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v1.01.06d Public Beta Now Available! - 6/8/2010 10:42:16 PM   
Erik Rutins

 

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Thanks again for your support while we continue to improve War in the Pacific: Admiral's Edition.

We recommend that if you are experiencing any serious issues with the last official update, that you give this beta update a try. This update will work fine with existing saved games. If your old save file continues to have issues, please start a new game.

Here's how to download this update - because it's a public beta, you need to get it from our Members Club. Click on the Members Link in the top nav bar. If you haven't created an account there yet or registered your copy of War in the Pacific: Admiral's Edition, please do so. Once logged in and registered, click on "My Games" then click on the "Private Downloads" link next to Distant Worlds and you will see a link to download the public beta update.

Please note that once this becomes official, it will be available through our normal download and update process (in the Latest Downloads section and through the "Check for Updates" link on your game menu) but we do not like to release public beta updates widely until we are sure they are good to go.

v1.01.06d – June 18, 2010
• Fourth Official Update – Public Beta – This release is a comprehensive public beta release updating all previous versions to v1.01.06d.


• Code Changes

1. Fixed LCU type issue to address fragments explosion problem.

2. Fixed Underflow issue with supply on ships.

3. Adjusted position of 2 fields on plane upgrade path screen.

4. Global change affecting "All ... on ship in hex" also changing random groups.

5. Fixed issue with CS convoys.

6. Fixed repair message in menu.

7. Fixed TF meet and merge issue.

8. Corrected issue with unload of return cargo for CS Convoys.

9. Corrected issue with unloading Barge TFs at non-base hexes.

10. Interface Improvement: Prevented display of Repair Ship repair option on ship screen when no Repair ship is available.

11. Changed the "flying" message for transport supply/troops to show the adjusted plane number.

12. Fixed the special ordnance slots to stop incorrect reports.

13. Fixed base screen showing when picking from group or TF list; mouse moved and changed underlying hex location.

14. Fixed some carrier groups can't withdraw plus typo stopping CV groups from withdrawing.

15. Interface Improvement: Allowed direct specification of CS Convoy outbound and return cargos.

16. Correct standoff error for TFs moving to disputed bases and already past last waypoint.

17. Fixed issue with refueling from barges that can lead to loop.

18. Fixed some sort positions were incorrect for wide screen resulting in sort menu failures.

19. Changed Pilot 'captured' to 'MIA' to allow chance to be recovered.

20. Fixed 'Leading Pilots' to show last plane type pilot flew when attained a kill.

21. Fix to prevent AI TFs from refueling that would take them past heavy CD bases.

22. Adjustment to text on air group screen.

23. Adjustment to button on TF create screen.

24. Allow parent on ship and fragment on land to swap if in same hex.

25. Fixed wrong pilot experience being used to avoid balloon attacks.

26. Interface Improvement: Added a new minimum range to the naval bombardment mission. This is normally the minimum range of all Naval or DP guns on the ships in the TF and indicates the closest distance that a TF needs to close with the shore to fire all it’s normal guns. Also tweaked Naval Bombardment

27. Gameplay Change: Changed supply loss due to AF/Port hits to be relative to the effectiveness of the device hitting the base.

28. Fixed base of a scuttled ship in the Sunk Ship report

29. Added a check on number of planes in an AI TF to determine if it should return to base for replenishment.

30. Added additional refueling check for intermediate refueling under Auto Sub ops when rebasing to a new home port.

31. Gameplay Change: Changed Fast transport reaction to air threat.

32. Fixed possible air group reinforcement deadlock; if there are no planes are in the pool for the group, none being produced and aircraft is no longer available, then let group arrive with no planes.

33. Fixed an overflow of the mouse message which could wipe out display of bases on the map.

34. Positioning of last TF accessed in "All TF" list was not carried forward on the list.

35. Fixed the endless manual replenishment of CV groups from VR groups when out of range of bases. [Check was originally looking just for any replenishment group with the right type of aircraft in range, but it drew the planes from the pool only. So if no pool, no manual pull off CVE].

36. Fixed incorrect units show up outside of the bounds in a small map scenario.

37. Fixed getting land replacements, even for device mismatches.

38. Fixed splitting of air groups to check for any fragments in air reinforcement queue before allowing.

39. Fix to allow group fragments to disband in most cases (like parent not in play anymore).

40. Fix to the situation where Allied aircraft don't appear in amimations due to the Allied aircraft bitmap ‘0’ not defined.

