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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

 
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/20/2011 4:36:21 AM   
PaxMondo


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

quote:

ORIGINAL: sanch

quote:

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).

Isn't that how the tenders are supposed to work?

_____________________________

Pax

(in reply to sanch)
Post #: 61
RE: Patch 06 - Public Beta - Build 1108p4 updated 18 Ju... - 7/20/2011 1:22:07 PM   
Chris21wen

 

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

quote:

ORIGINAL: Chris H

I'm playing the latest Beta but don't think this is a Beta problem as such.

No 1844 Sqn FAA is a commonwealth unit that comes with 12 a/c and is based on CVE Begum. Not paying any attension to the number of pilots available I increased the size to 24 to fit the ship now, some game turns later I find I'm 10 commonwealth pilots short. The Get Pilot Buttons are active but clicking on them does nothing

I've since resized back to 12.

Sardaukar suggests this is a scenario design issue, not technical thing.


quote:

ORIGINAL: jcjordan

I think this will also become a bigger problem in late 45 when some more air units that represent European units being transferred to the Pacific as IIRC there's a few more Commonwealth air units that come in in those. In the last official patch you could draw pilots with an empty pool but it seems that in the beta patches coming out that's not the case so you won't be able to fill air units w/ a Commonwealth nationality nor replace lost pilots. I also think that French units would be affected under the same case as there're a couple of those late war.


This is from the Air OOB issues thread. If this is the case than I think it needs looking at.

(in reply to michaelm75au)
Post #: 62
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/20/2011 5:21:03 PM   
vettim89


Posts: 3615
Joined: 7/14/2007
From: Toledo, Ohio
Status: offline

quote:

ORIGINAL: michaelm

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.





To quote JWE, "WOOF!"

_____________________________

"We have met the enemy and they are ours" - Commodore O.H. Perry

(in reply to michaelm75au)
Post #: 63
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/20/2011 8:18:58 PM   
witpqs


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

ORIGINAL: PaxMondo

quote:

ORIGINAL: sanch

quote:

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).

Isn't that how the tenders are supposed to work?


I think you are right - the AGP tender is supposed to reload PT boats, right?

(in reply to PaxMondo)
Post #: 64
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/20/2011 10:06:13 PM   
Sardaukar


Posts: 9847
Joined: 11/28/2001
From: Finland/Israel
Status: offline

quote:

ORIGINAL: witpqs

quote:

ORIGINAL: PaxMondo

quote:

ORIGINAL: sanch

quote:

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).

Isn't that how the tenders are supposed to work?


I think you are right - the AGP tender is supposed to reload PT boats, right?


Yes, that's their purpose.

_____________________________

"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


(in reply to witpqs)
Post #: 65
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/21/2011 12:41:29 AM   
Flying Tiger

 

Posts: 496
Joined: 3/11/2008
From: ummmm... i HATE that question!
Status: offline
if this is really going to be the last patch (in fact even if it is NOT going to be the last patch!) could we PLEASE set up the ops report to hyperlink directly to the base/unit/ship/squadronetc in question. For example if the ops report says 'TF 103 has insufficient fuel' then can i please click on that line in the ops report and go straight to TF 103. Or an ops report saying 'VMF 221 arrives at San Diego' would allow a single click to VMF 221 at San Diego. etc.....

Thanks!!

(in reply to Sardaukar)
Post #: 66
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/21/2011 2:04:23 AM   
Sardaukar


Posts: 9847
Joined: 11/28/2001
From: Finland/Israel
Status: offline

quote:

ORIGINAL: Flying Tiger

if this is really going to be the last patch (in fact even if it is NOT going to be the last patch!) could we PLEASE set up the ops report to hyperlink directly to the base/unit/ship/squadronetc in question. For example if the ops report says 'TF 103 has insufficient fuel' then can i please click on that line in the ops report and go straight to TF 103. Or an ops report saying 'VMF 221 arrives at San Diego' would allow a single click to VMF 221 at San Diego. etc.....

