Patch 07 - Unofficial Public Beta - 1126b updated 17 Sept 2016

Post bug reports and ask for help with other issues here.

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

User avatar
michaelm75au
Posts: 12455
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by michaelm75au »

ORIGINAL: n01487477

While you're making changes, maybe I could request a change to TF display too. Out at sea, I sometimes want to split a larger TF into smaller TF's near a locale I am attacking multi-prong. The thing is when I want to split these I can only see troop numbers, not unit names...and chance of toggling this ? I can do this with tracker open tho ;-)


Thx for any consideration...
You should be able to right click the ship carrying the troops and see the details. However, for that display it isn't showing the cargo which it does in another small ship display screen.
I'll fix up that screen so it will be consistent.


Image
Attachments
newtftra..ercargo.jpg
newtftra..ercargo.jpg (97.34 KiB) Viewed 56 times
Michael
henry1611
Posts: 81
Joined: Thu Jan 21, 2010 6:41 pm

RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by henry1611 »

ORIGINAL: michaelm


It sounds reasonable. However, the screen is full and we can't just overwrite the info where you had it.
So I have made the TF type a 'menu item' so it can show a mouse-over message as shown.



Image

Fantastic! Just what I was looking for. Thanks.
User avatar
PaxMondo
Posts: 9810
Joined: Fri Jun 06, 2008 3:23 pm

RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by PaxMondo »

Michael,
 
Thanks for the ongoing great support!
 
[&o][&o][&o]
Pax
User avatar
nadia911
Posts: 69
Joined: Tue Mar 24, 2009 7:00 pm

RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by nadia911 »

Hello, this is the first time I write in the forum, I think ... Although I have been playing since the Uncommon Valor [&o]

Is there any way to bring some transparency to the game menus?

Thank you very much for your great effort to keep this game as the best game of strategy.

Regards

Excuse my english
User avatar
JeffroK
Posts: 6397
Joined: Wed Jan 26, 2005 4:05 am

RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by JeffroK »

ORIGINAL: nadia911

Excuse my english

Nadia,

Never apologise for your ability in a second, third? language.

As you read through you will find that many native English speakers struggle to get it right.

Its only when you try to stalk strine will you and most others struggle.[8D]

PS I believe some have found this a great way to learn English, look forward to more posts.
Interdum feror cupidine partium magnarum Europae vincendarum
User avatar
JeffroK
Posts: 6397
Joined: Wed Jan 26, 2005 4:05 am

RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by JeffroK »

Maybe building on from Nadia's post, I find the combat report screen too big, a good portion taken up by pictures, plus it sits over the centre of the map which is usually in the area where the combat is.

? Could the combat report screen be made smaller, crop out the pictures.

? Could the combat report be placed in a corner of the map.

Items 32424244 and 32424245 on the works in progress!
Interdum feror cupidine partium magnarum Europae vincendarum
User avatar
LargeSlowTarget
Posts: 4805
Joined: Sat Sep 23, 2000 8:00 am
Location: Hessen, Germany - now living in France

RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by LargeSlowTarget »

+1

The combat animation screens are already on the right side so the combat area in the center is visible. Same for the combat report screen would be nice.
User avatar
michaelm75au
Posts: 12455
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by michaelm75au »

ORIGINAL: nadia911

Hello, this is the first time I write in the forum, I think ... Although I have been playing since the Uncommon Valor [&o]

Is there any way to bring some transparency to the game menus?

Thank you very much for your great effort to keep this game as the best game of strategy.

Regards

Excuse my english
Not really without changes to the engine that handles screen/windows. It is not a MS Windows handler, but a purpose built one.
Michael
Numdydar
Posts: 3271
Joined: Fri Feb 13, 2004 9:56 pm

RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013

Post by Numdydar »

Does the below mean that Allied ships that are overdue to withdraw can withdraw from ANY port now versus having to go to a specific port? I never understood why a ship had to sail to a special location to withdraw. Just allow it to be taken OOT from whatever port is happens to be in. Like the Navy really cared that the ship was in OZ or Pearl when they needed it elsewhere?