41. Fixed AI offmap repairs for small maps.

42. Gameplay Change: Capped the maximum Detection Level. The maximum is 10, but this can be increased a few points before being brought back to 10.

43. Added protection against groups dropping into some of the old AI controlled zone code. This was done previously for army/base/TFs.

44. Gameplay Change: Change to visual sighting rules for aircraft. This will limit the pre-CAP AAA phase for Allied air attacks to what was originally intended.

45. Gameplay Change: Change to Naval Bombardment mission so it tends to engage Fortress unit in the target hex more often.

46. Gameplay Change: Change to DP guns firing in AAA mode; effect has been slightly lowered when engaged in AAA combat. This complements the decrease of AAA guns when used in Naval Bombardment mode.

47. Added hooks for revolving ship art similar to aircraft.

48. Tweaked Japanese ramming attacks as it was ending up too high (a certainty) for 1945 attacks. Message has been changed slightly.

49. Tweaked center-mounted weapons on LBA/patrol aircraft when in A2A mode

50. Fixed Australian and NZ force activation due to Japanese invasions.

51. Change to cater for non-standard mixed groups on CVs. It was creating groups with '0' max size.

52. Added new command switch to suppress the introduction video "-skipVideo".

53. Fixed Air search radar on aircraft not always being counted if the device # is > 255.

54. Fixed the wrong LCU weapon being used during an invasion. This was producing the error like “Sound detector penetrates ship’s side”.

55. Tweaked Invasion fire/counter-fire to speed it up some.

56. Fixed the last carrier resize was not always working. Resize not always handled correctly if change was past due.

--- New in v1.01.06d

57. Fixed TF Picking up wrong LCU after a parent/fragment swapped - leading to TFs going off to enemy bases.

58. Fixed Groups unloading in port failing sometimes.

59. Fixed Rockets from ships to be classed as bombardment device.

60. Gameplay Change: Added possible unit fatigue if naval bombardment fails to cause hits - dependent on modified (by fort/terrain) 'effect' of the device.

61. Discard saved waypoints on follow/meet of TFs.

62. Replenish fuel at base for Tankers.

63. Fixed Carrier 're-size to fit' was not changing group's size; introduced by previous fix to 'last re-size'.

64. Added Option NOT to use rotating images –fixedArt

65. Fixed No all reported ships partake in reply fire during landings.

66. Changed New TFs created with same DL as original.



< Message edited by Erik Rutins -- 6/18/2010 10:01:02 PM >


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Post #: 1
RE: v1.01.06c Public Beta Now Available! - 6/8/2010 11:42:40 PM   
DaveConn

 

Posts: 246
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From: Washington
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I am confident there is no other game company that has ever provided this level of support for a product. Thank you for the continued improvement to world's best wargame.

(in reply to Erik Rutins)
Post #: 2
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 12:01:34 AM   
che200


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+1

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Post #: 3
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 12:04:13 AM   
Mifune


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From: Florida
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so much for some sleep before work

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Post #: 4
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 12:38:23 AM   
SuluSea


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Wow, great support Matrix! Thanks for the help.    

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Post #: 5
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 12:41:25 AM   
JonReb


Posts: 713
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From: Santa Cruz, California
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You haven't patched enough-- GET BACK TO WORK!

Thanks for the constant support Matrix, you guys are gods.

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Post #: 6
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 12:50:42 AM   
Peter Fisla


Posts: 785
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From: Canada
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I logged into the members area and I can't seems to be able to find the beta patch under the war in the pacific section...

Peter

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Post #: 7
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 12:52:32 AM   
Mifune


Posts: 776
Joined: 4/28/2005
From: Florida
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quote:

Here's how to download this update - because it's a public beta, you need to get it from our Members Club. Click on the Members Link in the top nav bar. If you haven't created an account there yet or registered your copy of War in the Pacific: Admiral's Edition, please do so. Once logged in and registered, click on "My Games" then click on the "Private Downloads" link next to Distant Worlds and you will see a link to download the public beta update.


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Post #: 8
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 12:54:06 AM   
Peter Fisla


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From: Canada
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Cool thanks, missed the "private section" text...

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Post #: 9
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 12:58:37 AM   
JohnDillworth


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quote:

Also tweaked Naval Bombardment

OK, OK, I'll bite.......what do you mean "tweaked"?

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Post #: 10
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 1:33:25 AM   
Bullwinkle58


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As usual, many things fixed I didn't know were needful.

