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RE: Patch 06 - Public Beta - Build 1108r6e updated 01 January 2012 (2nd part)

 
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RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/4/2012 8:24:24 PM   
witpqs


Posts: 26087
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From: Argleton
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See Andrew Brown's page on it (he is/was the map developer for AE):

https://sites.google.com/site/extendedartwitpae/

Here is another look at it at the Babes web site:
https://sites.google.com/site/dababeswitpae/map-and-art

FYI, here is the main link for the Babes web site:
https://sites.google.com/site/dababeswitpae/home

John and Andrew do a great job of explaining things so I won't mess you up by trying to recreate explanations here. There are Babes threads in the Scenario Development sub-forum for AE so you can ask any specific questions there (or open a new thread there) and lots of people will jump in to answer them.

(in reply to Rainer)
Post #: 1381
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/4/2012 8:40:20 PM   
Rainer

 

Posts: 1210
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From: Neuching, Bavaria, Germany
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Great!
Thanks a lot

_____________________________

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

WitW / Torch
1.01.37 - 1.01.44 beta

(in reply to witpqs)
Post #: 1382
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/5/2012 12:15:28 PM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
Status: offline
Fixed LCU leader being lost on landing fragment swap [MEM]
Fixed Multiple sub-units being in same TF being mergred [MEM]

For the loss of LCU leaders and sub-units

Attachment (1)

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Michael

(in reply to Rainer)
Post #: 1383
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/5/2012 12:29:16 PM   
PaxMondo


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Thanks Michael!



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Pax

(in reply to michaelm75au)
Post #: 1384
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/5/2012 7:13:28 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
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Michael,

A minor interface problem with that r7a build. See the attached save game. Go to San Francisco. Open the base and then the ground unit list. You will see many units with their supply values listed in red, which indicates low supply, but they all (that I looked at) have requested supply levels.

Attachment (1)

(in reply to PaxMondo)
Post #: 1385
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/6/2012 5:23:31 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Yep. Indicator gets set but not cleared between units.

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Michael

(in reply to witpqs)
Post #: 1386
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/7/2012 9:42:37 PM   
JeffroK


Posts: 6391
Joined: 1/26/2005
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Re the changes to the night bombing processes which caused aircraft to abort or come in dribbles.

What has been everyones observations?

I have tried Downfall scenario and in attempting close to 1000 B29 sorties over 3 days from Guam, Tinian & Saipan on Tokyo have only seen 12 sorties arrive.
Maybe there are too many poor modifiers at such a range but is it a bit too much and needs a tweak.

There have been larger AI (10-20 per flight) numbers flying at shorter ranges, but as I dont know all of the numbers cant comment.


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Interdum feror cupidine partium magnarum Europae vincendarum

(in reply to michaelm75au)
Post #: 1387
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/8/2012 1:11:55 AM   
jcjordan

 

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This is a scen#1 savegame of allied vs AI started under original release but patched through 1108r6e so it's been played under many version if that has any effect on problem. For some reason anytime I have a unit capable of doing a supply transport mission at Truk for some reason during the turn execution, the AI will set those air units to fly supply to Marcus Is which is under IJ control

Attached is the savegame before execution, you will seee that the A-26 units are stood down but after turn execution, they're flying transports to Marcus Is ????


Attachment (1)

(in reply to JeffroK)
Post #: 1388
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/8/2012 1:15:56 AM   
jcjordan

 

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this is the savegame after turn execution from above & a few of the A26 units are now flying supply missions to Marcus Is

Attachment (1)

(in reply to jcjordan)
Post #: 1389
MP exe - 1/8/2012 5:17:12 AM   
awaw

 

Posts: 127
Joined: 1/11/2010
Status: offline
I just realised that to make use of the expanded pilot array, i needed to use another executable. duh......

Anyway, when i tried to launch WitPAEMP, i received an error:
quote:

cannot find PW data
. How do I get this file, and where to place it?

Thanks

(in reply to jcjordan)
Post #: 1390
RE: MP exe - 1/8/2012 6:15:19 AM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
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Take a copy of your beta shortcut and change the properties to use the MP exe.