Allow overdue ship groups to withdraw from ship in base hex rather than move ashore

Navy: "We need you for DDay so sail to Pearl ASAP."
Capt: " I'll just sail directly to England around South Africia"
Navy: "No we have to have you sail to Pearl before we can send you there."
Capt: "But we are currently docked in Darwin!!"
Navy: "Sail to Pearl of be relieved of command."

Pretty silly no?

User avatar
BigDuke66
Posts: 2035
Joined: Thu Feb 01, 2001 10:00 am
Location: Terra

RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013

Post by BigDuke66 »

I prefer to move them off-map just to give a jap sub a chance to take a shoot.
This way ships can get out of the biggest mess just like "Jeannie".

@michaelm
Could you tell me what values flow into the automatic conquering of empty bases if any?
Just seeing strange things like being on Lunga, jap on Tassafaronga, and suddenly Allies take Russel Island.
User avatar
Crackaces
Posts: 3858
Joined: Sat Jul 09, 2011 3:39 pm

RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013

Post by Crackaces »

ORIGINAL: Numdydar

Does the below mean that Allied ships that are overdue to withdraw can withdraw from ANY port now versus having to go to a specific port? I never understood why a ship had to sail to a special location to withdraw. Just allow it to be taken OOT from whatever port is happens to be in. Like the Navy really cared that the ship was in OZ or Pearl when they needed it elsewhere?

Allow overdue ship groups to withdraw from ship in base hex rather than move ashore

Navy: "We need you for DDay so sail to Pearl ASAP."
Capt: " I'll just sail directly to England around South Africia"
Navy: "No we have to have you sail to Pearl before we can send you there."
Capt: "But we are currently docked in Darwin!!"
Navy: "Sail to Pearl of be relieved of command."

Pretty silly no?


Reality has very little to do with this .. simply the Allied player has to preplan the withdrawal of naval platforms or pay a tremendous price in some circulstances as much as a division or two ..

My .02 .. Checking the withdrawal schedule every turn is probably a better effort than trying to convince the powers to be to change the system ..

IN your case BTW you would probably sail to Sydney to report in .. [8D]
"What gets us into trouble is not what we don't know. It's what we know for sure that just ain't so"
Alfred
Posts: 6683
Joined: Thu Sep 28, 2006 7:56 am

RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013

Post by Alfred »

ORIGINAL: Numdydar

Does the below mean that Allied ships that are overdue to withdraw can withdraw from ANY port now versus having to go to a specific port? I never understood why a ship had to sail to a special location to withdraw. Just allow it to be taken OOT from whatever port is happens to be in. Like the Navy really cared that the ship was in OZ or Pearl when they needed it elsewhere?

Allow overdue ship groups to withdraw from ship in base hex rather than move ashore

Navy: "We need you for DDay so sail to Pearl ASAP."
Capt: " I'll just sail directly to England around South Africia"
Navy: "No we have to have you sail to Pearl before we can send you there."
Capt: "But we are currently docked in Darwin!!"
Navy: "Sail to Pearl of be relieved of command."

Pretty silly no?


The list of valid withdrawal ports is quite extensive. Furthermore it is not nationality specific. By making it easier to withdraw ships than was the original design intention, it in fact fudges history.

Besides the historical angle, to just allow ship withdrawal with no conditions to be met, would allow players to "cheat". The devs have always been quite clear on this point; the ship withdrawal mechanism is not to provide a means for saving a too damaged ship or magically getting it out of harm's way.

Here is a good exposition of the intent from Don Bowen on 32 Oct 2009.

"The original concept of ship withdrawal required that the ship first be moved off map. This was to prevent any exploits where a player might avoid risks of enemy action between the base and the map. However this caused players some problems and it was decided (over my objections) to allow ships to be withdrawn from a few select on-map bases. Karachi is the base in the Indian Ocean.

