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Patch 06 - Public Beta - Build 1108c (build02)

 
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Patch 06 - Public Beta - Build 1108c (build02) - 12/27/2010 8:24:44 PM   
jwilkerson


Posts: 10259
Joined: 9/15/2002
From: San Jose, CA
Status: offline
Ok here is the second public beta build fixing a few issues caused by patch 06 changes or otherwise discovered during patch 06 testing ... note ... changes 113 through 120 are the new ones added to this build.

Installation process is the same as before ... just download the file, unzip and run, this will install the patch (EXE only) into a separate directory and create a separate shortcut to allow you to choose to run either the beta or the current version you are running.

001. Check if active units start on the map or on TFs; some LCU/TFs could end up being lost/disappear
002. Fixed travel delay from East Coast and off-map for group/leader
003. Fixed fragment disband that could be allowed when loaded on ship
004. Fixed bug in refueling barges from carried cargo
005. Fixed bug in TF size check when changing TF mission; affected barge TF
006. Fixed bug where base ownership was checked at scenario start for future arriving air groups; caused the group to divert to home base, rather than divert at the time of arrival if still in enemy hands
007. Removed the supply requirement for returning reserve planes to the pool
008. Removed devices that don't belong to the same side as the LCU
009. Added a destroyed LCU screen and the ability to reform non-Chinese LCUs (at 1% TOE) using PPs
010. Added the Nationality filters to ground reinforcement/withdrawal in line with other screens
011. Show path of group plane upgrades on the user selected upgrade screen; (+) against upgrade indicates the old designer group path upgrade
012. Added an option to retain the user over-ridden group upgrade when manually upgrading only; currently it loses the original upgrade if player down grades
013. Changed to use a common fuel requirement check as there were 2 different check methods used; now requires enough fuel to fuel all disbanded ships in a base regardless if already fueled - originally required the full class fuel level regardless of fuel already in ship
014. Added any future group size changes to be shown in the mouse-over box on group screen
015. Changed to allow HQ units (below the base slots) to upgrade their devices; only LCUs above the base slots were upgraded as check started from there
016. On the army screen, show static device even if no active/disabled devices currently present; explains why unit is "cant load/Not loadable". Currently static device only show when there is at least one device.
017. On the army reinforcement screen, show the arrival base in RED if enemy-held at the time - this is inline with how group bases are shown; LCU is still relocated to home base if arrival base is enemy held at time of arrival
018. Undo rule where viewing TF list automatically tries to refuel ships
019. Added option to refuel all ships in port from the Anchored Ships list to counter above change
020. Fixed empty group showing after group transfer from ship
021. Changed Auto Convoy to determine supply path based on base location(on Auto Convoy screen)
022. Changed Auto Convoy to skip enemy-held main supply base (on Auto Convoy screen)
023. Added '*' to base name if supplied from the western Allied supply base (on Auto Convoy screen)
024. Added column for fuel required to Auto Convoy screen; '+' next to value indicates ships in port
025. Added ship class filter on ship list on Auto Convoy screen; filters line up with 12 major classes shown in image with counts
025. Changed base screen to use appropriate main supply base for Auto Convoy ON/OFF setting; off-map bases don't use AC
026. Suppress Soviet bases in Auto Convoy List until activated
027. Tweak to TF unloading
028. Tweak air attacks on small craft TFs (barge, PT, landing craft) to stop large bombers from attacking at high alt
029. Fixed Mouse-over box on non-base hex with an event thinking it is a base
030. Fixed Over-flow issue with base required fuel causing it to go negative
