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RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April

 
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RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/25/2011 7:16:19 PM   
berto


Posts: 3661
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: online
quote:

ORIGINAL: hunchback77

quote:

ORIGINAL: michaelm

I may compromise (as usual) by just showing the 'green dots' of the hexes within the supply range.
You wont know if the path ended due to running out of supply points or presence of enemy unit.


I like the numbers instead of the green dots Michael, it helps in understanding the flow of supply. Please keep it as is for AI games and add the option to turn it off in PBEM games. Thank you.

+1

My position exactly.

Although I don't like to bean count my way through the Fog of War, I can resist the temptation to inspect the numbers too closely. But, yeah, they are of immense help in understanding supply. It would be a shame to lose them.

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(in reply to hunchback77)
Post #: 451
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/25/2011 10:43:02 PM   
Buck Beach

 

Posts: 1912
Joined: 6/25/2000
From: Upland,CA,USA
Status: online

quote:

ORIGINAL: berto

quote:

ORIGINAL: hunchback77

quote:

ORIGINAL: michaelm

I may compromise (as usual) by just showing the 'green dots' of the hexes within the supply range.
You wont know if the path ended due to running out of supply points or presence of enemy unit.


I like the numbers instead of the green dots Michael, it helps in understanding the flow of supply. Please keep it as is for AI games and add the option to turn it off in PBEM games. Thank you.

+1

My position exactly.

Although I don't like to bean count my way through the Fog of War, I can resist the temptation to inspect the numbers too closely. But, yeah, they are of immense help in understanding supply. It would be a shame to lose them.


+2

(in reply to berto)
Post #: 452
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/26/2011 3:18:19 AM   
sspahr

 

Posts: 81
Joined: 7/18/2005
Status: offline

quote:

ORIGINAL: KHawk

That is kind of why I am asking. I go in at 12000 just to be safe.

There has been changes with the attack bombers and torpedo bombers.

Recently I tried using fighters at 12000 and they seemed to Level Bomb.

Was hoping to get the facts.

KHawk


I've noticed the same since changing to 1108k9 from 1108k7. Also, dive bombers were level bombing from 16000ft when I was playing with 1108k9 last night, so something has changed that's not in the notes.

(in reply to KHawk)
Post #: 453
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/26/2011 3:25:49 AM   
michaelm


Posts: 8844
Joined: 5/5/2001
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: sspahr


quote:

ORIGINAL: KHawk

That is kind of why I am asking. I go in at 12000 just to be safe.

There has been changes with the attack bombers and torpedo bombers.

Recently I tried using fighters at 12000 and they seemed to Level Bomb.

Was hoping to get the facts.

KHawk


I've noticed the same since changing to 1108k9 from 1108k7. Also, dive bombers were level bombing from 16000ft when I was playing with 1108k9 last night, so something has changed that's not in the notes.

Hasn't been any changes for air attacks between k7 and k9.
When I have a chance, I'll update the advised table.

_____________________________

Michael

(in reply to sspahr)
Post #: 454
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/26/2011 4:27:09 AM   
sspahr

 

Posts: 81
Joined: 7/18/2005
Status: offline
quote:

ORIGINAL: michaelm
Hasn't been any changes for air attacks between k7 and k9.
When I have a chance, I'll update the advised table.


Here are the combat reports pertaining to the dive bombers appearing to level bomb when set to 16000ft that I referred to. I suppose they could be glide bombing with the attack altitudes not being updated for the report.

--------------------------------------------------------------------------------
Morning Air attack on TF, near Akyab at 54,45

Weather in hex: Thunderstorms

Raid spotted at 26 NM, estimated altitude 20,000 feet.
Estimated time to target is 10 minutes

Japanese aircraft
Ki-27b Nate x 7
Ki-43-IIa Oscar x 3



Allied aircraft
Hurricane IIc Trop x 16
Vengeance I x 16


Japanese aircraft losses
Ki-27b Nate: 1 destroyed

Allied aircraft losses
Vengeance I: 1 damaged

Japanese Ships
xAK Teiren Maru
xAK Tonan Maru
xAK Nansin Maru



Aircraft Attacking:
16 x Vengeance I bombing from 16000 feet
Naval Attack: 2 x 500 lb SAP Bomb, 2 x 250 lb SAP Bomb

