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War in the West Beta Update 1.00.21beta now available f... - 1/30/2015 7:09:24 PM   
Gerry Edwards


Posts: 163
Joined: 2/22/2013
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Hello Everyone,
You can download the new beta update from the members area, Here. Please let us know of any issues you encounter.Below is a change list for this version.

V1.00.21 – 18 February 2015
New Features and Rule Changes
1. Added new generic data - pilot names. Newly generated pilots will be given random names. The existing scenarios have not been fully updated with this feature so starting groups will still have pilot numbers.
2. Newly created airfield units and those created in temp ports are now given a supply priority of 3 when they are created (used to be set to supply priority 0).
3. Units moving in desert hexes, and clear terrain hexes in Africa south and west of hex 124,319 (the coast road), are not charged MPs for moving into an enemy controlled hex unless the hex has a fort level. Any enemy fort construction in the hex will cause the moving unit to pay the normal cost of moving into an enemy controlled hex.
4. Italian reinforcements are now allowed prior to July 43. In the past they were not allowed until after Italy had surrendered.
5. Improved the shipment of supplies by sea to Allied depots that are also connected by rail.
6. The Production Screen is now sorted by alphabetical order within each type.
7. Added new air group CR filters: pct exp/moral/fatigue.
8. Show Completed and Show Resigned check boxes won’t reset when re-accessing the MP screen.
9. A few corrections have been made to the map text.
10. Increased amount of Canadian pilots trained each turn (aprox x3).
11. Increased hex interdiction effect modifier for the mountain/heavy urban hexes (should cause lower values).
12. Made it more difficult to reach very high interdiction values.
13. Made naval interdiction values reported in the battle reports more accurate.
14. Increased influence of bad weather on naval interdiction.
15. Increased efficiency of the patrol planes.
16. Increased probability of naval interdiction values reduction for the disrupted flights.
17. Improved automatic load out selection for the naval patrol strikes.

Bug Fixes
1. Fixed a bug that was preventing Allied controlled ports in Northern Italy from receiving freight.
2. Units defending against an amphibious invasion were having their CV values divided by 10. Fixed.
3. The Allied AI in the D-Day campaign launches a bad invasion of Southern France on turn 1 and does not launch the historical Normandy invasions. Fixed.
4. In some rare cases a unit might not send back damaged elements during the logistics phase. Fixed.
5. Even though amphib HQs don't require transports, insufficient transports in the pool could prevent amphib HQs from moving. Fixed.
6. A unit next to Benghazi routs even though it is truly isolated (due to impassable hexside). Fixed.
7. Fixed a glitch in the movement path routines that could in very rare occasions block a unit from being able to move to legal hexes.
8. Fixed INITIALIZE AIR UNIT function in editor.
9. Fixes for the flight forming code to increase aircraft usage (low escort issue).
10. Fixes for the partial escorts.
11. Fixed air base scenario check utility.
12. Fixed a bug where freight going back to depots from units could go back to a depot that had recently been captured.
13. Airbases that have been given a delay will no longer send their manpower back to the manpower pool (for off-map airfields in small map scenarios).
14. Fixes were made to the tactical recon code.
15. Strategic recon generates hex recon values around target. Fixed.
16. The Allies are in two garrison zones, one of which is Northern Italy, but the Germans still have garrison requirements. Fixed.
17. When Allies enter Northern Italy garrison zone, the Axis garrison requirement in this zone is not going to zero. Fixed.
18. In some cases frozen units were not having their frozen turn counter decremented. Fixed.
19. Fixed Event Log spam with city victory values when opening victory screen.