It continues to be a problem for players and we will be loosening this even more in the next patch. Ships will be able to be withdrawn from any port in the historical "off to Atlantic" regions - US/Canadian West Coast, South Australia and Perth, and Ceylon/Western India. Port size restrictions will be used to ensure withdrawal only from a major base, and that base can not be under enemy threat. The ship itself may not be withdrawn from on-map if it is so badly damaged that it could not reasonable make the trip to an off map port The intent is to emulate the historical ports from which ships departed the theatre, but no block use of withdrawal as a way of escaping enemy action or imminent sinking."



Alfred
User avatar
inqistor
Posts: 1813
Joined: Wed May 12, 2010 1:19 pm

RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013

Post by inqistor »

Some more little visual problems with longer names:

I swear, that this Kosomethingsomethingima was there from the beginning.

Image
Attachments
err.jpg
err.jpg (63.98 KiB) Viewed 56 times
User avatar
michaelm75au
Posts: 12455
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013

Post by michaelm75au »

The extra codes getting added to the 'name' are doing this. Can't keep with the names changing length. Name use to be displayed as a max of 20 or 25 characters, but limit removed in order to get in the extra codes.
Michael
EdM
Posts: 35
Joined: Sun Feb 20, 2005 12:40 am

RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013

Post by EdM »

help

how do you download it
not a computer geek

do they have way for idiots
User avatar
btd64
Posts: 12786
Joined: Sat Jan 23, 2010 12:48 am
Location: Lancaster, OHIO

RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013

Post by btd64 »

MichaelM what can i say, this is like art. thanks for all your support.
Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330

AKA General Patton

DWU-Beta Tester
TOAW4-Alpha/Beta Tester
DW2-Alpha/Beta Tester
New Game Development Team

"Do everything you ask of those you command"....Gen. George S. Patton
AlanBrooke
Posts: 3
Joined: Mon Feb 04, 2013 2:30 am

RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013

Post by AlanBrooke »

Removed
AlanBrooke
Posts: 3
Joined: Mon Feb 04, 2013 2:30 am

RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013

Post by AlanBrooke »

Michael
I have a problem with a DMS which has 62 float damage (all major) and is in a level 5 port. It originally had more damage but all the other minor damage is repaired now leaving only the major float damage which won't repair without a repair yard. The ship can still make 6 or 7 kts so I have tried several times to form it into an escort TF and send it to a port with a yard for repair. It keeps on auto-disbanding back into the origin port though and so is essentially trapped there. Is there anyway to work around this or is it working as designed?
Cheers
Andrew
User avatar
n01487477
Posts: 4759
Joined: Tue Feb 21, 2006 12:00 am

RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013

Post by n01487477 »

ORIGINAL: AlanBrooke
Michael
I have a problem with a DMS which has 62 float damage (all major) and is in a level 5 port. It originally had more damage but all the other minor damage is repaired now leaving only the major float damage which won't repair without a repair yard. The ship can still make 6 or 7 kts so I have tried several times to form it into an escort TF and send it to a port with a yard for repair. It keeps on auto-disbanding back into the origin port though and so is essentially trapped there. Is there anyway to work around this or is it working as designed?
Cheers
Andrew
Have you set the home port and destination to where you want to go ? Also, this may not be a tech q - better to ask the forum regulars first before over-burdening Michael.
AlanBrooke
Posts: 3
Joined: Mon Feb 04, 2013 2:30 am

RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013

Post by AlanBrooke »

I have done both those things. I asked Michael the question becuase I think this may be causing the issue
9/12/12: 1120f - Auto-disbanded Escort TF with heavy damage (>50 float or >70 system) in port 3+ goes into Pierside repair
The ship is auto-disbanding before it can get on its way.
Regards
Andrew
Post Reply

Return to “Tech Support”