Hi all, downloaded and installed last beta ([15.04.2016] 1125.11), founded something serious I think: all new formed TF made (or try to made) "full refuel" automatically. Can someone confirm this or I'm going crazy? Thanks.
Hi all, downloaded and installed last beta ([15.04.2016] 1125.11), founded something serious I think: all new formed TF made (or try to made) "full refuel" automatically. Can someone confirm this or I'm going crazy? Thanks.
So, just to be more clear, this is what happens:
It's a game killer, I stopped my pbem, as japanese I don't want drain all fuel everiwhere. I'm the only one who have this issue?
I've seen a Focus Pacific scenario do the same thing.
Thanks Larry, so I'm not going crazy. Well, I decided to 'downgrade' my game following the pbem update procedure as usual, but reverse. I think it can work well for keep going our game, but I'd like to know what happened, just curious.
The first thing I thinked is that managing minelayerTF options in the latest release caused some sort of conflict with the 'form TF' function. But I don't know what I'm talking about, so..
< Message edited by cohimbra -- 7/1/2016 2:28:51 PM >
Well, I decided to 'downgrade' my game following the pbem update procedure as usual, but reverse. I think it can work well
ehm, after reading this http://www.matrixgames.com/forums/fb.asp?m=3185062 (Save files under this version wont load in earlier game EXE versions, but old saves are compatible with this version) I don't think so.
Posts: 39932
Joined: 4/17/2005 From: Tucson, AZ Status: offline
What cohiimbra said. I was just about to post about this too. I'm thinking you'll have to drop back to a previous game turn to find one that's compatable with the "old" version of the game engine.
_____________________________
If we're all created in the image of god then why aren't we all invisible?
I doubt that this could be a scenario-related issue. AFAIK there are no fields in the scenario database that would stipulate a ship always refuels. This would have to be the game code only. Michael might want to see a save game from just before when he gets to look at your post.
My opponent have the same issue too, but he discovered how to work around it. Create an EscortTF and than turn it into desiderate TF type don't active automatic full refuel. It's tedious but it work. Hope there's a way to fix this in the next release, I don't like to ask but this time I must ask. As witpqs said, if needed I/we can provide save files (at least I think).
My opponent have the same issue too, but he discovered how to work around it. Create an EscortTF and than turn it into desiderate TF type don't active automatic full refuel. It's tedious but it work. Hope there's a way to fix this in the next release, I don't like to ask but this time I must ask. As witpqs said, if needed I/we can provide save files (at least I think).
Michael almost always needs save files, so if you post them for him for when he gets to this it might save the step (and delay) of him asking + you responding.
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
A fix was made to correct ESCORT mission behavior in April 2016. Non-escort TFs would still have replenished before leaving port under earlier builds unless you changed them to 'No refuel'.
I've added a 'fuel' option to the create TF screen.
< Message edited by michaelm -- 7/10/2016 6:46:39 AM >
ORIGINAL: witpqs Michael almost always needs save files, so if you post them for him for when he gets to this it might save the step (and delay) of him asking + you responding.
Thanks for all your inputs, problem is that it's an old file (we're going "ahead full", for the moment utilizing the EscortTF->then.convert.to.desired.TF trick) and I don't know how to attach here. But weekend is coming, maybe I've some free time to do apposite research.
quote:
ORIGINAL: michaelm
A fix was made to correct ESCORT mission behavior in April 2016. Non-escort TFs would still have replenished before leaving port under earlier builds unless you changed them to 'No refuel'.
I've added a 'fuel' option to the create TF screen.
And thank to you Michael; just to be clear, as I've some difficult understand all english phrases sense, you mean that in next beta release you'll add the 'fuel' option to the create TF screen? If so , otherwise can you explain more in detail? Sorry to ask, but this thing really undercut the joy of playing.
Have a good sailing.
< Message edited by cohimbra -- 7/14/2016 3:59:28 AM >
Posts: 13500
Joined: 5/5/2001 From: Melbourne, Australia Status: offline
When creating a new TF, you will be able to set the refueling option on that screen. So when it saves the new TF and does the auto replenishment, it will know how you want to treat 'refueling'.