The directory to start in has to be the main install directory where all the data files are.


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Michael

(in reply to awaw)
Post #: 1391
RE: MP exe - 1/10/2012 5:43:21 AM   
Califvol


Posts: 135
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From: The Land of Yore
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With the latest version I am consistently getting a failure to desktop when a turn executes. It may go two turns but no more than that before the game dumps during the execution phase. If you reload the turn save it dumps again. I am running the latest version of XP, and have no idea how to up load a game save.

Note- the other versions/updates did not have this bug.

< Message edited by Califvol -- 1/10/2012 6:30:50 AM >

(in reply to michaelm75au)
Post #: 1392
RE: MP exe - 1/10/2012 6:42:47 AM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
Status: offline
If you have a consistent save that dumps, please zip it up and attach in this thread.
Thanks


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Michael

(in reply to Califvol)
Post #: 1393
RE: MP exe - 1/10/2012 7:33:58 AM   
Califvol


Posts: 135
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From: The Land of Yore
Status: offline
Unfortunately, I have nary a clue how to do such a thing.

All I get is that a fake path is not supported.

< Message edited by Califvol -- 1/10/2012 7:35:30 AM >

(in reply to michaelm75au)
Post #: 1394
RE: MP exe - 1/10/2012 9:40:13 AM   
cantona2


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Herb and I are about to upgrade our game to the latest Beta. I am correct in assuming that the installer will automatically install the new exe into the AE folder? Once this is done do we then run the game via the new shortcut that is placed on the desktop?

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1966 was a great year for English Football...Eric was born


(in reply to Califvol)
Post #: 1395
RE: MP exe - 1/10/2012 10:11:49 AM   
Rainer

 

Posts: 1210
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From: Neuching, Bavaria, Germany
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quote:

I am correct in assuming that the installer will automatically install the new exe into the AE folder?


No. The EXE will be installed in a (new) folder called BETA2 (which is a sub folder of AE).
The start up parameter of this EXE will point to the AE root folder in order to activate the correct pws file.
In other words: it's all automatic and you don't have to do anything if you execute the game from the shortcut (your next question).

quote:

Once this is done do we then run the game via the new shortcut that is placed on the desktop?

Yes. However, you should be aware that this (new) shortcut contains the -w parameter (windowed). If you want to run the game with different setup/resolution you may want to copy and paste the parameters from your previous 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 cantona2)
Post #: 1396
RE: MP exe - 1/10/2012 10:57:36 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
The idea behind this beta install is to allow you to use the beta without impacting use of the official version.

BTW, you can use the same principle if you want to keep playing different versions of the EXE.

Just
(a) Create a sub-directory and copy the EXE to it before upgrading.
(b) Make a copy of the AE (Quick Start) shortcut.
(c) Change the target to the EXE in the new sub-directory.

And you should be able to keep using the older version.


_____________________________

Michael

(in reply to Rainer)
Post #: 1397
RE: MP exe - 1/10/2012 11:56:06 AM   
awaw

 

Posts: 127
Joined: 1/11/2010
Status: offline

quote:

ORIGINAL: michaelm

Take a copy of your beta shortcut and change the properties to use the MP exe.

The directory to start in has to be the main install directory where all the data files are.





This solved my problem, tyvm!

(in reply to michaelm75au)
Post #: 1398
RE: MP exe - 1/10/2012 1:59:40 PM   
witpqs


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

ORIGINAL: Califvol

Unfortunately, I have nary a clue how to do such a thing.

All I get is that a fake path is not supported.


When is it that you are getting that message? Do you mean you get that message when you try to save the game? Or when you try to make the .zip file? Or when you try to upload it to the forum?

(in reply to Califvol)
Post #: 1399
RE: MP exe - 1/11/2012 3:10:38 AM   
Califvol


Posts: 135
Joined: 11/8/2002
From: The Land of Yore
Status: offline
Of course life works this way.

I figured out how to get a saved game uploaded correctly. Hooray for the slow guy.

But to be sure, I replayed the saved game.

Guess what? Now it runs fine! So, it's an inconsistent problem that acted consistently last night, but not now. Reminds me of taking your car to a mechanic.