031. Fixed (base screen on industry management screen) Background screen of a larger underlying screen was left behind when a smaller screen was shown and map was moved
032. Fixed showing enemy LCU count in a non-detected hex; shows if unit detected or FoW off or in a detected base hex
033. Fixed Soviet activation being on at start of scenario not allowing Japanese air attacks against Soviet locations.
034. Changed Group patrol levels increase/decrease more consistent across all patrol types with a left-click by 10% and a right-click by 30%; use to be just right-click on training for 50%
035. Fixed Error in TF list screen for guns' ammo
036. Fixed Aerial mine-laying mission was left out of the bomber interception check; should have been as it was added to the other checks
037. Added Quick ability to change repair/production state from the actual base-in-hex Industry screen
038. Fixed Unescorted bomber withdraw message not correct sometimes
039. Fixed Ship-based groups in port or on docked TF can be transferred from damaged ships
040. Fixed Attack bomber was being set to strafe incorrectly sometimes
041. Added Extend the save game load checks to include checking (and adjusting) the fuel/oil/resource/supply load does not exceed ship capacity
042. Fixed Recon/search flights were being shown with escort/sweeps in same hex
043. Fixed Supply/fuel/oil/resource totals didn't always agree across the various screens. Total supply on these screens shows supply at bases in '()'.
044. Fixed Secondary Chinese home base was incorrect - was CHENGTING should have been CHENGTU
045. Tweaked Distribution of supplies to units unloading from ships
046a. Fixed Handle zone to zone when direct connection is not available (offmap boxes to Aden/Abadan prior to Med opening)
046b. Added protection to stop connecting invalid destination zones that caused issue in 46a
047. Fixed Not trying to auto-docking at ports > 4; should not auto dock at port 0-3
048. Tweaked Expanded turn cycle from 3 to 4; art contains 1-4 images
049. Fixed ARD repair
050. Fixed Auto dock not working for ports 3+; should not be allowed at port 0-2; test was reversed
051. Fixed Error in target base selection that could stop Heavy bombers from picking a base to attack
052. Tweaked Standardized skill selection and mission profile for skill improvement; experience updates could revert to primary mission only
053. Fixed ASW experience could be sometimes incorrectly modified in sub combat due to wrong variable.
054. Fixed Defensive subs not working properly due to bug
055. Fixed Due to timing of auto patrols, subs may might not upgrade.
056. Tweaked Follow on TF bug
057. Fixed Error in repair estimate for ships
058. Fixed Radar detection for land units was overridden by 'visual' spotting
059. Changed Limit the 'On Map Routing' button on the TF screen to the on-map entry hex to minimize TF routing errors
060. Fixed Weather setting for non-base LCUs was not correctly set for all units in the same hex
061. Suppress restoration of the Combat Event report in PBEM games due to Japanese info being available to Allied player
062. Tweaked Improved airborne radar impact on Air Search as current setting is being overwhelmed
063. Fixed Search arcs seem to be generated in reverse sequence. This varies depending on the size and angles of the search sector. Added anti-/clockwise option to search arc on group screen due to confusion when large sectors being assigned
064. Added direction switch on the Search arcs to alleviate searches being in wrong order
065. Tweaked display of search arcs to emulate above change - sectors sharing AM/PM search show as Black (Naval) or White (ASW)
066. Tweaked Several pilot screens to retain current position when performing pilot assignments
067. Fixed Wrong pilot could lose skill points (for flying wrong type of plane) when transferred to Pilot Reserve on the 'Request Veteran' screen
068. Fixed Sometimes a destination was set for new TFs. Current base/hex will be the default destination, unless it is formed from another TF where that TF's will be used.
069. Added TF mouse over shows off-map destination details if applicable
070. Added Base mouse over shows garrison info if applicable