Data and Scenario Changes
Scenario Files
1. Australian manpower doubled to 20
2. All EF Box units report to O.K.H.
3. Panzer Division 'Clausewitz' now arrives in the West as an OKW unit in April 1945
4. Railyard repaired or added to Pantelleria
5. Cleared excess pools
6. British airframe production updates

Data Changes
Wfdevice.dat
1. 20mm Lahti AT-Rifle (0177) – Anti-Soft increased from 0 to 8.
2. 20mm Solothurn AT-Rifle (0178) – Anti-Soft increased from 0 to 8.
3. 3in Howitzer (0359) – Range increased from 1500 to 2000.
4. 150mm sIG33 L/11 Gun (0414) – Range increased from 2500 to 5100; ROF decreased from 7 to 3.
5. 150mm StuH43L/12 Gun (0415) – Range increased from 2500 to 5100; ROF decreased from 7 to 3.
6. 20mm Cannon MG FF (0033) – Renamed 20mm Cannon MG FF/M.
7. 20mm Cannon MG-FF (0043) – Renamed 20mm Cannon MG FF.
8. 66 USG Drop Tank (0078) – Renamed 180 IG Drop Tank (Jet); Load increased from 413 to 1515.
9. 300 L Drop Tank (0079) – Renamed 300 L Drop Tank (Jet); Load increased from 496 to 556.
10. Added 29 IG Auxiliary Tank (0803).
11. Added 30 IG Drop Tank (0804).
12. Added 31 IG Auxiliary Tank (0805).
13. 20mm Cannon MG FF (0033) – Renamed 20mm Cannon MG FF/M.
14. 20mm Cannon MG-FF (0043) – Renamed 20mm Cannon MG FF.
15. 66 USG Drop Tank (0078) – Renamed 180 IG Drop Tank (Jet); Load increased from 413 to 1515.
16. 300 L Drop Tank (0079) – Renamed 300 L Drop Tank (Jet); Load increased from 496 to 556.
17. Added 29 IG Auxiliary Tank (0803).
18. Added 30 IG Drop Tank (0804).
19. Added 31 IG Auxiliary Tank (0805).
20. Added 66 IG Auxiliary Tank (0806).
21. Added Mid Level Camera (0807).
22. Added 66 IG Auxiliary Tank (0806).
23. Added Mid Level Camera (0807).
And Many more data changes which can be viewed in your Whatsnew.pdf by clicking readme at the end of the instillation or via your start menu link

V1.00.13 – 26 January 2015

 New Features and Rule Changes
1. New Aircraft Upgrades (section 8.1.8) – US 2-4 engine aircraft may not be used for upgrades 1 month after beginning production. US single engine aircraft are still not available until 3 months after beginning production.
2. Support Units (section 7.5.2) - Italian divisions and divisional breakdowns can now attach Italian and German support units. German divisions and divisional breakdowns can now attach Italian support units. When Italy surrenders, any German support units attached to an Italian unit will be placed in a German HQ.
3. Minimum West Front replacements (section 21.3) – When using the East Front Control Option, at the start of each German logistics phase, 20% of the manpower in the active pool at that moment is reserved to be used by Western Front units only (i.e. this manpower cannot be used for replacements for units on the Eastern Front).
4. Exports (section 21.1.12) - Allied/Axis equipment exports are now impacted by the production usage modifier.
5. Transport losses (section 16.5) - Reduced manpower losses when transports are sunk at sea. Now, ½ of the manpower in the elements destroyed are placed in the manpower transit pool.
6. Air Recon (section 17.3.1.3) - Air recon flights will automatically change their altitude in the target hex by up to 10000 feet in order to reach the most effective altitude for the camera device being used.
7. Editor – Added the ability to set the starting Soviet Potential using a function on the main tab titled Init Soviet Potential. The number in parenthesis next to this function is the current value.
8. Editor - Added a GE/AC and pool nationality mismatch scenario check util item.
9. Slightly reduced flak damage.
10. Increased efficiency of night fighters.
11. Adjusted pilot fatigue recovery.
12. Disabled the “no manpower” message that could appear when adding pilots to air groups on the CR screen.
13. Previously Undocumented Rule – Temporary ports are considered to be national supply sources for the purposes of determining isolation.
14. Added/modified 9 unit symbols and 3 ground element photos.

