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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

 
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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/31/2011 4:56:39 AM   
m10bob


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From: Dismal Seepage Indiana
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Really a wild a** question..Would it ever be possible, (with the current engine), to differentiate ports as shallow water, and allow ships sunk there, to be raised and salvaged, as IRL??

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Post #: 181
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/31/2011 5:12:50 AM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
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Don't think so off top of my head. There would a lot of variables to keep track of that could interfere with 'current design'.

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Michael

(in reply to m10bob)
Post #: 182
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/31/2011 10:46:51 AM   
inqistor


Posts: 1813
Joined: 5/12/2010
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quote:

ORIGINAL: michaelm

quote:

ORIGINAL: inqistor

Oh, one more thing.

Can we get back report about destroyed planes, when base with airgoups falls? Everytime I see only "no flights", and "No Allied losses", but planes, and its units are lost.

I don't see where this was ever reported in combat report.

[edit]
But it can be done.

I am not sure it was in AE, as I have never played unpatched game, but it surely worked this way in WITP. It reported exactly what planes were destroyed during base fall.
Also, there are extra lines ("no flights", and "No xxx losses"), so engine detects, that there are planes in base.


quote:

ORIGINAL: m10bob

Really a wild a** question..Would it ever be possible, (with the current engine), to differentiate ports as shallow water, and allow ships sunk there, to be raised and salvaged, as IRL??

Well, if there is "respawn" function already working, maybe by using it somehow? To respawn in port of sinking, with LOTS of damages?

(in reply to michaelm75au)
Post #: 183
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 Ju... - 7/31/2011 3:29:11 PM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
Status: offline
Updated

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



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Michael

(in reply to inqistor)
Post #: 184
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 7/31/2011 3:59:55 PM   
witpqs


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

ORIGINAL: michaelm


quote:

ORIGINAL: Itdepends

Can't you just rename it to have a .pws extension?

No. When I click on it, my explorer wants to load it as an image.
I once could save it as a link and it would download the file. That does not seem to be the case anymore.

ZIP is a valid extentsion for this forum though.


"save image" might work then, but it is really weird your browser won't let you save it. Which browser do you use?

(in reply to michaelm75au)
Post #: 185
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 Ju... - 7/31/2011 4:38:01 PM   
PaxMondo


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

ORIGINAL: michaelm

Updated

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



Thanks for all the great support!!


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Pax

(in reply to michaelm75au)
Post #: 186
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 Ju... - 7/31/2011 6:10:48 PM   
MAARTENR


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In wich folder must i pute the beta in?

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Post #: 187
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 Ju... - 7/31/2011 6:52:33 PM   
Theages

 

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I stumbled across an issue when starting a new game under beta P6. The issue was caused by choosing extremely variable reinforcements.
Normally (during the game) there is code to prevent LCUs from appearing at not owned bases (eg. Hong Kong); the unit would appear at Tokyo.
In my newly started game the Hong Kong Defense Force is already on map at Hong Kong (which is still in British hands) immediately after starting the scenario 1. I expect it to be obliterated during 1st turn resolution.
It seems that at scenario start there is owner-check.

(in reply to MAARTENR)
Post #: 188
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 Ju... - 7/31/2011 8:15:57 PM   
inqistor


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Joined: 5/12/2010
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quote:

ORIGINAL: michaelm
Added Mouse-over on bases/TF/LCUs will show range from the current hex (one with all white sides) [MEM]

Oh, this is great! At last I do not have to count hexes during long range air transfers!

quote:

ORIGINAL: Theages

I stumbled across an issue when starting a new game under beta P6. The issue was caused by choosing extremely variable reinforcements.
Normally (during the game) there is code to prevent LCUs from appearing at not owned bases (eg. Hong Kong); the unit would appear at Tokyo.
In my newly started game the Hong Kong Defense Force is already on map at Hong Kong (which is still in British hands) immediately after starting the scenario 1. I expect it to be obliterated during 1st turn resolution.
It seems that at scenario start there is owner-check.

Actually I have observed this in modified Scenarios. If date is set to begin Scenario later, there are already LCUs, which should appear at enemy-held bases (as reinforcements). Frequently there are both side forces in one base!

(in reply to michaelm75au)
Post #: 189
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 Ju... - 7/31/2011 11:19:37 PM   
jmalter

 

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quote:

ORIGINAL: michaelm
Updated
[1108p6]
Added Mouse-over on bases/TF/LCUs will show range from the current hex (one with all white sides)


much appreciated / many thanks!

this feature will be invaluable for strategic planning.

(in reply to michaelm75au)
Post #: 190
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 Ju... - 7/31/2011 11:36:37 PM   
Pascal_slith


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

ORIGINAL: MAARTENR

In wich folder must i pute the beta in?


I keep them in a "Patches" folder. When you install the beta patch, it creates (if it doesn't already exist) a "Beta" folder. A separate icon using the patch filename path is created. Check the messages throughout the Beta thread for a full explanation.