071. Tweaked Group screen - some mouse over updates, retain target (if appropriate) when swapping between Port/AF/Ground missions, check if within range before changing all in base
072. Tweaked Allow AI to use port mining as a group mission
073. Changed Night missions on the group lists will show in BLACK to make them easier to find
074. Tweaked Small map AI supply base - use closest main base with enough supply rather than just the first one. Stops AI from creating supply TF going from one end of map to the other.
075. Changed Protect AI from generating errors from data in scenario file
076. Changed Top Pilot list treats TRACOM as if a Japanese group.
077. Fixed AdjustRateForNavalSupport() increased to a long integer to cater for large naval support values
078. Changed Switching between night/day will attempt to retain mission for ease of play
079. Fixed Amphib HQ was not being loaded on AGC due to a wrong variable check and correct unloading process. If no Aphib Hq, then a land or naval HQ will try to load on the AGC before any other land unit does.
080. Changed Added the target prepared for to the Load/Adjust Troops screen to ease LCU selection for amphib forces.
081. Fixed Loading groups weren't showing up in the load lists for 'Load Troops' as it was no longer at the base
082. Tweaked Increased fuel requirements of bases' with HI to force more fuel to be routed there, with adjusting of actual ship/TF fuel used
083. Added New button on base screen to show TFs home-based at the base (help to refine base fuel needs)
084. Tweaked Removed Cold Zone from off-map bases
085. Tweaked Made the attack bomber strafe/bomb more obvious in animation
086. Tweaked Added 'destroyed by flak' count to the combat report due to kill confusion
087. Tweaked Swapping of fragment and parent were missing some items
088. Added New filter on List pilot screens for plane type
089. Fixed Transport of devices by non-float planes to dot base (no AF) not allowed
090. Added Show current victory level if not a draw on Intel based on current losses
091. Fixed Standing down CV groups was not curing plane fatigue.
092. Changed Offset the original nation hex (from hotkey 4) so it can be read when a base is present
093. Changed Allowed Allies to control their industry as it can be stop/start via Industry Management screen but doesn't show up on other screen
094. Added Filter to show enemy bases on the List Base screen - can only go to the base hex, no other details shown
095. Fixed Crash when withdrawing ship at a non-base off-map location
096. Fixed Sub mine numbers not always being cleared when tube/mines are removed when not in a port
097. Removed ability to send pilot 'home for 180 days' as not desired or useful
098. Changed Industry Management store totals were too big using alternate font
099. Fixed Cap the number of landing phases a TF can perform. The count was becoming 99 which resulted in abandoning the landing.
100. Removed ability to send pilot 'home for 180 days' as not desired or useful
101. Changed Some of Industry Management fields were too big using alternate font, changed to show fewer letters
102. Fixed Once R&D kicks in, always keep at least one R&D point available to stop DB updates from wiping out availability advancement
103. Fixed Verify ship and class devices match before determining damaged weapons. Force unmatched ship/class devices to conform when ship in friendly base
104. Fixed The ship load method was not always set correctly resulting in units not being in proper mode for amphib TF.
105. Added Show 'combat load' method on LCU when viewing ship screen
106. Fixed Group fragments on ships not combining
107. Fixed Follow-on escorts could change to bombing mission if its secondary was a bombing one
108. Fixed Search plane being killed while on search could cause a CTD
109. Fixed Don't allow component LCU to be rebuilt if parent already reformed
110. Fixed Flak from ships in port being used as if in a TF; related to an earlier change
111. Fixed Don't reform groups that have been lost due to a ship class change unless specifically stated in scenario
112. Fixed TF were auto-disbanding when the still had routing parameters

