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RE: Patch 07 - Unofficial Public Beta - 1123x9 updated 28 June 2014

 
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RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 8/25/2014 1:01:32 AM   
Treetop64


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Just DL'ed 1123v10.

Another heartfelt thanks, Michael.

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RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 9/7/2014 2:43:57 PM   
Chuske


Posts: 387
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From: Exeter, UK
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Dear Michael, thanks so much for these patches.

I have one suggestion, I don't know how practical it would be, but I find airgroups default to their extended range rather than normal range, be great if this could be changed.

Also be great if an extra button could be added to set airgroup to normal range as we have a button for maximum (ie extended range) and buttons to adjust by 1 hex but not to set straight to normal

< Message edited by jonboym -- 9/7/2014 3:58:22 PM >


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Post #: 1172
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 9/7/2014 4:57:49 PM   
btd64


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When you select a range for an aircraft, say a F4F, Hit the button to set all F4F's at this base. That will change all F4F's to the selected range. There are a couple of short cuts available on the air unit screen. See if you can use them....GP

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Post #: 1173
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 9/8/2014 9:01:52 PM   
pontiouspilot


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This is probably a stupid question: By downloading the latest beta does that encompass all earlier Betas?

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Post #: 1174
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 9/8/2014 9:24:49 PM   
BigDuke66


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From: Terra
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You just need the latest beta, install that over the last offical patch and your as up-to-date as possible.

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RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 9/8/2014 9:27:28 PM   
pontiouspilot


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Thanks...does this also negate the "official update" through Matrix?

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RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 9/8/2014 10:05:22 PM   
EHansen


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quote:

ORIGINAL: pontiouspilot

Thanks...does this also negate the "official update" through Matrix?


No, you must install the game and the latest official patch. Then you can install the beta patch.

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Post #: 1177
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 9/9/2014 8:04:52 PM   
BigDuke66


Posts: 2013
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From: Terra
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BTW is the Build number wrong or is it maybe an old Patch?
Current Build
1129x10
I have installed that but in Game I see 1.7.11.23x10

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Post #: 1178
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 9/10/2014 11:38:36 AM   
michaelm75au


Posts: 13500
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Looks okay to me

Just realised that the verion in notes is wrong - should be 1123 not 1129




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< Message edited by michaelm -- 9/10/2014 12:40:50 PM >


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Michael

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Post #: 1179
RE: Patch 07 - Unofficial Public Beta - 1123x10 updated... - 9/16/2014 2:48:05 PM   
Ginetto

 

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I installed and played WITP/AE Beta 1123*10. It works very well. I noticed, though, that compared to the earlier official version of the game, there are some differences in how the game plays.
1. Air-to-air intercepts are less frequent and air battles much briefer,
2. Pre-1944 American torpedoes work a bit better - less duds than in the original game.
Is all this an intentional change of algorithms or is there a glitch somewhere?
Thanks.
G

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Gino

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RE: Patch 07 - Unofficial Public Beta - 1123x10 updated... - 9/16/2014 5:29:27 PM   
witpqs


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quote:

ORIGINAL: Ginetto

I installed and played WITP/AE Beta 1123*10. It works very well. I noticed, though, that compared to the earlier official version of the game, there are some differences in how the game plays.
1. Air-to-air intercepts are less frequent and air battles much briefer, Have a look at the notes. Lots of changes since the last "official".
2. Pre-1944 American torpedoes work a bit better - less duds than in the original game. Statistical fluke in your play so far. Play 10,000 more turns for a better sample.
Is all this an intentional change of algorithms or is there a glitch somewhere?
Thanks.
G


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Post #: 1181
RE: Patch 07 - Unofficial Public Beta - 1123x10 updated... - 9/16/2014 7:51:25 PM   
CaseLogic

 

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I was tinkering with the editor for the first time, and toying with the idea of reducing build rates and adding some diabled factories for some allied plane types when I noticed this in the notes:

23/12/12: 1121a - Suppressed build rate if device has to be built from production/resources

Does this also cover allied planes? If I add some disabled factories of SBD-2s to Attu island does this mean that the production I can get going out there will be all I get, supressing whatever is in the build rate field in the editor, or is this only for japanese production?