Thanks!!


Unfortunately, I think you are out of luck. Game engine doesn't support hyperlinks.

_____________________________

"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


(in reply to Flying Tiger)
Post #: 67
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/21/2011 7:56:18 AM   
JeffroK


Posts: 6391
Joined: 1/26/2005
Status: offline
A wild comment, maybe a thought for future upgrades or after michaelm clears the existing 5,678 requests.

IMVHO, I can see too much of the enemies losses, even allowing for FOW I can get a very good idea of
enemy aircraft losses.

I believe this wouldnt happen IRL.

Cant we, if FOW is selected, not see the enemy aircraft losses or the shipping sunk.

Both were subject to days/months of intel work and usually far from accurate.

I'd be happier to proceed in ignorance (as is usually the case) with far from accurate intel.



_____________________________

Interdum feror cupidine partium magnarum Europae vincendarum

(in reply to Sardaukar)
Post #: 68
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/21/2011 9:26:56 AM   
Hotschi


Posts: 548
Joined: 1/18/2010
From: Austria
Status: offline
Another suggestion, please include the switch for "Day/Night Operations" in the "Set all plane type/bomber type at this base" switch

- saves a lot of clicks when there are a dozen or so level bomber squadrons at a base and you want them to fly a day mission instead of their usual night mission.

(in reply to JeffroK)
Post #: 69
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/21/2011 9:41:32 AM   
JeffroK


Posts: 6391
Joined: 1/26/2005
Status: offline

quote:

ORIGINAL: Hotschi

Another suggestion, please include the switch for "Day/Night Operations" in the "Set all plane type/bomber type at this base" switch

- saves a lot of clicks when there are a dozen or so level bomber squadrons at a base and you want them to fly a day mission instead of their usual night mission.

Great idea

Downfall scenario is a pain when reallocating the B29's

_____________________________

Interdum feror cupidine partium magnarum Europae vincendarum

(in reply to Hotschi)
Post #: 70
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/21/2011 9:49:47 AM   
michaelm75au


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

quote:

ORIGINAL: Flying Tiger

if this is really going to be the last patch (in fact even if it is NOT going to be the last patch!) could we PLEASE set up the ops report to hyperlink directly to the base/unit/ship/squadronetc in question. For example if the ops report says 'TF 103 has insufficient fuel' then can i please click on that line in the ops report and go straight to TF 103. Or an ops report saying 'VMF 221 arrives at San Diego' would allow a single click to VMF 221 at San Diego. etc.....

Thanks!!

Wont happen.
Game engine not really designed for that.

_____________________________

Michael

(in reply to Flying Tiger)
Post #: 71
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/21/2011 4:32:51 PM   
witpqs


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

ORIGINAL: JeffK

A wild comment, maybe a thought for future upgrades or after michaelm clears the existing 5,678 requests.

IMVHO, I can see too much of the enemies losses, even allowing for FOW I can get a very good idea of
enemy aircraft losses.

I believe this wouldnt happen IRL.

Cant we, if FOW is selected, not see the enemy aircraft losses or the shipping sunk.

Both were subject to days/months of intel work and usually far from accurate.

I'd be happier to proceed in ignorance (as is usually the case) with far from accurate intel.


I would disagree with this request for two reasons. First, those lists are already subject to FOW. I have seen the list of enemy ships sunk change more than six months after the fact. Second, as they are already subject to FOW, they are like a staff report for the player. Taking it away means keeping track with pencil and paper (or typing your own file).

(in reply to JeffroK)
Post #: 72
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/21/2011 11:16:14 PM   
littleike

 

Posts: 159
Joined: 10/3/2007
Status: offline
There is something strange in my saving game sequence, I report it.