113. Fixed TFs getting stuck in off-map mode
114. Changed Off-map TF won't return to home base if that is TF's destination
115. Fixed Industry Man screen showing incorrect N/M SY build points
116. Changed Using the millions format (x.xxM) for large totals on Industry Man screen for alternate font use
117. Fixed Withdraw ship button missing on ship screen
118. Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units
119. Revised restore of report files from save
120. Changed Added group withdraw date to all split sub-groups, not just permanent withdraws

Attachment (1)

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AE Project Lead
Post #: 1
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/27/2010 9:13:28 PM   
ny59giants


Posts: 6964
Joined: 1/10/2005
Status: offline
Was the pilot training below 5k fixed?? I had planes that were set for LowN training at 2k actually training up in NavB.

(in reply to jwilkerson)
Post #: 2
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/27/2010 10:29:20 PM   
Rainer

 

Posts: 1188
Joined: 11/21/2000
From: Neuching, Bavaria, Germany
Status: offline
Greatest support ever!

_____________________________

WitP/AE Devs Fan Boy
1.7.11.23x10 beta
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

(in reply to jwilkerson)
Post #: 3
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/28/2010 12:06:04 AM   
Bullwinkle58


Posts: 8302
Joined: 2/24/2009
Status: offline
Michaelm:

I may be beating a dead horse, but there were several mini-threads in the last beta thread concerning the removal of the routing screen (Direct/Safer/ Safest, etc) from the off-map origin bases. I believe you said they were retained for use in the "coming-on-map" box, but removed from use at the off-map origin base (Cape Town, etc.)

I just checked, and CT to Perth TFs emerge onto the map at the same hex no matter which routing selection is made. However, I have a 1.5 year "mouse memory" of always setting that screen at the origin base; I never, ever look at the TF stack in the exit box.

If the problem was players trying to set waypoints at the origin base, and thus that whole screen was disabled, would it be possible to return the use of the Normal/Direct/Safer/Safest buttons for use at the origin base? It's a real pain to have to go find TFs elsewhere a few weeks later and set routing, when it used to be possible to be done done when the TF was set up and ordered to go at the origin off-map base.

A small ergonomic thing, but it's jarring every time I try to set that and it's greyed out. Was it causing problems for people? I never had an issue with it even once, and I set Direct or Safer routing on every off-map TF I created.

< Message edited by Bullwinkle58 -- 12/28/2010 12:13:48 AM >


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The Moose

(in reply to jwilkerson)
Post #: 4
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/28/2010 12:26:52 AM   
michaelm


Posts: 9049
Joined: 5/5/2001
From: Sydney, Australia
Status: offline
This is a built contains items that have been fixed so far. There are still some items outstanding to be fixed.

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Michael

(in reply to Bullwinkle58)
Post #: 5
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/28/2010 12:32:25 AM   
michaelm


Posts: 9049
Joined: 5/5/2001
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: ny59giants

Was the pilot training below 5k fixed?? I had planes that were set for LowN training at 2k actually training up in NavB.


Still to come.

_____________________________

Michael

(in reply to ny59giants)
Post #: 6
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/28/2010 12:36:26 AM   
michaelm


Posts: 9049
Joined: 5/5/2001
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: Bullwinkle58

Michaelm:

I may be beating a dead horse, but there were several mini-threads in the last beta thread concerning the removal of the routing screen (Direct/Safer/ Safest, etc) from the off-map origin bases. I believe you said they were retained for use in the "coming-on-map" box, but removed from use at the off-map origin base (Cape Town, etc.)

I just checked, and CT to Perth TFs emerge onto the map at the same hex no matter which routing selection is made. However, I have a 1.5 year "mouse memory" of always setting that screen at the origin base; I never, ever look at the TF stack in the exit box.

If the problem was players trying to set waypoints at the origin base, and thus that whole screen was disabled, would it be possible to return the use of the Normal/Direct/Safer/Safest buttons for use at the origin base? It's a real pain to have to go find TFs elsewhere a few weeks later and set routing, when it used to be possible to be done done when the TF was set up and ordered to go at the origin off-map base.

A small ergonomic thing, but it's jarring every time I try to set that and it's greyed out. Was it causing problems for people? I never had an issue with it even once, and I set Direct or Safer routing on every off-map TF I created.


I didn't specifically turn it off in patch 6, but fixing some of the off-map issues (like getting stuck, turnaround, etc) has disabled it. I can have another look after I have finished the outstanding items that are actually causing problems.

_____________________________

Michael

(in reply to Bullwinkle58)
Post #: 7
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/28/2010 1:09:27 AM   
Bullwinkle58


Posts: 8302
Joined: 2/24/2009
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Bullwinkle58

Michaelm:

I may be beating a dead horse, but there were several mini-threads in the last beta thread concerning the removal of the routing screen (Direct/Safer/ Safest, etc) from the off-map origin bases. I believe you said they were retained for use in the "coming-on-map" box, but removed from use at the off-map origin base (Cape Town, etc.)