CAP engaged:
25th Sentai with Ki-43-IIa Oscar (0 airborne, 0 on standby, 2 scrambling)
(1 plane(s) diverted to support CAP in hex.)
1 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 13000 , scrambling fighters between 14000 and 15000.
Time for all group planes to reach interception is 37 minutes
2 planes vectored on to bombers
244th Sentai with Ki-27b Nate (0 airborne, 0 on standby, 7 scrambling)
Group patrol altitude is 7000 , scrambling fighters between 8000 and 14000.
Time for all group planes to reach interception is 40 minutes
1 planes vectored on to bombers
--------------------------------------------------------------------------------
Afternoon Air attack on TF, near Akyab at 54,45

Weather in hex: Light cloud

Raid spotted at 19 NM, estimated altitude 20,000 feet.
Estimated time to target is 7 minutes

Japanese aircraft
Ki-27b Nate x 13
Ki-43-IIa Oscar x 5



Allied aircraft
Hurricane IIc Trop x 14
Vengeance I x 15


No Japanese losses

Allied aircraft losses
Hurricane IIc Trop: 1 destroyed
Vengeance I: 3 damaged

Japanese Ships
CL Yubari, Bomb hits 1, on fire
xAP Tenzan Maru, Bomb hits 1, on fire



Aircraft Attacking:
15 x Vengeance I bombing from 16000 feet
Naval Attack: 2 x 500 lb SAP Bomb, 2 x 250 lb SAP Bomb

CAP engaged:
25th Sentai with Ki-43-IIa Oscar (1 airborne, 0 on standby, 0 scrambling)
(5 plane(s) diverted to support CAP in hex.)
1 plane(s) intercepting now.
0 plane(s) not yet engaged, 4 being recalled, 0 out of immediate contact.
Group patrol altitude is 13000
Time for all group planes to reach interception is 2 minutes
244th Sentai with Ki-27b Nate (0 airborne, 0 on standby, 0 scrambling)
(13 plane(s) diverted to support CAP in hex.)
0 plane(s) not yet engaged, 9 being recalled, 4 out of immediate contact.
Group patrol altitude is 7000
Time for all group planes to reach interception is 27 minutes
4 planes vectored on to bombers

Heavy smoke from fires obscuring CL Yubari
Heavy smoke from fires obscuring xAP Tenzan Maru


--------------------------------------------------------------------------------


(in reply to michaelm)
Post #: 455
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/26/2011 6:20:31 AM   
witpqs

 

Posts: 14117
Joined: 10/4/2004
From: Argleton
Status: offline
quote:

ORIGINAL: michaelm

BTW, has anyone tried the password change function in last build?

I thought it might be useful as I have had requests to change the password in the past.



I can't find the function. Am I looking in the right place?





Attachment (1)

(in reply to michaelm)
Post #: 456
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/26/2011 7:01:48 AM   
michaelm


Posts: 8844
Joined: 5/5/2001
From: Sydney, Australia
Status: offline
ITS GONE!!!

It was there. Honest.

Found it.
My error. Changed a variable and forgot to update the save screen.

It will be back on the next build.




Attachment (1)

< Message edited by michaelm -- 4/26/2011 7:10:44 AM >


_____________________________

Michael

(in reply to witpqs)
Post #: 457
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/26/2011 7:11:19 AM   
witpqs

 

Posts: 14117
Joined: 10/4/2004
From: Argleton
Status: offline
quote:

ORIGINAL: michaelm

ITS GONE!!!



Oh no, I broke it!



(in reply to michaelm)
Post #: 458
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/26/2011 7:12:18 AM   
michaelm


Posts: 8844
Joined: 5/5/2001
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: sspahr

quote:

ORIGINAL: michaelm
Hasn't been any changes for air attacks between k7 and k9.
When I have a chance, I'll update the advised table.


Here are the combat reports pertaining to the dive bombers appearing to level bomb when set to 16000ft that I referred to. I suppose they could be glide bombing with the attack altitudes not being updated for the report.

