as a bitter person who keeps the bitterness to himself.” ~ Erwin Lutzer

(in reply to rader)
Post #: 573
RE: Patch 06 - Public Beta - Build 1108q2 updated 4 Sep... - 9/10/2011 9:22:44 PM   
Rainer

 

Posts: 1210
Joined: 11/21/2000
From: Neuching, Bavaria, Germany
Status: offline
Looks like you're using the Beta Shortcut.
Open the shortcut (properties) and enter your preferred resolution (the beta shortcut has only -w in it, which makes it use the windows mode without any resolution data).

The MP.exe and the associated MP.dll is a (very) special setup and should not be used for regular play.

For details you have to browse the last entries, but you're safe in not using the MP version.
In fact you can delete them if you want to.
The beta shortcut does not point to the MP version.

_____________________________

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 SqzMyLemon)
Post #: 574
RE: Patch 06 - Public Beta - Build 1108q2 updated 4 Sep... - 9/10/2011 9:42:02 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline
Michael;
Suggestion for veteran pilots screen.

Can you add two buttons:
1. add five pilots (most exp from current list) to current group
2. add five pilots (least exp from current list) to current group.


Example. I'm in K-105 Hikotai. I choose "Request Veteran". I cycle through the pools to "Reserve". I then filter to only "Bomber". At this point, it is really common that I will either want 5 (or so) of the most experienced on this list or 5 of the least experienced on this list. Depends on what this group is being used for. If it is active combat, prolly want five most exp. If it is a training group sitting in Tokyo. then likely five least exp.

Anyway, adding these two buttons would decrease the number of "clicks" required in a game and save some of us elder guys some tendinitis. If you could set the buttons up for left click add five, right click add ten, even better.

Thanks for all the support.



_____________________________

Pax

(in reply to Rainer)
Post #: 575
RE: Patch 06 - Public Beta - Build 1108q2 updated 4 Sep... - 9/10/2011 9:42:46 PM   
PaxMondo


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

ORIGINAL: rader

Hi Michael,

Thanks for all your updates!!

Could you please put in a feature where you could turn off Japanese ship construction even when you aren't spending points on them yet (i.e. they are more days out than 10x their durability)? They would of course still progress until they reached 10x their durability, and at that point they would halt.

It is very annoying to check my ships every turn to turn off new ones that I'm now spending points on. Would be so much better if I could just turn off all the ships I didn't ever want to build at the start of the game and be done with it.

Thanks!!

+1.

It would be a nice feature for the IJN players.

< Message edited by PaxMondo -- 9/10/2011 9:49:46 PM >


_____________________________

Pax

(in reply to rader)
Post #: 576
RE: Patch 06 - Public Beta - Build 1108q2 updated 4 Sep... - 9/10/2011 10:19:13 PM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
Status: offline
quote:

ORIGINAL: Rainer

Looks like you're using the Beta Shortcut.
Open the shortcut (properties) and enter your preferred resolution (the beta shortcut has only -w in it, which makes it use the windows mode without any resolution data).


Hi Rainer,

Thanks for the post. I removed the -w and it works fine now. I saw mention of the window mode in the readme, but wouldn't have had a clue how to fix it. Thanks again. Oh, if I wanted to add my laptop's actual screen resolution, how does one do that? 1680 by 1050 is my resolution.

_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to Rainer)
Post #: 577
RE: Patch 06 - Public Beta - Build 1108q2 updated 4 Sep... - 9/10/2011 10:50:14 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline
-px1650 -py1050 for full screen.

_____________________________

Pax

(in reply to SqzMyLemon)
Post #: 578
RE: Patch 06 - Public Beta - Build 1108q2 updated 4 Sep... - 9/11/2011 12:06:06 AM   
michaelm75au


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

quote:

ORIGINAL: rader

Hi Michael,

We upgraded the the build (M7) with 70K pilot slots. If we upgrade to one ofthe later patches (e.g., q2), will it still retain the 70K pilot array, or do we need a separate build for that?