I just checked, and CT to Perth TFs emerge onto the map at the same hex no matter which routing selection is made. However, I have a 1.5 year "mouse memory" of always setting that screen at the origin base; I never, ever look at the TF stack in the exit box.

If the problem was players trying to set waypoints at the origin base, and thus that whole screen was disabled, would it be possible to return the use of the Normal/Direct/Safer/Safest buttons for use at the origin base? It's a real pain to have to go find TFs elsewhere a few weeks later and set routing, when it used to be possible to be done done when the TF was set up and ordered to go at the origin off-map base.

A small ergonomic thing, but it's jarring every time I try to set that and it's greyed out. Was it causing problems for people? I never had an issue with it even once, and I set Direct or Safer routing on every off-map TF I created.


I didn't specifically turn it off in patch 6, but fixing some of the off-map issues (like getting stuck, turnaround, etc) has disabled it. I can have another look after I have finished the outstanding items that are actually causing problems.


That would be great. After awhile the interface feels like an old, comfortale shoe.

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The Moose

(in reply to michaelm)
Post #: 8
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/28/2010 2:16:53 AM   
39battalion

 

Posts: 146
Joined: 7/27/2004
From: Adelaide, South Australia
Status: offline

This is a follow up to the discussion about blank combat/operations/sigint reports in the previous beta patch thread.

I installed patch build 1108c and ran a turn but again the reports were blank.

As you suggested Michael I checked the report text files in the SAVE directory and they all had data in them. Just not displaying in the game.

Hope this helps to resolve the problem

(in reply to Bullwinkle58)
Post #: 9
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/28/2010 2:25:55 AM   
jamesm

 

Posts: 763
Joined: 8/28/2000
From: Cairns, Australia
Status: offline
With the fixing of TF being stuck in off map mode, does that also include the ability to refuel shorter range ships as well?  One of the issues was that the shorter range range ships just ran out of fuel in off map mode and you are unable to refuel them at sea from longer ranged ships.

< Message edited by jamesm -- 12/28/2010 3:15:04 PM >

(in reply to 39battalion)
Post #: 10
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/28/2010 3:52:10 AM   
noguaranteeofsanity


Posts: 257
Joined: 11/24/2009
From: Sydney, Australia
Status: offline
quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Bullwinkle58

Michaelm:

I may be beating a dead horse, but there were several mini-threads in the last beta thread concerning the removal of the routing screen (Direct/Safer/ Safest, etc) from the off-map origin bases. I believe you said they were retained for use in the "coming-on-map" box, but removed from use at the off-map origin base (Cape Town, etc.)

I just checked, and CT to Perth TFs emerge onto the map at the same hex no matter which routing selection is made. However, I have a 1.5 year "mouse memory" of always setting that screen at the origin base; I never, ever look at the TF stack in the exit box.

If the problem was players trying to set waypoints at the origin base, and thus that whole screen was disabled, would it be possible to return the use of the Normal/Direct/Safer/Safest buttons for use at the origin base? It's a real pain to have to go find TFs elsewhere a few weeks later and set routing, when it used to be possible to be done done when the TF was set up and ordered to go at the origin off-map base.

A small ergonomic thing, but it's jarring every time I try to set that and it's greyed out. Was it causing problems for people? I never had an issue with it even once, and I set Direct or Safer routing on every off-map TF I created.


I didn't specifically turn it off in patch 6, but fixing some of the off-map issues (like getting stuck, turnaround, etc) has disabled it. I can have another look after I have finished the outstanding items that are actually causing problems.


I would agree that this might become a problem if not fixed. In my campaign as the Allies against the Japanese AI, the Japanese hold Diego Garcia and have a fleet of subs, parked between Karachi and the off-map entrance point for Abadan. If I am not able to re-route the ships using waypoints to avoid the subs, I would end up losing a lot of tankers. It was a lot easier, to be able to set up the waypoints and the tankers to 'continuous supply' and not have to worry about this each turn.

(in reply to michaelm)
Post #: 11
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/28/2010 4:09:19 AM   
PaxMondo


Posts: 5618
Joined: 6/6/2008
Status: offline
Thanks to the dev team for ongoing great support.