I don't think it will do any good to look at a saved file that appears to run fine.

Thanks anyway!

Attachment (1)

(in reply to michaelm75au)
Post #: 1400
Updated build 1108r7b - 1/11/2012 8:05:10 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
[1108r7]
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]
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]



Attachment (1)

< Message edited by michaelm -- 1/11/2012 8:06:48 AM >


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Michael

(in reply to Califvol)
Post #: 1401
RE: Updated build 1108r7b - 1/11/2012 11:57:21 AM   
Omat


Posts: 2414
Joined: 8/18/2004
Status: offline
shame on me


< Message edited by Omat -- 1/11/2012 12:15:38 PM >


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"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people so full of doubts."
Bertrand Russell

(in reply to michaelm75au)
Post #: 1402
RE: Updated build 1108r7b - 1/11/2012 11:58:22 AM   
Omat


Posts: 2414
Joined: 8/18/2004
Status: offline
shame on me

< Message edited by Omat -- 1/11/2012 12:15:17 PM >


_____________________________

"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people so full of doubts."
Bertrand Russell

(in reply to Omat)
Post #: 1403
RE: Updated build 1108r7b - 1/11/2012 12:11:14 PM   
Dan Nichols


Posts: 863
Joined: 8/30/2011
Status: offline
Most of the Regiment in on TF 72, one hex east of Pago Pago.

Notice that there is a line at the bottom left that says "Unit Organization of 2nd Marine Division" and it is bright white with a button on the left. Pressing that button will tell you where all the fragments are.

< Message edited by Dan Nichols -- 1/11/2012 12:12:16 PM >

(in reply to Omat)
Post #: 1404
RE: Updated build 1108r7b - 1/11/2012 12:15:42 PM   
Omat


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

Thank you. I missed that and thought it was a problem.. shame on me

Omat
quote:

ORIGINAL: Dan Nichols

Most of the Regiment in on TF 72, one hex east of Pago Pago.

Notice that there is a line at the bottom left that says "Unit Organization of 2nd Marine Division" and it is bright white with a button on the left. Pressing that button will tell you where all the fragments are.



_____________________________

"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people so full of doubts."
Bertrand Russell

(in reply to Dan Nichols)
Post #: 1405
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 J... - 1/12/2012 1:20:19 AM   
Freedom205

 

Posts: 274
Joined: 12/4/2000
From: Michigan USA
Status: offline
trying to install the r6e patch so I can sync with my opponent. when I double click on the downloaded file I get a " cant find pw data" message. I have both the public beta and michaelm beta shortcuts. thanks in advance

Mike

(in reply to witpqs)
Post #: 1406
RE: Updated build 1108r7b - 1/12/2012 3:14:01 AM   
jcjordan

 

Posts: 1900
Joined: 6/27/2001
Status: offline

quote:

ORIGINAL: michaelm

[1108r7]
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]
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]




If I see correctly there's not a MP version in that download & it's a exe not a patch to run?

(in reply to michaelm75au)
Post #: 1407
RE: Updated build 1108r7b - 1/12/2012 10:09:09 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Due to some personal issues, I wasn't able to do the normal installer.
I will create an installer for this on Saturday (my time).

_____________________________

Michael

(in reply to jcjordan)
Post #: 1408
RE: Updated build 1108r7b - 1/12/2012 11:22:42 AM   
PaxMondo


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

ORIGINAL: michaelm

[1108r7]
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]
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]



Michael,

Thanks for the great support!!!



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Pax

(in reply to michaelm75au)
Post #: 1409
RE: Updated build 1108r7b - 1/12/2012 3:32:01 PM   
Theages

 

Posts: 167
Joined: 2/16/2007
From: Austria
Status: offline
If I may humbly suggest an enhancement for the "aircraft located at a base" screen:
Currently it shows base admin info and stacking info.
Would it be possible to add a line for air support at location? There seems to be enough space under the lines for admin and stacking. The screen would then give all relevant info at a glance without having to look at the base screen itself (that should be especially useful if you called it up by left clicking on the airfield icon on the map).

(in reply to PaxMondo)
Post #: 1410
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