 Bug Fixes
1. Can't create depots in ports like Benghazi that do not have a railyard, and airbases in that area are listing out as being isolated. Fixed.
2. In some cases admin points were increasing when a player used the build-up/breakdown option. Fixed.
3. Fixed a division by zero bug in an East Front function.
4. East Front airgroups don't send old aircraft to the pool when swapping/upgrading. Fixed.
5. Air groups could fly ADs after aircraft upgrade. Fixed.
6. The auto change HQ attachment (g key) doesn't flag the unit that it has changed HQs so a player can change the HQ more than once in a turn. Fixed.
7. Depots in Eastern Europe would ignore nearby units and use all their freight for the Eastern Front units when using the Eastern Front Option. Fixed.
8. A unit moving to an inland port on ships became stuck on a land hex next to a river hexside. While very rare, if this happens, the unit will be taken off ships in the next logistics phase.
9. Aircraft set to Night Only could participate in air transport freight missions in daylight. They would not actually fly or be charged with miles flown, but freight would be airdropped. Fixed.
10. Very high ranking air leaders were being prevented from being put in charge of HQs. Fixed.
11. Map unit search ('h') can hang. Fixed.
12. Popup box allowing entry of REQ AC (Requested Aircraft) in the advanced settings for an air directive tasks "Enter required number of aircraft" should list requested not required. Fixed.
13. Fixed EFB max group size calculation.
14. Fixed wrong TOE percentage calculation.
15. Fixed potential plane flak damage overflow.
16. Multiplayer fix - Hide enemy air directive targets after end turn button is pressed.
17. Multiplayer fix - Hide enemy units when uploading save to MP server.

 Data and Scenario Changes

Scenario Files

1. US Chemical Battalions rebuilt for new OB
2. Fixed Cisterna d Littorio Airbase in May 44 Campaign

Data Changes
Wfdevice.dat
1. .303 Vickers ‘K’ MG (0001) – Effect increased from 1 to 2; Accuracy increased from 30 to 33; ROF increased from 23 to 32; Anti-Air increased from 40 to 53.
2. 20mm Hispano Cannon (0044) – Renamed 20mm Hispano V Cannon.
3. 30mm Cannon MK108 (0045) – Range decreased from 6000 to 4000.
4. WGr 210 (0052) – Range increased from 500 to 1000.
5. Added 50mm Cannon BK5 (0638).
6. Added 75mm Cannon BK7.5 (0639).
7. Added R4M (0640).
8. Added 75mm GebG 36 Gun (0641).

Wfground.dat
1. No changes except to tie in photo from Axel.
2. Added 75mm Mountain Gun (0373).

Wfob.dat
1. Added 42 Fallschirmjaeger Battalion (+) (OB 0584).
2. Added 42 BR Parachute Battalion (+) (OB 1049).
3. Added 44 Motorized Regiment (OB 0705).
4. Added 44 Mountain Battalion (OB 0706).

Wfgtype.dat
1. Added two new air profiles.


Cheers
Gerry

< Message edited by Gerry Edwards -- 2/20/2015 8:51:08 PM >


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Post #: 1
RE: War in the West Beta Update 1.00.13beta now availab... - 1/30/2015 7:21:38 PM   
Nico165b165


Posts: 419
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From: Mons, Belgique
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And 3 hours ago, I was asking if there was anything new in the official patch

Seems like a small tour in the air tutorial is recommended to test the new features... Thanks again !

< Message edited by Nico165 -- 1/30/2015 8:22:05 PM >


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RE: War in the West Beta Update 1.00.13beta now availab... - 1/30/2015 10:00:38 PM   
Nico165b165


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From: Mons, Belgique
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quote:

10. Increased efficiency of night fighters.


Okay, okay.



Guess it's time to rethink how to use bomber command...

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RE: War in the West Beta Update 1.00.13beta now availab... - 1/30/2015 10:26:50 PM   
decourcy2

 

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I am terribly disappointed with the staff of WitW. It has been at least 2 or 3 hours since the patch before you came out with a new beta! What were you doing with your time? Back to your computers! I expect 2 more patches and 3 more betas by the end of next week!

Kidding! Don't kill me! Thanks for getting this up and all; but did night fighters need a boost?

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RE: War in the West Beta Update 1.00.13beta now availab... - 1/30/2015 11:40:16 PM   
Smirfy

 

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Thank you for tweaking flak and transport losses, look forward to starting a new campaign

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RE: War in the West Beta Update 1.00.13beta now availab... - 1/30/2015 11:51:52 PM   
Baelfiin


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quote:

ORIGINAL: decourcy2

; but did night fighters need a boost?