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Pax

(in reply to noguaranteeofsanity)
Post #: 12
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/28/2010 4:45:05 AM   
michaelm


Posts: 9049
Joined: 5/5/2001
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: 39battalion


This is a follow up to the discussion about blank combat/operations/sigint reports in the previous beta patch thread.

I installed patch build 1108c and ran a turn but again the reports were blank.

As you suggested Michael I checked the report text files in the SAVE directory and they all had data in them. Just not displaying in the game.

Hope this helps to resolve the problem


If you are playing the Allies, you need to run the Combat replay. And then load up the non-combat save that came with it. The report files should still be present for the Allies.
The Japanese player should still see their reports.

If this is not so, please let me know as it seems to work for me.

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Michael

(in reply to 39battalion)
Post #: 13
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/28/2010 5:17:34 AM   
39battalion

 

Posts: 146
Joined: 7/27/2004
From: Adelaide, South Australia
Status: offline

I am playing as the Allies against the AI. So there is no combat replay ?

I thought that was just for PBEM games ?

(in reply to michaelm)
Post #: 14
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/28/2010 5:26:34 AM   
michaelm


Posts: 9049
Joined: 5/5/2001
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: 39battalion


I am playing as the Allies against the AI. So there is no combat replay ?

I thought that was just for PBEM games ?


Combat replay is only for PBEM.
If you are not getting reports while playing AI, then check your game settings.

The option "Combat Reports" must be on. This is different to the option "Show Combat Summary/reports"

_____________________________

Michael

(in reply to 39battalion)
Post #: 15
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/28/2010 5:33:13 AM   
39battalion

 

Posts: 146
Joined: 7/27/2004
From: Adelaide, South Australia
Status: offline

Yes the " Combat Reports " option is on--switch is up and light is on.

(in reply to michaelm)
Post #: 16
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/28/2010 6:07:49 AM   
michaelm


Posts: 9049
Joined: 5/5/2001
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: 39battalion


Yes the " Combat Reports " option is on--switch is up and light is on.

Okay, zip up the save and attach it here.

_____________________________

Michael

(in reply to 39battalion)
Post #: 17
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/28/2010 6:32:16 AM   
39battalion

 

Posts: 146
Joined: 7/27/2004
From: Adelaide, South Australia
Status: offline

Michael--problem solved

It was a caused by one of the target line switches I used. I went through each one in turn and they all worked fine and showed the reports during the game, until I used the " -colorBlind" switch. This produced blank reports.

So without this switch the patch works as it should. The absence of the colorBlind switch is certainly not a major issue for me, although it may be problematic for some other people.

So now I'm all fired up to get back into the campaign and enjoy all the benefits of this latest update--hallelujah,am I one happy camper

Apologies for taking up your time with this problem.

And once again many thanks for the awesome support you are providing to this game

If Matrix ever instituted a " Customer Support Person of the Year " award I know who I would vote for.

(in reply to 39battalion)
Post #: 18
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/28/2010 8:47:46 AM   
michaelm


Posts: 9049
Joined: 5/5/2001
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: noguaranteeofsanity

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Bullwinkle58

Michaelm:

I may be beating a dead horse, but there were several mini-threads in the last beta thread concerning the removal of the routing screen (Direct/Safer/ Safest, etc) from the off-map origin bases. I believe you said they were retained for use in the "coming-on-map" box, but removed from use at the off-map origin base (Cape Town, etc.)

I just checked, and CT to Perth TFs emerge onto the map at the same hex no matter which routing selection is made. However, I have a 1.5 year "mouse memory" of always setting that screen at the origin base; I never, ever look at the TF stack in the exit box.

If the problem was players trying to set waypoints at the origin base, and thus that whole screen was disabled, would it be possible to return the use of the Normal/Direct/Safer/Safest buttons for use at the origin base? It's a real pain to have to go find TFs elsewhere a few weeks later and set routing, when it used to be possible to be done done when the TF was set up and ordered to go at the origin off-map base.