Edit: After some more sniffing around, I'm guessing plane production is not affected.
My guess would be this is only covering Devices in the devices tab in editor that has the "Can build"-flag set to Yes. Anyway, if anyone has certain info it would be appreciated.

< Message edited by CaseLogic -- 9/16/2014 9:11:28 PM >

(in reply to michaelm75au)
Post #: 1182
RE: Patch 07 - Unofficial Public Beta - 1123x10 updated... - 9/17/2014 8:16:20 PM   
Ginetto

 

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Got it, thanks.

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Gino

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RE: Patch 07 - Unofficial Public Beta - 1123x10 updated... - 9/19/2014 10:40:22 PM   
Jones944

 

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I believe I have found a minor bug with the 1123x9 patch. I have not as yet confirmed it exists in the 1123x10 version as I haven't yet upgraded.

To recreate, first select the "Show TFs based here" button on a base screen with task forces that have the base as their home base. In my case, this was Batavia.


The list of task forces based at Batavia comes up. All is good so far and very helpful!


Select one of the task forces from the list.


Rebase the task force out of harm's way.


Click the "Back" button from the task force screen to get back to the list of task forces based at Batavia. However (this is the bug), this screen is now non-responsive to any input. No buttons can be pressed or anything selected. The only way out is to select the task force icon at the bottom of the screen to bring up the task force screen. Buttons work on the task force screen so the "Back" and "Exit" buttons will get you back to no screens visible.


Shouldn't be too hard to fix, eh?

Thanks for the excellent work in keeping this game the best there is!

< Message edited by Jones944 -- 9/19/2014 11:42:33 PM >

(in reply to Ginetto)
Post #: 1184
RE: Patch 07 - Unofficial Public Beta - 1123x10 updated... - 9/20/2014 1:05:47 AM   
michaelm75au


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Do you have the save where I can do your specific steps with that base and TF?
When I try it, I go back to the base screen not the "based at" screen.

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Michael

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Post #: 1185
RE: Patch 07 - Unofficial Public Beta - 1123x10 updated... - 9/22/2014 1:08:31 AM   
Jones944

 

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quote:

ORIGINAL: michaelm

Do you have the save where I can do your specific steps with that base and TF?
When I try it, I go back to the base screen not the "based at" screen.

Now I can't recreate it consistently either! I did it once, but then every time after I go back to the base screen as you are seeing. However, shouldn't it always go back to the "based at" screen list anyway? I'll keep searching to see if I can get it to happen consistently and through a save-reload cycle so I can give you something to work with.

(in reply to michaelm75au)
Post #: 1186
RE: Patch 07 - Unofficial Public Beta - 1123x10 updated... - 9/22/2014 10:51:09 AM   
michaelm75au


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Screen linking has always been difficult in AE as it uses its own windowing system. There could be some set of window linking that gives unexpected results - I found one while trying to replicate this. But then it worked ...

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Michael

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RE: Patch 07 - Unofficial Public Beta - 1123x10 updated... - 9/24/2014 7:23:38 AM   
Ginetto

 

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Thanks, qs. I'll take your word for it and skip testing with 10000 torpedo attacks.
Those difficult air intercepts over CV TF's make for a higher pucker factor when Vals, Bettys etc start hurtling down.

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Gino

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RE: Patch 07 - Unofficial Public Beta - 1123x10 updated... - 9/24/2014 11:00:23 AM   
Sardaukar


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*brainfart*

< Message edited by Sardaukar -- 9/24/2014 12:02:39 PM >


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RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 10/15/2014 4:37:58 PM   
Chuske


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From: Exeter, UK
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quote:

ORIGINAL: General Patton

When you select a range for an aircraft, say a F4F, Hit the button to set all F4F's at this base. That will change all F4F's to the selected range. There are a couple of short cuts available on the air unit screen. See if you can use them....GP



Thanks but I already use the shortcuts but even with them its still a lot of clicking if you want to reduce ops losses by setting all airgroups on map to normal range rather than extended.