That was my situation (Game version: 1.0.6.1108p4-jul 18 2011)

Switch "D:\Matrix Games\War in the Pacific Admiral's Edition\Beta2\War in the Pacific Admiral Edition.exe" -cpu2 -dd_sw –multiaudio -fd -px1280 -py800 -deepColor –altFont

Scenario: A thousand miles computer vs computer.

Start of campaign one day turn, always I do an end of turn without do nothing.
At end of allied turn the program save game in slot2
At end of the resolution phase program save game in slot 11
Next turn at end of allied turn program does nothing and at end of resolution turn save game in slot 12
Next turn as above, save in slot 13 at resolution end.
If I press the save icon in menu bar I can see these save.
I quit the game and return to to main menu.
Now i want to load one of the previously saved turn and nothing appears on the save list, slot 11 12 and 13 are empty!!

Thanks all


WARNING: I have seen now that the saves really exists in a subdirectory (autosave) of the save directory , so maybe this is not an error, but i am confused now about the use of -f parameter and the save game logic of the program!! Could you clarify it in a few words?

Thanks

< Message edited by littleike -- 7/21/2011 11:25:09 PM >

(in reply to witpqs)
Post #: 73
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/22/2011 9:12:30 AM   
JeffroK


Posts: 6391
Joined: 1/26/2005
Status: offline

quote:

ORIGINAL: witpqs

quote:

ORIGINAL: JeffK

A wild comment, maybe a thought for future upgrades or after michaelm clears the existing 5,678 requests.

IMVHO, I can see too much of the enemies losses, even allowing for FOW I can get a very good idea of
enemy aircraft losses.

I believe this wouldnt happen IRL.

Cant we, if FOW is selected, not see the enemy aircraft losses or the shipping sunk.

Both were subject to days/months of intel work and usually far from accurate.

I'd be happier to proceed in ignorance (as is usually the case) with far from accurate intel.


I would disagree with this request for two reasons. First, those lists are already subject to FOW. I have seen the list of enemy ships sunk change more than six months after the fact. Second, as they are already subject to FOW, they are like a staff report for the player. Taking it away means keeping track with pencil and paper (or typing your own file).


Yes I've seen the shipping losses change, 1 ship every so often not the major differences as shown between say the sub reports and JANAC or the claimss of bomber pilots that they sank xx BBs & CV's. Started early in the Phillipines and probably went on throughout the war!

But the air losses listed are sooooo close, again nothing like a tally of the often wild claims by fighter pilots and bomber gunners. You can even confirm a CV loss by their aircraft appearing in the losses list.

I'd rather replicate the intel resources of the time and keep my own list of "suspected" losses.

It shouldnt be impossible, might be hard I acknowledge, that if I choose FOW I cant see this detail for the enemy.

_____________________________

Interdum feror cupidine partium magnarum Europae vincendarum

(in reply to witpqs)
Post #: 74
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/22/2011 10:20:19 AM   
michaelm75au


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

quote:

ORIGINAL: littleike

There is something strange in my saving game sequence, I report it.

That was my situation (Game version: 1.0.6.1108p4-jul 18 2011)

Switch "D:\Matrix Games\War in the Pacific Admiral's Edition\Beta2\War in the Pacific Admiral Edition.exe" -cpu2 -dd_sw –multiaudio -fd -px1280 -py800 -deepColor –altFont

Scenario: A thousand miles computer vs computer.

Start of campaign one day turn, always I do an end of turn without do nothing.
At end of allied turn the program save game in slot2
At end of the resolution phase program save game in slot 11
Next turn at end of allied turn program does nothing and at end of resolution turn save game in slot 12
Next turn as above, save in slot 13 at resolution end.
If I press the save icon in menu bar I can see these save.
I quit the game and return to to main menu.
Now i want to load one of the previously saved turn and nothing appears on the save list, slot 11 12 and 13 are empty!!