Some really excellent fixes: the CS auto-load return bug, the AE/AKE supply bug, and lots of tweaks to Bombardment and CD Fortress code.

Thanks.

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Post #: 11
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 1:34:50 AM   
Bullwinkle58


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quote:

ORIGINAL: JohnDillworth

quote:

Also tweaked Naval Bombardment

OK, OK, I'll bite.......what do you mean "tweaked"?



Here we go . . .

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Post #: 12
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 1:51:45 AM   
ggm


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From: Toronto, Canada
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huzza!!!

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Post #: 13
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 1:54:47 AM   
Bradley7735


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Thanks Erik and team!!

I'm happy to see more tweaks on bombardment/CD issues and the Pre Cap Flak fix (thanks TheElf)

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Post #: 14
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 2:02:09 AM   
mbar


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That all looks great. Has there been any evaluation of some Andy Mac scenarios being added to the official patch?

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Post #: 15
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 2:22:28 AM   
n01487477


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Erik,
would be nice if the CS transport return cargo option also has "none", once you change the option to something then you can't reassign it to "none" without returning to "human control" ... not a biggie but maybe some users might get a little confused.

Cheers for the great update

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Post #: 16
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 2:46:02 AM   
rockmedic109

 

Posts: 1940
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From: Citrus Heights, CA
Status: offline
Once again we see proof that WITP/AE is the best supported game in history in addition to the best game in history {or of history}.

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Post #: 17
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 3:46:47 AM   
Halsey


Posts: 4914
Joined: 2/7/2004
From: Indianapolis Indiana USA
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Is this going to overwrite the game files completely?

Will I have to backup all of my exising art folders?
Or will it ignore the new insignia patch folders, and current rotating art.

Thanks...

(in reply to Erik Rutins)
Post #: 18
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 4:26:17 AM   
Bullwinkle58


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Joined: 2/24/2009
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quote:

ORIGINAL: n01487477

Erik,
would be nice if the CS transport return cargo option also has "none", once you change the option to something then you can't reassign it to "none" without returning to "human control" ... not a biggie but maybe some users might get a little confused.

Cheers for the great update


I assume you're talking about items #5 and #8?

I'm playing Allies, and I don't see any change to the interface. (It's possible th efix did that to the Allies' code, but the change notes don't specify.)

What I'd like is for Allied auto-convoys ot never back-haul anything. Unless I'm missing it, I don't see "None" as an option. Are you looking at the Japanese side?

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Post #: 19
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 4:28:13 AM   
Bullwinkle58


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Erik:

One graphics thing I think I see (maybe my memory is off), but the slider bar is off the Combat Summary clipboard about half its width, into the photograph.

Is anyone else seeing this? (I don't play with any wide-screen settings.)

Not a biggie, but after a year of training my hand to go to that slider location it's a little jarring.

< Message edited by Bullwinkle58 -- 6/9/2010 4:29:00 AM >


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Post #: 20
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 4:33:29 AM   
n01487477


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quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: n01487477

Erik,
would be nice if the CS transport return cargo option also has "none", once you change the option to something then you can't reassign it to "none" without returning to "human control" ... not a biggie but maybe some users might get a little confused.

Cheers for the great update

I assume you're talking about items #5 and #8?

I'm playing Allies, and I don't see any change to the interface. (It's possible th efix did that to the Allies' code, but the change notes don't specify.)

What I'd like is for Allied auto-convoys ot never back-haul anything. Unless I'm missing it, I don't see "None" as an option. Are you looking at the Japanese side?

I'm opening a new game, so not sure about ongoing games but it is there for both sides... Just when you click a cargo return option, you can't then make it none ... without going back to human control and cycling back to CS




Attachment (1)

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Post #: 21
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 5:25:13 AM   
jwilkerson


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From: San Jose, CA
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quote:

ORIGINAL: Halsey

Is this going to overwrite the game files completely?

Will I have to backup all of my exising art folders?
Or will it ignore the new insignia patch folders, and current rotating art.

Thanks...



This is an "EXE ONLY" patch ... no art changes ... no data changes ...

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Post #: 22
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 5:26:03 AM   
jwilkerson


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quote:

ORIGINAL: mbar

That all looks great. Has there been any evaluation of some Andy Mac scenarios being added to the official patch?


Yes

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Post #: 23
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 7:17:38 AM   
Iridium


Posts: 932
Joined: 4/1/2005
From: Jersey
Status: offline

quote:

ORIGINAL: jwilkerson


quote:

ORIGINAL: Halsey

Is this going to overwrite the game files completely?