Thanks!


There will be 2 builds each time I do the beta installer - one for the normal array and the MP one for the expanded array.

_____________________________

Michael

(in reply to rader)
Post #: 579
RE: Patch 06 - Public Beta - Build 1108q2 updated 4 Sep... - 9/11/2011 2:41:12 AM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
Status: offline
quote:

ORIGINAL: PaxMondo

-px1650 -py1050 for full screen.


As always, thanks Pax.

_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to PaxMondo)
Post #: 580
RE: Patch 06 - Public Beta - Build 1108q2 updated 4 Sep... - 9/11/2011 11:27:01 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
It has been brought to my attention that there is something odd happening when setting waypoints for offmap TFs.
Example, TF is CapeTown is set to go to Albany (Australia). It shows the path from the most southern entry hex to Albany as expected.

However, if you try to set a waypoint, the TF path jumps to the northern most Aden entry hex row at top of map. And the TF shows up there after running the turn.

Waypoints can't be set properly while the TF is still at it's starting offmap base. Once the TF arrives at its zone entry hex (on the next turn) you can set the on-map waypoints. There is some pathing setup that needs to run as part of the turn in order for the on-map pathing to work.

The initial problem is probably the code trying to do 'off-map' routing which is not possible. If I find the time and can understand the change (), I'll try to disable the routing button until it gets to the zone entry box or try to determine what needs to be set (and if possible, set it earlier which might not be possible).

I remember that there were some issues with onmap routing for offmap TF and I disabled it. But put it back as players were using it successfully. I am guessing that my 'knee jerk' reaction back then was that I thought it was broken. Which was also most likely due to the weird TF routing happening for my offmap TF from the offmap base rather than the entry zone.

< Message edited by michaelm -- 9/11/2011 11:32:11 AM >


_____________________________

Michael

(in reply to SqzMyLemon)
Post #: 581
RE: Patch 06 - Public Beta - Build 1108q3 updated 11 Se... - 9/11/2011 1:54:02 PM   
michaelm75au


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

[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]



_____________________________

Michael

(in reply to michaelm75au)
Post #: 582
RE: Patch 06 - Public Beta - Build 1108q3 updated 11 Se... - 9/11/2011 3:39:42 PM   
PaxMondo


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

quote:

ORIGINAL: michaelm


[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]



Thanks Michael.

Especially this one:
Fixed Group resize to consider total planes in group rather than max size when consider operational capacity on ship [MEM]



_____________________________

Pax

(in reply to michaelm75au)
Post #: 583
RE: Patch 06 - Public Beta - Build 1108q2 updated 4 Sep... - 9/11/2011 4:33:27 PM   
witpqs


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

quote:

ORIGINAL: michaelm

It has been brought to my attention that there is something odd happening when setting waypoints for offmap TFs.
Example, TF is CapeTown is set to go to Albany (Australia). It shows the path from the most southern entry hex to Albany as expected.

However, if you try to set a waypoint, the TF path jumps to the northern most Aden entry hex row at top of map. And the TF shows up there after running the turn.

Waypoints can't be set properly while the TF is still at it's starting offmap base. Once the TF arrives at its zone entry hex (on the next turn) you can set the on-map waypoints. There is some pathing setup that needs to run as part of the turn in order for the on-map pathing to work.

The initial problem is probably the code trying to do 'off-map' routing which is not possible. If I find the time and can understand the change (), I'll try to disable the routing button until it gets to the zone entry box or try to determine what needs to be set (and if possible, set it earlier which might not be possible).

I remember that there were some issues with onmap routing for offmap TF and I disabled it. But put it back as players were using it successfully. I am guessing that my 'knee jerk' reaction back then was that I thought it was broken. Which was also most likely due to the weird TF routing happening for my offmap TF from the offmap base rather than the entry zone.