Thanks all


WARNING: I have seen now that the saves really exists in a subdirectory (autosave) of the save directory , so maybe this is not an error, but i am confused now about the use of -f parameter and the save game logic of the program!! Could you clarify it in a few words?

Thanks


The -f means 'full screen'. The 'd' after it means daily saves which is what you are getting. These saves are stored in the subdirectory so as not to interfere with normal saves done by player.
There was only one autosave originally (slot 000). If you wanted to keep this, you needed to rename it each turn. The automatic saving to a new slot was added but to its own directory.

_____________________________

Michael

(in reply to littleike)
Post #: 75
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/22/2011 3:57:11 PM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
Is there a limit for naming the autosaves?
I'm at wpae055_#1 and I wonder if the game starts again at wpae011_#1 if I reach wpae999_#1.

_____________________________


(in reply to michaelm75au)
Post #: 76
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/22/2011 5:28:07 PM   
LargeSlowTarget


Posts: 4443
Joined: 9/23/2000
From: Hessen, Germany - now living in France
Status: offline
Amazing work, Michael, much appreciated!

While you are at it - I have GUI improvement request:

In the "Form Task Force" screen, I sometimes miss a "Supress ships in task forces" button (similar to the "Suppress ships not due to upgrade" button), so only ships disbanded in port will be displayed in the "from" window (upper half).

Could be useful when creating a new TF in a port with big TFs present (e.g Osaka, San Francisco) - which may require a lot of scrolling to get at the ships disbanded in port.


_____________________________


(in reply to michaelm75au)
Post #: 77
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/22/2011 5:47:32 PM   
littleike

 

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

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: littleike

There is something strange in my saving game sequence, I report it.

That was my situation (Game version: 1.0.6.1108p4-jul 18 2011)

Switch "D:\Matrix Games\War in the Pacific Admiral's Edition\Beta2\War in the Pacific Admiral Edition.exe" -cpu2 -dd_sw –multiaudio -fd -px1280 -py800 -deepColor –altFont

Scenario: A thousand miles computer vs computer.

Start of campaign one day turn, always I do an end of turn without do nothing.
At end of allied turn the program save game in slot2
At end of the resolution phase program save game in slot 11
Next turn at end of allied turn program does nothing and at end of resolution turn save game in slot 12
Next turn as above, save in slot 13 at resolution end.
If I press the save icon in menu bar I can see these save.
I quit the game and return to to main menu.
Now i want to load one of the previously saved turn and nothing appears on the save list, slot 11 12 and 13 are empty!!

Thanks all


WARNING: I have seen now that the saves really exists in a subdirectory (autosave) of the save directory , so maybe this is not an error, but i am confused now about the use of -f parameter and the save game logic of the program!! Could you clarify it in a few words?

Thanks


The -f means 'full screen'. The 'd' after it means daily saves which is what you are getting. These saves are stored in the subdirectory so as not to interfere with normal saves done by player.
There was only one autosave originally (slot 000). If you wanted to keep this, you needed to rename it each turn. The automatic saving to a new slot was added but to its own directory.


Ok Michaelm, but what is the correct procedure to continue an automated saved game after i quit the game and want continue the next day? As soon as i exit from the program and restart it i cannot access this autosave directory from within the application.
(I tried to copy the last automated save from the autosave directory to the save directory, but the game don't load it, so i renamed it to save002 and it loaded but all the autosave from that moment restarted the numeration and were stored directly in the main save directory!!!???)
Sure i do something wrong! Thanks

(in reply to michaelm75au)
Post #: 78
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/22/2011 6:15:22 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
I think the automated save is for saves either just after or just before turn resolution (You can look at the exact time on your next save in the autosave folder to be sure). It does not (AFAIK) save during your turn. When you quit in a routine fashion you should save the game first to the slot of your choice.

The auto saves allow you to go back in time if you need to for some reason.

(in reply to littleike)
Post #: 79
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/22/2011 6:48:43 PM   
Bradley7735


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

quote:

ORIGINAL: LargeSlowTarget

Amazing work, Michael, much appreciated!