They did

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WITE-Beta
WITW-Alpha
The Logistics Phase is like Black Magic and Voodoo all rolled into one.

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RE: War in the West Beta Update 1.00.13beta now availab... - 1/31/2015 3:59:03 PM   
jhdeerslayer


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6. Air Recon (section 17.3.1.3) - Air recon flights will automatically change their altitude in the target hex by up to 10000 feet in order to reach the most effective altitude for the camera device being used.

Nice change! So for example you have Allied low level camera (optimum height is 12K), as long as the AD mission height is between 2k and 22k they will automatically change to 12k in all the recon hexes?

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RE: War in the West Beta Update 1.00.13beta now availab... - 1/31/2015 4:52:12 PM   
Helpless


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quote:

as long as the AD mission height is between 2k and 22k they will automatically change to 12k in all the recon hexes?


Yes, it should try.

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RE: War in the West Beta Update 1.00.13beta now availab... - 1/31/2015 4:54:18 PM   
Nico165b165


Posts: 419
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From: Mons, Belgique
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quote:

ORIGINAL: Deerslayer

6. Air Recon (section 17.3.1.3) - Air recon flights will automatically change their altitude in the target hex by up to 10000 feet in order to reach the most effective altitude for the camera device being used.

Nice change! So for example you have Allied low level camera (optimum height is 12K), as long as the AD mission height is between 2k and 22k they will automatically change to 12k in all the recon hexes?


Yes. The altitude in the AD summary stays what you selected, but during the "air combat" observation it will move up to 10.000 feet towards 12.000 or 35.000.

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RE: War in the West Beta Update 1.00.13beta now availab... - 2/7/2015 11:45:42 AM   
MrClock

 

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Maybe I don't understand well ... but I think it's a bug.

The movement points of all units are wrong and are shown correctly only in the unit bar.


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RE: War in the West Beta Update 1.00.13beta now availab... - 2/7/2015 6:08:11 PM   
Joel Billings


Posts: 32265
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Did you press the z key by accident?

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RE: War in the West Beta Update 1.00.13beta now availab... - 2/9/2015 10:05:56 AM   
MrClock

 

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Yes... ...I still have a lot to learn...

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RE: War in the West Beta Update 1.00.13beta now availab... - 2/10/2015 7:09:42 PM   
BruceKnowles

 

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HI,

I am a brand new user to WitW. I have installed the beta patch before I ran the game for the first time. Not sure if this matters.

However, I am now trying to get past the first turn of Operation Husky. Currently, the interface reports Turn 2 in progress, but now appears to have got stuck resolving a combat between the 3rd US Inf Div and no defenders at hex 146,293.

Game has now been looping for at least 30 minutes.

Some ideas on how to progress please... for example, should I revert to an older release?

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RE: War in the West Beta Update 1.00.13beta now availab... - 2/10/2015 7:25:27 PM   
Joel Billings


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I've never heard of this kind of problem before. Do you have the autosave turned on in the preferences? If so, best to go back to the last autosave and try again. If the problem repeats, then please send a save to 2by3@2by3games.com or attach it to a post in the tech support area. I'd suggest using the latest public beta version as it's been working fine and this is probably a one off glitch.

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RE: War in the West Beta Update 1.00.13beta now availab... - 2/10/2015 7:29:17 PM   
BruceKnowles

 

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Tried that, and I have reloaded the saved game a couple of times in a row now with similar loops just at indeterminate locations in the game turn resolution cycle... I can supply the save file if required. And to be totally clear I am using the latest WarInTheWest-UpdateComp-v1013Beta version


Save file delivered to the tech support area.



< Message edited by BruceKnowles -- 2/10/2015 8:52:17 PM >

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RE: War in the West Beta Update 1.00.21beta now availab... - 2/20/2015 7:51:36 PM   
Gerry Edwards


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Hi all,

Wanted to point out there is a new beta available for download and testing.