Just in case it helps, my memory of what used to happen with way points set when at off-map base: TF at Cape Town, set destination to Albany. Entry box is opposite Albany as expected. Set a way point, for example farther 'down' the map (say opposite Melbourne). The way point will set, but the entry point remained opposite Albany. That behavior did not help with avoiding subs and raiders so I stopped using it before any changes were made that you referred to.

(in reply to michaelm75au)
Post #: 584
RE: Patch 06 - Public Beta - Build 1108q3 updated 11 Se... - 9/11/2011 4:45:45 PM   
trhinz

 

Posts: 70
Joined: 2/7/2004
From: Saskatchewan, Canada
Status: offline
Since installing this beta I'm seeing a number of enemy task forces in places where I have no subs or air searches to spot them. Is there a possible connection to the false sightings fix?

(in reply to michaelm75au)
Post #: 585
RE: Patch 06 - Public Beta - Build 1108q3 updated 11 Se... - 9/11/2011 6:37:54 PM   
Buck Beach

 

Posts: 1973
Joined: 6/25/2000
From: Upland,CA,USA
Status: offline
OK, I am able to get the q3 to run, but, want to make sure I am doing something wrong that will cause me a problem of not running the game correctly.

When I open the download file and create a shortcut from the exe file in Beta 2 folder it shows my Target (on the properties screen) as: "C:\Matrix Games\War in the Pacific Admiral's Edition\Beta2\War in the Pacific Admiral Edition.exe" -f -px1920 -py1080 (after adding the parameters). My Start In file shows: "C:\Matrix Games\War in the Pacific Admiral's Edition\Beta2"

When I use this configuration, I get the dreaded "Unable to locate PW data" error message, HOWEVER. when I change the Start In location to "C:\Matrix Games\War in the Pacific Admiral's Edition" without pointing to the Beta2, it seems to work fine, and the update shows correctly on the game menu screen.
Am I causing myself problems? Does anybody know what I am doing right or wrong?

PS the pwsdll.dll in the main folder appears to be the correct one.

(in reply to michaelm75au)
Post #: 586
RE: Patch 06 - Public Beta - Build 1108q3 updated 11 Se... - 9/11/2011 7:12:55 PM   
Rainer

 

Posts: 1210
Joined: 11/21/2000
From: Neuching, Bavaria, Germany
Status: offline
Start In seems to be wrong.
Should be "C:\Matrix Games\War in the Pacific Admiral's Edition" (in order to find pwhexe.dat).
BTW, pwsdll.dll in the main folder should be the one of your last official update, not the beta.


To clarify:
TARGET "J:\Matrix Games\War in the Pacific Admiral's Edition\Beta2\War in the Pacific Admiral Edition.exe" -altFont
tells WHAT exe file to execute and WHERE to find the executable (and what parameters apply if any)

START IN "J:\Matrix Games\War in the Pacific Admiral's Edition"
tells where to find pwhex.dat (and probably the relative path to sub directories, like ART, SCEN and SAVE).

< Message edited by Rainer -- 9/11/2011 7:31:44 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 Buck Beach)
Post #: 587
RE: Patch 06 - Public Beta - Build 1108q3 updated 11 Se... - 9/11/2011 8:39:49 PM   
Buck Beach

 

Posts: 1973
Joined: 6/25/2000
From: Upland,CA,USA
Status: offline

quote:

ORIGINAL: Rainer

Start In seems to be wrong.
Should be "C:\Matrix Games\War in the Pacific Admiral's Edition" (in order to find pwhexe.dat).
BTW, pwsdll.dll in the main folder should be the one of your last official update, not the beta.


To clarify:
TARGET "J:\Matrix Games\War in the Pacific Admiral's Edition\Beta2\War in the Pacific Admiral Edition.exe" -altFont
tells WHAT exe file to execute and WHERE to find the executable (and what parameters apply if any)

START IN "J:\Matrix Games\War in the Pacific Admiral's Edition"
tells where to find pwhex.dat (and probably the relative path to sub directories, like ART, SCEN and SAVE).