Posts: 167
Joined: 2/16/2007 From: Austria Status: offline
The refuel (and rearm) feature not only kicks in when creating new TFs from port screen, but also when only tranfering ships from on TF to another (I use this during invasions to send already unloaded ships away from danger). A "No refuel / rearm" option would also be needed on this transfer screen or the transfering should not trigger the refuel.
When creating a new TF, you will be able to set the refueling option on that screen. So when it saves the new TF and does the auto replenishment, it will know how you want to treat 'refueling'.
Sorry Michaelm, where is the option that are you referring to? I just noticed in my game that I have the same problem like Cohimbra, every time I form a new TF all ships are automatically replenished and I don't see any button to set the replenishment level.
Posts: 7472
Joined: 2/21/2012 From: LI, NY Status: offline
I see what cohimbra is talking about and that is a problem. Normally the ships are placed in the TF and you have the option to refuel them or use them as is. Unless the ships are automatically refueling because they're already in the 'red'? Never really noticed this before, but I'll take a closer look next time I see it (if they auto refuel while in the 'red' that is). I'm not running the current beta.
_____________________________
It is seldom that liberty of any kind is lost all at once. Hume
In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche
When creating a new TF, you will be able to set the refueling option on that screen. So when it saves the new TF and does the auto replenishment, it will know how you want to treat 'refueling'.
Sorry Michaelm, where is the option that are you referring to? I just noticed in my game that I have the same problem like Cohimbra, every time I form a new TF all ships are automatically replenished and I don't see any button to set the replenishment level.
The refuel (and rearm) feature not only kicks in when creating new TFs from port screen, but also when only tranfering ships from on TF to another (I use this during invasions to send already unloaded ships away from danger).
I see what cohimbra is talking about and that is a problem. Normally the ships are placed in the TF and you have the option to refuel them or use them as is. Unless the ships are automatically refueling because they're already in the 'red'? Never really noticed this before, but I'll take a closer look next time I see it (if they auto refuel while in the 'red' that is). I'm not running the current beta.
It happens all time for me, I created several TFs (even with 80-90% of fuel) and all ships inside are replenished.
Posts: 4443
Joined: 9/23/2000 From: Hessen, Germany - now living in France Status: offline
From patch notes:
quote:
3. New symbol 19 (Commando/raider) was added in build 1112. This acts like symbol 13 in games started before 1123. In newer games, parachute symbol (13) units can drop from planes, and commando symbol (19) units can be moved by submarine. Both types can be moved by seaplane to an enemy base. If there is no specific art for units with symbol 19, then it defaults to the symbol 13 art. The art is in “Button6_AUS.bmp” files; the next block at the end of current file.
I have added a symbol for commando units to the "button6_xxx.bmp" art files and it works fine, the symbol is showing up for the Aussie commando units, Marine Raiders, Army Rangers etc.
Would it be possible to add more symbol codes and more corresponding symbols to the art files for our modding pleasure?
< Message edited by LargeSlowTarget -- 8/18/2016 4:06:29 PM >
Posts: 9973
Joined: 1/23/2010 From: Mass. USA. now in Lancaster, OHIO Status: offline
Ah, didn't know about the new 19 symbol. Is it confirmed that Marine raiders with Symbol 19 can attack from SST's? I added the 13 to my raiders to experiment with SST attacks, but i'm not that far along in my PBEM game to test it yet....GP
Ah, didn't know about the new 19 symbol. Is it confirmed that Marine raiders with Symbol 19 can attack from SST's? I added the 13 to my raiders to experiment with SST attacks, but i'm not that far along in my PBEM game to test it yet....GP
Yes, that was what prompted LST to quote the notes.
Posts: 1210
Joined: 11/21/2000 From: Neuching, Bavaria, Germany Status: offline
Happy Birthday Michael. And a big Thank You.
_____________________________
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