Will I have to backup all of my exising art folders?
Or will it ignore the new insignia patch folders, and current rotating art.

Thanks...



This is an "EXE ONLY" patch ... no art changes ... no data changes ...


Gotta say, it's great how all these updates can be done without a major database change. Though I am getting the impression that we're starting to run out of things that don't need one.

Great job guys, thanks for the constant support of AE.

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Post #: 24
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 7:33:27 AM   
LoBaron


Posts: 4376
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From: Vienna, Austria
Status: offline
 Thanks guys!

Awesome product support!!!

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Post #: 25
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 8:10:06 AM   
m10bob


Posts: 7119
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From: Dismal Seepage Indiana
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I know other game companies provide patches and improvements to their products...but they charge for them and offer them on separate discs in the marketplace as "enhancements".

Matrix spoiled me years ago.

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Post #: 26
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 9:00:00 AM   
Halsey


Posts: 4914
Joined: 2/7/2004
From: Indianapolis Indiana USA
Status: offline
quote:

ORIGINAL: jwilkerson


quote:

ORIGINAL: Halsey

Is this going to overwrite the game files completely?

Will I have to backup all of my exising art folders?
Or will it ignore the new insignia patch folders, and current rotating art.

Thanks...



This is an "EXE ONLY" patch ... no art changes ... no data changes ...



Cool beans!

It was just the size, 98mbs, seemed for than just the exe application.

< Message edited by Halsey -- 6/9/2010 9:11:58 AM >

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Post #: 27
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 10:13:18 AM   
Swenslim

 

Posts: 437
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i cant download it, it says no file on server.

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Post #: 28
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 11:10:47 AM   
michaelm


Posts: 8849
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From: Sydney, Australia
Status: online
To clarify, the only change between this beta patch (04) and the last official patch (03) is the EXE.

It still has the normal data/art patches that are required to bring it up from the vanilla release 1097(IIRC) to now i.e. the comprehensive patch.

So if you have loaded ART on top of the official ART files (eg downloaded replacement aptop/jptop files) , they may have reverted back to 'official' files depending on time stamp of the files.
I only mention this as one of my 'Cathartes' plane top files reverted.


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Post #: 29
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 11:58:32 AM   
michaelm


Posts: 8849
Joined: 5/5/2001
From: Sydney, Australia
Status: online
This is some of the tweaking done to Naval Bombardments:
----------------
Spotting:
All locations have a 'spotted' status which gets clear during the night phase.
If the ship has a float group and its mission is RECON - needs to be either a day or night mission so applicable flies - and the target has not been spotted yet, the group 'spots' for this ship and any others attacking the same target. A message shows up if this is the case.
To keep planes from flying RECON all over, just set the range to '0'. It doesn't matter how many planes are available, just that you have the mission.
Spotted targets at night don't have the weapon penalty for night naval bombardment attacks.

Supply:
Supply loss points are a factor of the device(shell size) and damage inflicted, rather than by a fixed modifier. Smaller shell, less supply loss. Bigger shell, bigger loss.

Bombardment by ship:
Weapons get penalties;
(a) FLAK-type devices not as effective.
(b) devices firing at over 2/3rd of their max range are less effective.
Attack at night with the target not spotted are less effective. Moonlight helps offset this disadvantage.
Presence of friendly units in hex assists accuracy of the firing ships.
Hits are determined by turret rather than by total number of devices. Once a 'turret' hits, the barrels determine damage.

Return fire from shore guns:
Weapons get penalties;
(a) FLAK-type devices less effective.
(b) devices firing at over 2/3rd of their range less effective.
Attack at night and the target hasn't been spotted has the weapon accuracy lowered.
Supply and support state of the LCU can affect how many guns return fire.

Bombardment process change:
Rather than start the ship bombardment at a fixed range of 3 to 12 depending on the ship type, the start range is 30 for day and 15 for night.

As range closes, weapons become more accurate. This also means weapons become available to fire as range closes, rather than be mainly available immediately as currently.
If a minimum Bombardment Range is set, then the ships will outside that range of the shore and only guns with the range will fire. Setting the range to 0 will make the TF behave as now.

One change that missed this build was adding unit fatigue based on the effect of the shell not causing damage but impacting the LCU area. Higher fort and better terrain would lessen the impact of the 'shell shock'. This would be more obvious at night with higher fatigue generation.
-------

How well it does is up to you players.


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