So granted its not much effort the change range of one plane type at one base but as soon as you have a base with many types with differing ranges or if you want to change range at many bases it becomes a massive click fest.

My point is if airgroups started at normal range or could be set on mass would be easier as then you'd just set the odd group you needed to fly extended range missions.

Maybe not practical but thought no harm in throwing the idea out there

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RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 10/16/2014 1:43:35 AM   
PaxMondo


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They all do start at normal range, at least on the IJ side. Player had to change that range.

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Pax

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Post #: 1191
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 10/18/2014 3:36:46 PM   
miv792

 

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The Japanese began to lay mines from aircraft since 14 January 42 in the strait of RIO.
Is it possible then to move on the use of mines as possible for the Japanese to the aircraft.

< Message edited by miv79 -- 10/18/2014 4:37:33 PM >


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Sorry for my english

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RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 10/18/2014 4:28:34 PM   
PaxMondo


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quote:

ORIGINAL: miv79

The Japanese began to lay mines from aircraft since 14 January 42 in the strait of RIO.
Is it possible then to move on the use of mines as possible for the Japanese to the aircraft.

Do not believe this works, or at least I do not know anyone who has gotten IJ air mines to work. Sub mines, yes. air mines, no.

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Pax

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RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 10/20/2014 8:55:12 PM   
Quixote


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quote:

Do not believe this works, or at least I do not know anyone who has gotten IJ air mines to work. Sub mines, yes. air mines, no.


I don't tend to do a lot of air mining regardless of side, and I haven't done any real testing on it, but I do know that air mining does at least work for both sides.




Attachment (1)

(in reply to PaxMondo)
Post #: 1194
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 10/20/2014 9:46:40 PM   
DanSez


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And I see the date of 5 Oct 1944.
A threshold date for that capability?

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RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 10/23/2014 12:52:21 AM   
Quixote


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Sorry Dan - The only test I've ever run on air dropped mines as Japan is the one above, just to see if it was possible after hearing so many times that it wasn't. The above game isn't even mine - I used one from an old Tech Support thread after helping someone else with their game. There may well be a date for activation, but I personally don't know what that date is.

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RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 10/23/2014 7:54:23 AM   
Alfred

 

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quote:

ORIGINAL: DanSez

And I see the date of 5 Oct 1944.
A threshold date for that capability?



See page 152 of the manual.

Mining by air is not possible before 1943.

Alfred

(in reply to DanSez)
Post #: 1197
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 10/23/2014 8:46:50 AM   
obvert


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quote:

ORIGINAL: Quixote

quote:

Do not believe this works, or at least I do not know anyone who has gotten IJ air mines to work. Sub mines, yes. air mines, no.


I don't tend to do a lot of air mining regardless of side, and I haven't done any real testing on it, but I do know that air mining does at least work for both sides.



I can add to this that it does work, for both sides.

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RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 11/4/2014 12:07:53 PM   
btd64


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michaelm, In one of the patches you added( I think it was you) the daily saves to the save game list. These saves are accessable only while you have the game running. Is it possible to have them stay in the save game list, in game, and have them over right the oldest save when it runs out of save slots? For example, when I end the orders phase the game saves in slot 2, and at the end of turn resolution the game saves in the next available slot after 10( I think). But when you exit the game, all of those saves are lost. Can it be setup so they stay in the save game list and just over-write the oldest?
Or is this function there already and I just missed it?....GP

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(in reply to obvert)
Post #: 1199
RE: Patch 07 - Unofficial Public Beta - 1123x9 updated ... - 11/5/2014 11:11:38 AM   
Sardaukar


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Just asking once again if it'd be possible to have hotkey for "Patrol around hex". Would save few clicks when planning my submarine campaign.

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