A small ergonomic thing, but it's jarring every time I try to set that and it's greyed out. Was it causing problems for people? I never had an issue with it even once, and I set Direct or Safer routing on every off-map TF I created.


I didn't specifically turn it off in patch 6, but fixing some of the off-map issues (like getting stuck, turnaround, etc) has disabled it. I can have another look after I have finished the outstanding items that are actually causing problems.


I would agree that this might become a problem if not fixed. In my campaign as the Allies against the Japanese AI, the Japanese hold Diego Garcia and have a fleet of subs, parked between Karachi and the off-map entrance point for Abadan. If I am not able to re-route the ships using waypoints to avoid the subs, I would end up losing a lot of tankers. It was a lot easier, to be able to set up the waypoints and the tankers to 'continuous supply' and not have to worry about this each turn.


I can re-enable the button.

_____________________________

Michael

(in reply to noguaranteeofsanity)
Post #: 19
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/28/2010 9:21:55 AM   
noguaranteeofsanity


Posts: 257
Joined: 11/24/2009
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: noguaranteeofsanity

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Bullwinkle58

Michaelm:

I may be beating a dead horse, but there were several mini-threads in the last beta thread concerning the removal of the routing screen (Direct/Safer/ Safest, etc) from the off-map origin bases. I believe you said they were retained for use in the "coming-on-map" box, but removed from use at the off-map origin base (Cape Town, etc.)

I just checked, and CT to Perth TFs emerge onto the map at the same hex no matter which routing selection is made. However, I have a 1.5 year "mouse memory" of always setting that screen at the origin base; I never, ever look at the TF stack in the exit box.

If the problem was players trying to set waypoints at the origin base, and thus that whole screen was disabled, would it be possible to return the use of the Normal/Direct/Safer/Safest buttons for use at the origin base? It's a real pain to have to go find TFs elsewhere a few weeks later and set routing, when it used to be possible to be done done when the TF was set up and ordered to go at the origin off-map base.

A small ergonomic thing, but it's jarring every time I try to set that and it's greyed out. Was it causing problems for people? I never had an issue with it even once, and I set Direct or Safer routing on every off-map TF I created.


I didn't specifically turn it off in patch 6, but fixing some of the off-map issues (like getting stuck, turnaround, etc) has disabled it. I can have another look after I have finished the outstanding items that are actually causing problems.


I would agree that this might become a problem if not fixed. In my campaign as the Allies against the Japanese AI, the Japanese hold Diego Garcia and have a fleet of subs, parked between Karachi and the off-map entrance point for Abadan. If I am not able to re-route the ships using waypoints to avoid the subs, I would end up losing a lot of tankers. It was a lot easier, to be able to set up the waypoints and the tankers to 'continuous supply' and not have to worry about this each turn.


I can re-enable the button.

I for one would appreciate it, thanks!

(in reply to michaelm)
Post #: 20
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/28/2010 9:41:25 AM   
michaelm


Posts: 9049
Joined: 5/5/2001
From: Sydney, Australia
Status: offline
To minimize risks in the routing area, I think I will need to disable 'Set destination' and 'Set Home base' when off-map.
There is safeguards on the main TF screen to handle on-map/off-map destinations and home base changes, but these aren't as simple to add to the TF routing screen.
The buttons on the main screen would need to be used in these cases.


_____________________________

Michael

(in reply to noguaranteeofsanity)
Post #: 21
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/28/2010 11:51:30 AM   
herwin

 

Posts: 6057
Joined: 5/28/2004
From: Sunderland, UK
Status: offline

quote:

ORIGINAL: PaxMondo

Thanks to the dev team for ongoing great support.



Amen!

_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to PaxMondo)
Post #: 22
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/28/2010 7:17:18 PM   
crsutton


Posts: 7033
Joined: 12/6/2002
From: Maryland
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: ny59giants

Was the pilot training below 5k fixed?? I had planes that were set for LowN training at 2k actually training up in NavB.