While you are at it - I have GUI improvement request:

In the "Form Task Force" screen, I sometimes miss a "Supress ships in task forces" button (similar to the "Suppress ships not due to upgrade" button), so only ships disbanded in port will be displayed in the "from" window (upper half).

Could be useful when creating a new TF in a port with big TFs present (e.g Osaka, San Francisco) - which may require a lot of scrolling to get at the ships disbanded in port.



+1

_____________________________

The older I get, the better I was.

(in reply to LargeSlowTarget)
Post #: 80
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/22/2011 7:43:37 PM   
Pascal_slith


Posts: 1651
Joined: 8/20/2003
From: back in Commiefornia
Status: offline
+1

quote:

ORIGINAL: LargeSlowTarget

Amazing work, Michael, much appreciated!

While you are at it - I have GUI improvement request:

In the "Form Task Force" screen, I sometimes miss a "Supress ships in task forces" button (similar to the "Suppress ships not due to upgrade" button), so only ships disbanded in port will be displayed in the "from" window (upper half).

Could be useful when creating a new TF in a port with big TFs present (e.g Osaka, San Francisco) - which may require a lot of scrolling to get at the ships disbanded in port.



_____________________________

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


(in reply to LargeSlowTarget)
Post #: 81
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/22/2011 10:41:17 PM   
jmalter

 

Posts: 1673
Joined: 10/12/2010
Status: offline

quote:

ORIGINAL: BigDuke66
Is there a limit for naming the autosaves?
I'm at wpae055_#1 and I wonder if the game starts again at wpae011_#1 if I reach wpae999_#1.

IME the autosave filenames rollover back to wpae011 once they've reached wpae190.
Fortunately the original 011 is not overwritten, b/c the filename includes the gameday. You'll get something like:
wpae011_#14_19450902.pws & wpae011_#14_19460301.pws

Weird thing, though - when i forget to do a manual save after a turn, i copy that turn's autosave from the autosave subdir into the SAVE dir, & Tracker will read the turn correctly. But when i start AE, the autosaved file won't load - AE will only start a file that's been manually saved. I don't have -autosave in my startup.

(in reply to BigDuke66)
Post #: 82
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/23/2011 7:49:20 AM   
inqistor


Posts: 1813
Joined: 5/12/2010
Status: offline

quote:

ORIGINAL: michaelm
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.

So, device can target artillery device, but it can not hit it? So basically, the more artillery in Division, the less loses it will get? Seems strange.
Does it depends on attacker range, or artillery can never be hit in normal combat?

quote:

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.

Good idea.
However I am wondering if this should apply to attacker only. If front is penetrated, support units are next target (so for defender, they could have bigger chance to be target, if assault was not repulsed).
Also, inability to hit artillery could mean IRL, that squad was pin-down by artillery fire, but it is hardly possible against entrenched enemy (so in defence, with forts). If defending squad was not "disabled" it should not waste its attack on artillery.
Heh, it is getting complicated.

It is game exe in post #33, as I understand, I have to simply put it into game folder?

(in reply to michaelm75au)
Post #: 83
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/23/2011 8:05:17 AM   
littleike

 

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

ORIGINAL: witpqs

I think the automated save is for saves either just after or just before turn resolution (You can look at the exact time on your next save in the autosave folder to be sure). It does not (AFAIK) save during your turn. When you quit in a routine fashion you should save the game first to the slot of your choice.

The auto saves allow you to go back in time if you need to for some reason.


You are right thanks ! If i save manually the game then when i restart the program i can resume it and autosave continue with the correct numeration. Anyway if i start witpae i can see only the autosaves saved in the current session altough they are all present in the autosave directory.


quote:

ORIGINAL: jmalter

.......Weird thing, though - when i forget to do a manual save after a turn, i copy that turn's autosave from the autosave subdir into the SAVE dir, & Tracker will read the turn correctly. But when i start AE, the autosaved file won't load - AE will only start a file that's been manually saved. I don't have -autosave in my startup.