OK, seems I have everything OK except my pwsdll.dll definately is the one in the latest 1108 q3 beta update??

Not being that computer savvy, I am left wondering how come when I create the Desk Top short cut, it points to an incorrect Start In?

I see by the above that you have a parameter -altFont. Can I add this after my screen size parameter?

(in reply to Rainer)
Post #: 588
RE: Patch 06 - Public Beta - Build 1108q3 updated 11 Se... - 9/11/2011 9:13:10 PM   
Rainer

 

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

Not being that computer savvy, I am left wondering how come when I create the Desk Top short cut, it points to an incorrect Start In?

That depends how you create the shortcut.
You said you created the shortcut by pointing to the exe file in the BETA directory. That's why the beta directory showed up in both the target as well as the Start In line.

When the next update comes you better execute the update as provided by MichaelM (execute the file AEupdate1108q3.exe). That will create a shortcut on your desktop with all entries in the correct form, except the parameters. The shortcut created that way has only -w which makes the game run in windows form and not full screen. You have to update the shortcut target line with the parameters you prefer.
Which brings us to your next question.
quote:

I see by the above that you have a parameter -altFont. Can I add this after my screen size parameter?

Yes, you can do that. It will show the text in game with a somewhat larger font making it better to read.

Your target line would then read:
"C:\Matrix Games\War in the Pacific Admiral's Edition\Beta2\War in the Pacific Admiral Edition.exe" -f -px1920 -py1080 -altFont
Be aware that altFont must be written exactly as it is, meaning it is case sensitive.

_____________________________

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 Buck Beach)
Post #: 589
RE: Patch 06 - Public Beta - Build 1108q3 updated 11 Se... - 9/11/2011 10:23:28 PM   
Buck Beach

 

Posts: 1973
Joined: 6/25/2000
From: Upland,CA,USA
Status: offline

quote:

ORIGINAL: Rainer

quote:

Not being that computer savvy, I am left wondering how come when I create the Desk Top short cut, it points to an incorrect Start In?

That depends how you create the shortcut.
You said you created the shortcut by pointing to the exe file in the BETA directory. That's why the beta directory showed up in both the target as well as the Start In line.

When the next update comes you better execute the update as provided by MichaelM (execute the file AEupdate1108q3.exe). That will create a shortcut on your desktop with all entries in the correct form, except the parameters. The shortcut created that way has only -w which makes the game run in windows form and not full screen. You have to update the shortcut target line with the parameters you prefer.
Which brings us to your next question.
quote:

I see by the above that you have a parameter -altFont. Can I add this after my screen size parameter?

Yes, you can do that. It will show the text in game with a somewhat larger font making it better to read.

Your target line would then read:
"C:\Matrix Games\War in the Pacific Admiral's Edition\Beta2\War in the Pacific Admiral Edition.exe" -f -px1920 -py1080 -altFont
Be aware that altFont must be written exactly as it is, meaning it is case sensitive.


Went back and did what you suggested and works fine.

Buck

(in reply to Rainer)
Post #: 590
RE: Patch 06 - Public Beta - Build 1108q3 updated 11 Se... - 9/11/2011 11:17:09 PM   
Rainer

 

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

and works fine.


Another transatlantic achievement

_____________________________

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 Buck Beach)
Post #: 591
RE: Patch 06 - Public Beta - Build 1108q3 updated 11 Se... - 9/11/2011 11:20:03 PM   
rader


Posts: 1238
Joined: 9/13/2004
Status: offline

quote:

ORIGINAL: michaelm


[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]





I noticed you put in the halt ships thing.... you are a GOD!!