Still to come.



Today I was running some tests of fighter bombers strafing and bombing at low levels. I noticed that unless bombing at 100 or 1000 feet the fighter bomber pilots gained no skill at low ground bombing but gained regular bombing skill instead. That is, fighter bombers attacking at 2000 feet would gain skill in regular bombing. Is this related to the above or is is working as designed. If it is to be changed then I want to suspend my tests until so.

Thanks,

_____________________________

I am the Holy Roman Emperor and am above grammar.

Sigismund of Luxemburg

(in reply to michaelm)
Post #: 23
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/28/2010 9:35:17 PM   
mikkey


Posts: 731
Joined: 2/10/2008
From: Slovakia
Status: offline
This is not only current patch problem. If I looking window "Task Force in this hex" and click on the specific TF than in the TF window button "Back", or shortcut "Esc", do not return me to the previous window "Task Force in this hex" but works similar as button "Exit" and close all windows. It could be adjusted so that they can be press "Esc" return to the previous window? Thanks michaelm

_____________________________


(in reply to crsutton)
Post #: 24
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/28/2010 9:38:39 PM   
noguaranteeofsanity


Posts: 257
Joined: 11/24/2009
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: michaelm

To minimize risks in the routing area, I think I will need to disable 'Set destination' and 'Set Home base' when off-map.
There is safeguards on the main TF screen to handle on-map/off-map destinations and home base changes, but these aren't as simple to add to the TF routing screen.
The buttons on the main screen would need to be used in these cases.



That seems like a reasonable compromise and suits my style of play, thanks for the great support! I usually set the homeport and destination on the main screen anyway, before going into the routing options.

(in reply to michaelm)
Post #: 25
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/29/2010 6:45:01 PM   
Pascal


Posts: 1637
Joined: 8/20/2003
From: in New England now after driving across US from CA
Status: offline

quote:

ORIGINAL: herwin


quote:

ORIGINAL: PaxMondo

Thanks to the dev team for ongoing great support.



Amen!


+1 here. Incredible support.

_____________________________

So much WitP and so little time to play.... :-(


(in reply to herwin)
Post #: 26
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/29/2010 7:05:28 PM   
ckk

 

Posts: 1228
Joined: 10/18/2000
From: Pensacola Beach FL
Status: offline

quote:

ORIGINAL: Pascal


quote:

ORIGINAL: herwin


quote:

ORIGINAL: PaxMondo

Thanks to the dev team for ongoing great support.



Amen!


+1 here. Incredible support.

+ 250 for all those who have already downloaded the latest patch

(in reply to Pascal)
Post #: 27
RE: Patch 06 - Public Beta - Build 1108c (build02) - 12/29/2010 8:21:29 PM   
pad152

 

Posts: 2829
Joined: 4/23/2000
Status: offline
Thanks for the patch, nice Christmas present!
I'm very happy with the ability to now see destroyed LCU's, this has been number 1 on my wish list for a long time!

The only things left on my wish list
- wiptChk for AE to help verify/check custom scenarios
- Better experience gain and promotions for Land/Sea leaders
- War in the Med


(in reply to ckk)
Post #: 28
RE: Patch 06 - Public Beta - Build 1108c (build02) - 1/1/2011 1:27:15 AM   
Nikel

 

Posts: 148
Joined: 3/24/2009
Status: offline
A little glitch that also happened in WitE and was fixed. The icon is not displayed on the top left of the window. Should be like the pic on the right I guess



< Message edited by Nikel -- 1/1/2011 7:39:47 PM >

(in reply to pad152)
Post #: 29
RE: Patch 06 - Public Beta - Build 1108c (build02) - 1/1/2011 8:06:05 PM   
barkorn45

 

Posts: 280
Joined: 1/17/2010
Status: offline
ran the update and started game from new exe on desktop.program started in small window when i hit maximise went to a slightly larger window not full screen{can't get it to do that in oriiginal exe but at least it is not small window}.
resolution is 1900-800.

(in reply to Nikel)
Post #: 30
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