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


(in reply to MAARTENR)
Post #: 191
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 Ju... - 7/31/2011 11:40:49 PM   
Pascal_slith


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Thanks, as always, michealm for your incredible work and responses.

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


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Post #: 192
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 Ju... - 8/1/2011 11:17:56 AM   
michaelm75au


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

quote:

ORIGINAL: Theages

I stumbled across an issue when starting a new game under beta P6. The issue was caused by choosing extremely variable reinforcements.
Normally (during the game) there is code to prevent LCUs from appearing at not owned bases (eg. Hong Kong); the unit would appear at Tokyo.
In my newly started game the Hong Kong Defense Force is already on map at Hong Kong (which is still in British hands) immediately after starting the scenario 1. I expect it to be obliterated during 1st turn resolution.
It seems that at scenario start there is owner-check.



This is not an issue with beta.
The HK Defense Force is broken down by its subunits in scenario #1, so it would not show up in hex.

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Michael

(in reply to Theages)
Post #: 193
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 Ju... - 8/1/2011 11:49:20 AM   
MAARTENR


Posts: 808
Joined: 5/1/2004
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I get this how goes it further on? Could someone explain it in easy English?
Must i copy theese files and paste them in a folder of witp-ae main game?

Attachment (1)

< Message edited by MAARTENR -- 8/1/2011 12:12:25 PM >


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Post #: 194
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 Ju... - 8/1/2011 12:33:53 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Running the install program in post#1 will put the beta into its own directory (beta2) and create a shortcut on the desktop.

Add your favorite command line options to the new shortcut.


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Michael

(in reply to MAARTENR)
Post #: 195
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 Ju... - 8/1/2011 12:39:51 PM   
MAARTENR


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Joined: 5/1/2004
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quote:

ORIGINAL: michaelm

Running the install program in post#1 will put the beta into its own directory (beta2) and create a shortcut on the desktop.

Add your favorite command line options to the new shortcut.


Michaelm must i change the beta where it's file end with .exe from the properties into where i've got a copy of the main game left?
Must i target the main game in properties? See picture.
Could you maybe help me with pictures, that would be great.

Attachment (1)

< Message edited by MAARTENR -- 8/1/2011 12:46:19 PM >


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Post #: 196
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 Ju... - 8/1/2011 12:49:05 PM   
MAARTENR


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Joined: 5/1/2004
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Can someone help me in Dutch?

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Post #: 197
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 Ju... - 8/1/2011 12:50:49 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
If you click on the Beta shortcut, does the game play?

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Michael

(in reply to MAARTENR)
Post #: 198
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 Ju... - 8/1/2011 12:54:43 PM   
MAARTENR


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Yes it works now, great!!!!!!!!!!the screen size is allright also.

< Message edited by MAARTENR -- 8/1/2011 2:53:07 PM >


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Post #: 199
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 Ju... - 8/1/2011 6:34:59 PM   
Theages

 

Posts: 167
Joined: 2/16/2007
From: Austria
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Theages

I stumbled across an issue when starting a new game under beta P6. The issue was caused by choosing extremely variable reinforcements.
Normally (during the game) there is code to prevent LCUs from appearing at not owned bases (eg. Hong Kong); the unit would appear at Tokyo.
In my newly started game the Hong Kong Defense Force is already on map at Hong Kong (which is still in British hands) immediately after starting the scenario 1. I expect it to be obliterated during 1st turn resolution.
It seems that at scenario start there is owner-check.



This is not an issue with beta.
The HK Defense Force is broken down by its subunits in scenario #1, so it would not show up in hex.


You are correct. I made a mistake. It is the Hong Kong Det, that is at Hong Kong at the beginning of the scenario (unmodified).
See attachment

Attachment (1)

(in reply to michaelm75au)
Post #: 200
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 Ju... - 8/2/2011 3:05:48 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
If the unit has a delay defined in the editor, then it should keep some sort of delay if the arrival hex is an enemy base.

I am adding a check to set the delay to 2 if the reinforcement (as defined by a delay in the editor) is due to arrive on map at an enemy base at the scenario start. This will force it to stay in the queue until the arrival base becomes available. Should apply to LCU, groups and hopefully ships. (Not sure if ships will work that way as they are handled in a different way to the others).


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Michael

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Post #: 201
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 Ju... - 8/3/2011 3:45:35 AM   
Pascal_slith


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From: back in Commiefornia
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This may be WAD but I have an F-4 Recon unit in Noumea that I've set to 'Naval Search' at full range with drop tanks (19 hexes; see first picture). However, when I look at the map and show the search arc, it is limited to 7 hexes (see second picture). Is this as it's supposed to be?