(in reply to michaelm75au)
Post #: 592
RE: Patch 06 - Public Beta - Build 1108q3 updated 11 Se... - 9/12/2011 6:57:46 AM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
"Fixed Force map center on false sightings to help with map sequencing [MEM]"
Does it mean the map now jumps to the false sighting location?

_____________________________


(in reply to rader)
Post #: 593
RE: Patch 06 - Public Beta - Build 1108q3 updated 11 Se... - 9/12/2011 11:02:32 AM   
michaelm75au


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

ORIGINAL: rader

quote:

ORIGINAL: michaelm

[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]

I noticed you put in the halt ships thing.... you are a GOD!!



Hope this does not make me a JFB!

_____________________________

Michael

(in reply to rader)
Post #: 594
RE: Patch 06 - Public Beta - Build 1108q3 updated 11 Se... - 9/12/2011 11:04:18 AM   
michaelm75au


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

quote:

ORIGINAL: BigDuke66

"Fixed Force map center on false sightings to help with map sequencing [MEM]"
Does it mean the map now jumps to the false sighting location?


Yes, in that it didn't jump before but left you looking at West Coast and the sighting report talked about 'near Brisbane'.

_____________________________

Michael

(in reply to BigDuke66)
Post #: 595
RE: Patch 06 - Public Beta - Build 1108q3 updated 11 Se... - 9/12/2011 11:21:10 AM   
michaelm75au


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

quote:

ORIGINAL: rader


quote:

ORIGINAL: michaelm


[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]



I noticed you put in the halt ships thing.... you are a GOD!!


Only thing I would say would be careful how you use these global settings. I turned off a few ships, then made the mistake of pressing the Stop production button. It toggled on the ships I had stopped, but stopped all the other applicable building ships on the list.
Ended up pressing the Normal production button, and then filtering the ships and setting the ships individually.

Should have done all the filtering first, before pressing the Production buttons.

A note about the "Naval/Merchant yard" filter in the top right section of the screen. The class filters across the top of the panel relate to groups of class (eg the CA/CL covers ship types CA,CL,CLAA,CS). Some of these types use naval yard points and one CS uses merchant yard.
So if you press 'merchant yard' the CA/CL is on, even though only 1 out of the 4 types use that yard; the last type in the group controls if it is highlighted or not. The list will still be filtered by the class type regardless of the highlighted class group or not.

_____________________________

Michael

(in reply to rader)
Post #: 596
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/12/2011 12:25:50 PM   
FatR

 

Posts: 2522
Joined: 10/23/2009
From: St.Petersburg, Russia
Status: offline
Another question, if I may... After upgrading to p9, I noticed that some of the Japanese aircraft started advancing their R&D even though they have no fully repaired factories. See the attached turn for an example, Ki-67 torpedo bomber version. I haven't noticed this in the changelist, so is this a bug?

Attachment (1)

(in reply to medicff)
Post #: 597
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/12/2011 2:03:00 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
R&D can happen as soon as a number of factories are repaired. In one city, you have 22(8) factories for Ki-67Ia - the 22 are performing R&D.
Or do I have the wrong a/c?


_____________________________

Michael

(in reply to FatR)
Post #: 598
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/12/2011 2:05:09 PM   
n01487477


Posts: 4779
Joined: 2/21/2006
Status: offline

quote:

ORIGINAL: michaelm

R&D can happen as soon as a number of factories are repaired. In one city, you have 22(8) factories for Ki-67Ia - the 22 are performing R&D.
Or do I have the wrong a/c?


Michael - never worked that way before. Always the factory had to be fully repaired before any R&D points were accumulated.

_____________________________


(in reply to michaelm75au)
Post #: 599
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/12/2011 2:13:28 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Your right. Went back and more closely compared the code from p6 and now.

The line checking for disabled devices being zero is commented out. I might have inadvertently done that when playing around with R&D for the following items from p8.
quote:

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]


I'll put it back in.
Sorry for the error.


_____________________________

Michael

(in reply to n01487477)
Post #: 600
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