Cheers,
Gerry

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RE: War in the West Beta Update 1.00.21beta now availab... - 2/20/2015 8:42:04 PM   
Nico165b165


Posts: 419
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From: Mons, Belgique
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quote:

ORIGINAL: Gerry Edwards


7. Added new air group CR filters: pct exp/moral/fatigue.





Thanks to everyone involved !

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RE: War in the West Beta Update 1.00.21beta now availab... - 2/20/2015 10:10:39 PM   
Baelfiin


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so you should get a file version .21 and exe version .21 when you run the game yes?


_____________________________

"We are going to attack all night, and attack tomorrow morning..... If we are not victorious, let no one come back alive!" -- Patton
WITE-Beta
WITW-Alpha
The Logistics Phase is like Black Magic and Voodoo all rolled into one.

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Post #: 18
RE: War in the West Beta Update 1.00.21beta now availab... - 2/20/2015 11:14:30 PM   
Joel Billings


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Yes, although in the past, I think the installed version said "beta" after the number. Are you seeing this?

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RE: War in the West Beta Update 1.00.21beta now availab... - 2/21/2015 12:24:08 AM   
tevans6220

 

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Hey Matrix...Stop being so damn cheap and get faster internet. I got a FIOS connection with 50 MBs download speed and it's taking me over 10 minutes to download no more than a 35 MB file. Right now I've connected at 44.9 KBS. That's ridiculous. It's slower than dialup speeds that I used to get using regular phone lines.

< Message edited by tevans6220 -- 2/21/2015 1:26:22 AM >

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RE: War in the West Beta Update 1.00.21beta now availab... - 2/21/2015 12:32:35 AM   
Fallschirmjager


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I am loving the quick post patch support. Fantatic job team.

A few items I would like to see in the future. The German AI is good, I would however like to see it's unit selection improved when decided what to leave behind in ports.
I would also like to see some tweaks to how the AI chooses terain to fall back on when shifting it's lines.
Those few tweaks and the AI would be very good from the German side. As it is, the AI does a very nice job for such a complex game.

Finally, a long term goal would be to improve the AI creation of air directives.

I am a bit of a lazy player. I generally let the AI create air directives and then modify them.
It does a good job at recon and naval interdiction and little else.

For instance, right now I have a British invasion where the tow meets the heel in Italy at Catanzaro. I also have an invasion of southern Sardinia at the same time using only Americans and Free French.

The AI seems confused about where to direct it's efforts in the Med. It created all of my recon, interdiction and ground support in the middle of the Tyrrhenian Sea. Helping out neither invasion.
The AI seems to do one big AD for each task and is incapable of setting up multiple smaller ones.

I fully realize that the best way is to go full on manual. But as I said, I am a lazy gamer with limited time and AD creation is far and away the biggest time sink in the game.
It would be nice if the AI was more competent at AD creation and required less manual adjustment.

I know it can be cone, 12 O'Clock High and Bombing the Reich did a good job at automatic mission creation. It could get you about 75% of the way there and then required some tweaking. I could play that game at a fairly decent pace and that is one of the reasons it remains one of my favorites.

As I said before, I am loving the game even though I am truly terrible at it. I am loving the post release support. Just some suggestions for some long term goals.

Thank you for reading.

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RE: War in the West Beta Update 1.00.21beta now availab... - 2/21/2015 12:38:08 AM   
Fallschirmjager


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quote:

ORIGINAL: tevans6220

Hey Matrix...Stop being so damn cheap and get faster internet. I got a FIOS connection with 50 MBs download speed and it's taking me over 10 minutes to download no more than a 35 MB file. Right now I've connected at 44.9 KBS. That's ridiculous. It's slower than dialup speeds that I used to get using regular phone lines.



I have 1 GB per second fiber optic and I was downloading at about 800/kbps
For a smaller company, Matrix has good servers.

I don't get near the speed of say Steam or Amazon but it works well enough. I am not saying your speed is acceptable. But I think your experience is the exception and not the rule.

Battlefront.com on the other hand is a different issue. I don't like trashing other companies. They make great games, but their download speeds are atrocious.
The 3.0 full installed for CMBN was ~10 GB and took 12 hours.
I downloaded a 13.7 GB game off Steam recently and it took 36 minutes.