Attachment (1)

_____________________________

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


(in reply to michaelm75au)
Post #: 202
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 Ju... - 8/3/2011 3:46:15 AM   
Pascal_slith


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




Attachment (1)

_____________________________

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


(in reply to Pascal_slith)
Post #: 203
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 Ju... - 8/4/2011 9:34:24 PM   
similar

 

Posts: 17
Joined: 9/1/2009
From: London, UK
Status: offline
I'm playing the scenario 1 as the Japanese against the AI; it's just turned 11th December and I've had what I think are a couple of bugs with TFs. I've been playing 1108p5 and posted in this forum in case it's relevant. If not, please accept my apologies and I can post this elsewhere. 

-  TF5 the Surface Combat Heavy Cover force (2BB, 2CA, 1CL, 6DD) for the Kota Bharu landings was in Kota Bharu and fought a night time surface combat with an Allied TF of three DDs and the Repulse in the hex: 1 Allied DD and the Repulse was sunk and my TF got off lightly. At the start of the next turn TF5 was in Singora three hexes up the coast even though I had not set my TF to move. Is this possible in the normal mechanics of the game?

- In Babeldaob I have an Amphibious TF docked and trying to load Kure 2nd SNLF. The TF has troop/cargo capacity of 1815/15440 and the LCU's load is 1488/149 (and the TF already has c. 650 supplies). At the start of the next turn the TF is unloading (and has not picked up the LCU). This has happened a couple of times.

- Similarly in Amami Oshima I have a docked Cargo TF with one xAK set to load resources of which there are more than 6000 at the base, but at the start of the next turn it has reset itself and not loaded anything. This has happened two or three times.

Meanwhile other TFs are loading normally, for instance an Amphibious TF in Peleliu has successfully picked up some engineers.

I have the save games if required.

Apart from that I have to thank you for the amazing support you put into this game. Thanks for your help and insight on these issues too.  

(in reply to Pascal_slith)
Post #: 204
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 Ju... - 8/5/2011 12:38:48 AM   
asdicus

 

Posts: 260
Joined: 5/16/2002
From: Surrey,UK
Status: offline
Have recently upgraded my pbm game to 1108p6 beta. The replay is now frequently showing graphical corruption. This is every turn replay using 1108p6. I have seen this problem in the past on previous patches but it always was a rare event. Screen attached showing an example of the problem.





Attachment (1)

(in reply to similar)
Post #: 205
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 Ju... - 8/5/2011 2:42:04 AM   
oldman45


Posts: 2320
Joined: 5/1/2005
From: Jacksonville Fl
Status: offline

quote:

ORIGINAL: similar

I'm playing the scenario 1 as the Japanese against the AI; it's just turned 11th December and I've had what I think are a couple of bugs with TFs. I've been playing 1108p5 and posted in this forum in case it's relevant. If not, please accept my apologies and I can post this elsewhere. 



- In Babeldaob I have an Amphibious TF docked and trying to load Kure 2nd SNLF. The TF has troop/cargo capacity of 1815/15440 and the LCU's load is 1488/149 (and the TF already has c. 650 supplies). At the start of the next turn the TF is unloading (and has not picked up the LCU). This has happened a couple of times.

- Similarly in Amami Oshima I have a docked Cargo TF with one xAK set to load resources of which there are more than 6000 at the base, but at the start of the next turn it has reset itself and not loaded anything. This has happened two or three times.

Meanwhile other TFs are loading normally, for instance an Amphibious TF in Peleliu has successfully picked up some engineers.

 


I can only speak for those 2 items, when I have had this happen its because I created the TF but did not give it a destination and it simply unloaded everything at the end of the turn. You might want to check for that.


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Post #: 206
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 Ju... - 8/5/2011 11:23:46 AM   
littleike

 

Posts: 159
Joined: 10/3/2007
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I have observed that sometime mistakes are related to loading something on a human controlled tf without set the "do not unload" command, so the tf load things and then unload them.

Here is my question. If the program could automatically set tf to "do not unload" as soon as a user set a load command What contraindication would be? I seem that we could save some mistakes in this way.

Many thanks

(in reply to oldman45)
Post #: 207
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 Ju... - 8/5/2011 11:38:27 AM   
Theages

 

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Joined: 2/16/2007
From: Austria
Status: offline
You could forget to set it to unload when sending it to a destination. You would only exchange the possibility of making one mistake with making a different one.



(in reply to littleike)
Post #: 208
RE: Patch 06 - Public Beta - Build 1108p5 updated 24 Ju... - 8/5/2011 2:09:38 PM   
Itdepends

 

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Edit comment removed- commenting on previous page of thread- doh!

< Message edited by Itdepends -- 8/5/2011 2:11:22 PM >

(in reply to michaelm75au)
Post #: 209
RE: Patch 06 - Public Beta - Build 1108p6 updated 31 Ju... - 8/5/2011 2:54:42 PM   
michaelm75au


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

quote:

ORIGINAL: Pascal

second picture...




It is searching out to correct range.
However, drawing of the arcs is not considering drop tanks.
Fixed in 1108p7

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Michael

(in reply to Pascal_slith)
Post #: 210
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