My impression is that the program miss an automatic slot2 autosave at every turn planning end (it only do this once at scenario start) while it correctly perform an automatic autosave at end of every resolution turn. So the player have to remember to manual save! I also don't know how to resume an automatic saved game and why if i copy it in the save directory i cannot open it.


< Message edited by littleike -- 7/23/2011 8:08:53 AM >

(in reply to witpqs)
Post #: 84
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/23/2011 8:12:10 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
'Artillery' device damage depends on attacking range. Most ground combat (ignoring bombardments) will happen at range '1'. Thus a device with a range of 3+ was not targeted for damage.

The change is to make this range check more random, such as combat range < random (device.range). Longer the range, less likely it will get damaged.


_____________________________

Michael

(in reply to inqistor)
Post #: 85
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/23/2011 8:21:58 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Normally an end of turn auto-save shows as slot 000. This is not to be confused with the autosave feature that puts auto-saves into 'autosave' directory.

When the player finishes issing orders in a non-PBEM game, a save is made in slot 002 - a pre-turn save.

The 'autosave' feature stores the end of turn auto-save in the 'autosave' directory. It is named with the scenario number and game date to make it easier to identify.

If you want to revert back to a particular point, you need to copy the 'autosave' file to the save directory, and rename it to either 000 or 002 so it can be loaded.
The load list only shows files in the save directory, and only those of the format wpaeXXX.pws where xxx is slot 000-199.

_____________________________

Michael

(in reply to littleike)
Post #: 86
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 7/23/2011 9:49:54 AM   
littleike

 

Posts: 159
Joined: 10/3/2007
Status: offline
Thanks for the explanation Michaelm, now it is all more clear.

But why not modify the mode this autosave feature is implemented to make things simpler and avoid the necessity to do a manual save before exit from program?

That is:

The program uses slot 2 and slot 0 as he normal do. If daily autosave is active when it save the turn in 000 slot also save a renamed copy of it in autosave directory.
After all this option work as a log feature and i think it should be better if it could do it without modifying the normal save game logic.

Obviouvsly a personal view . Thanks again for your work.

(in reply to michaelm75au)
Post #: 87
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/24/2011 1:33:08 PM   
michaelm75au


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


_____________________________

Michael

(in reply to littleike)
Post #: 88
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/24/2011 3:37:00 PM   
Blackhorse


Posts: 1983
Joined: 8/20/2000
From: Eastern US
Status: offline

Performance above and beyond the call of duty. Well done!

I still have the latest official patch installed, so forgive me if you've already addressed these issues:

1. It would be helpful to have a 'nationality' sort on the Ground Unit reinforcement and withdraw screens

2. On the "Device" screen it would be especially helpful to identify devices by nationality; also to show production rates, and what they upgrade to.

I do understand that space constraints on the screens may limit or prohibit you from making improvements.

_____________________________

WitP-AE -- US LCU & AI Stuff

Oddball: Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here? Why don't you say something righteous and hopeful for a change?
Moriarty: Crap!

(in reply to michaelm75au)
Post #: 89
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/24/2011 3:54:35 PM   
CV 2

 

Posts: 376
Joined: 2/21/2011
Status: offline

quote:

ORIGINAL: michaelm

[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)



Thanks for adding that Mike. Another nice thing to add to the base report would be garrison size for enemy bases. Not the enemies garrison requirement, but friendly garrison required if you take it. First time I took Manila for example I had no idea I had to have that many troops to garrison (the allied player left it empty and I took it with a battalion). Another thing would be size limit for enemy bases (on the mouseover maybe?). Its a pain to have to start a new game just to see the size limit of an enemy base (talking about stacking size here).

(in reply to michaelm75au)
Post #: 90
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