For comparison sake, a small flight sim company names Orbx has files up to 30 GB and they have started making some of their items available on Google Cloud.
Which is an amazing service. I have topped out at 6500 kbps using their service before.

Perhaps Matrix could look into that.

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RE: War in the West Beta Update 1.00.21beta now availab... - 2/23/2015 5:56:20 PM   
HMSWarspite

 

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I have never had download speeds that slow with BF. Think we are all taking the sins of the entire net on to the game companies!

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RE: War in the West Beta Update 1.00.21beta now availab... - 2/23/2015 10:03:54 PM   
Smirfy

 

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Im not sure that supply priority is working with Temporary airfields and my paras dont seem to want to drop now

< Message edited by Smirfy -- 2/23/2015 11:04:16 PM >

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RE: War in the West Beta Update 1.00.21beta now availab... - 2/23/2015 10:24:13 PM   
Joel Billings


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quote:

ORIGINAL: Smirfy

Im not sure that supply priority is working with Temporary airfields and my paras dont seem to want to drop now


You are right about the supply priority of new airfields as we found another case of this. We've already released a fix for this to the testers a few days ago. As for the paradrops, will need a save and/or more info.

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RE: War in the West Beta Update 1.00.21beta now availab... - 2/23/2015 11:50:25 PM   
carlkay58

 

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If an airbase has no supply (usually because supply priority = 0) then it is not usable as an airbase and airborne units based there will not be able to either plot an airdrop target nor be picked up and dropped.

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RE: War in the West Beta Update 1.00.21beta now availab... - 2/24/2015 12:01:30 AM   
Aurelian

 

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quote:

ORIGINAL: tevans6220

Hey Matrix...Stop being so damn cheap and get faster internet. I got a FIOS connection with 50 MBs download speed and it's taking me over 10 minutes to download no more than a 35 MB file. Right now I've connected at 44.9 KBS. That's ridiculous. It's slower than dialup speeds that I used to get using regular phone lines.


Must be you. Have the same set up and got it in under 30 seconds.

< Message edited by Aurelian -- 2/24/2015 5:42:29 PM >


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RE: War in the West Beta Update 1.00.21beta now availab... - 2/24/2015 7:46:20 AM   
Smirfy

 

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quote:

ORIGINAL: carlkay58

If an airbase has no supply (usually because supply priority = 0) then it is not usable as an airbase and airborne units based there will not be able to either plot an airdrop target nor be picked up and dropped.


quote:

If an airbase has no supply (usually because supply priority = 0) then it is not usable as an airbase and airborne units based there will not be able to either plot an airdrop target nor be picked up and dropped.




Nope in supply just says transport aircraft not available, dont think I m doing anything different than before, Ill send a save when I get a chance

(in reply to carlkay58)
Post #: 28
RE: War in the West Beta Update 1.00.21beta now availab... - 2/24/2015 11:49:03 AM   
carlkay58

 

Posts: 8650
Joined: 7/25/2010
Status: offline
Okay, that helps Smirfy. Your transports are based too far away. I find that airborne units like to have the transports based in the same vicinity as they are in order to board and drop. Try moving the transports up to the same area (probably within five hexes is best) and then try your drop.

(in reply to Smirfy)
Post #: 29
RE: War in the West Beta Update 1.00.21beta now availab... - 2/24/2015 12:52:51 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline

quote:

ORIGINAL: tevans6220
Hey Matrix...Stop being so damn cheap and get faster internet. I got a FIOS connection with 50 MBs download speed and it's taking me over 10 minutes to download no more than a 35 MB file. Right now I've connected at 44.9 KBS. That's ridiculous. It's slower than dialup speeds that I used to get using regular phone lines.


We've actually upgraded many times over the years. At this point, we have plenty of bandwidth both in terms of server performance and the size of the pipe - it's not maxed out at all. Bandwidth issues are almost always a problem somewhere between our servers and your computer rather than a problem on our side.

Regards,

- Erik


_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to tevans6220)
Post #: 30
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