--------------------------------------------------------------------------------
Morning Air attack on TF, near Akyab at 54,45

Weather in hex: Thunderstorms

Raid spotted at 26 NM, estimated altitude 20,000 feet.
Estimated time to target is 10 minutes

Japanese aircraft
Ki-27b Nate x 7
Ki-43-IIa Oscar x 3



Allied aircraft
Hurricane IIc Trop x 16
Vengeance I x 16


Japanese aircraft losses
Ki-27b Nate: 1 destroyed

Allied aircraft losses
Vengeance I: 1 damaged

Japanese Ships
xAK Teiren Maru
xAK Tonan Maru
xAK Nansin Maru



Aircraft Attacking:
16 x Vengeance I bombing from 16000 feet
Naval Attack: 2 x 500 lb SAP Bomb, 2 x 250 lb SAP Bomb

CAP engaged:
25th Sentai with Ki-43-IIa Oscar (0 airborne, 0 on standby, 2 scrambling)
(1 plane(s) diverted to support CAP in hex.)
1 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 13000 , scrambling fighters between 14000 and 15000.
Time for all group planes to reach interception is 37 minutes
2 planes vectored on to bombers
244th Sentai with Ki-27b Nate (0 airborne, 0 on standby, 7 scrambling)
Group patrol altitude is 7000 , scrambling fighters between 8000 and 14000.
Time for all group planes to reach interception is 40 minutes
1 planes vectored on to bombers
--------------------------------------------------------------------------------
Afternoon Air attack on TF, near Akyab at 54,45

Weather in hex: Light cloud

Raid spotted at 19 NM, estimated altitude 20,000 feet.
Estimated time to target is 7 minutes

Japanese aircraft
Ki-27b Nate x 13
Ki-43-IIa Oscar x 5



Allied aircraft
Hurricane IIc Trop x 14
Vengeance I x 15


No Japanese losses

Allied aircraft losses
Hurricane IIc Trop: 1 destroyed
Vengeance I: 3 damaged

Japanese Ships
CL Yubari, Bomb hits 1, on fire
xAP Tenzan Maru, Bomb hits 1, on fire



Aircraft Attacking:
15 x Vengeance I bombing from 16000 feet
Naval Attack: 2 x 500 lb SAP Bomb, 2 x 250 lb SAP Bomb

CAP engaged:
25th Sentai with Ki-43-IIa Oscar (1 airborne, 0 on standby, 0 scrambling)
(5 plane(s) diverted to support CAP in hex.)
1 plane(s) intercepting now.
0 plane(s) not yet engaged, 4 being recalled, 0 out of immediate contact.
Group patrol altitude is 13000
Time for all group planes to reach interception is 2 minutes
244th Sentai with Ki-27b Nate (0 airborne, 0 on standby, 0 scrambling)
(13 plane(s) diverted to support CAP in hex.)
0 plane(s) not yet engaged, 9 being recalled, 4 out of immediate contact.
Group patrol altitude is 7000
Time for all group planes to reach interception is 27 minutes
4 planes vectored on to bombers

Heavy smoke from fires obscuring CL Yubari
Heavy smoke from fires obscuring xAP Tenzan Maru


--------------------------------------------------------------------------------




Got a save?

_____________________________

Michael

(in reply to sspahr)
Post #: 459
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/26/2011 8:33:42 AM   
michaelm


Posts: 8844
Joined: 5/5/2001
From: Sydney, Australia
Status: offline
I got tired of trying to work out if the Burma Road was giving supply or not.

So I have added a line on the base screen of Tsuyung and Ledo/Rangoon to indicate that the 500 daily supply is being added.

Bottom line on the left hand side in case you can't see the colored box.





Attachment (1)

_____________________________

Michael

(in reply to michaelm)
Post #: 460
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/26/2011 8:58:23 AM   
Alfred

 

Posts: 3567
Joined: 9/28/2006
Status: offline
Excellent.

You got tired and so did some of us explaining it.

However your new enhancement has just given me an idea. Rather than having the new "5" shortcut displaying all the hexes with the supply, and in the process disclosing a hex with the presence of an enemy unit, why not adapt the "Burma Road" open concept to all bases. Each base could simply show in the bottom left, the nummerical highest valid supply path eg "90" would indicate a valid path of that value to a supply source and hence a bases which gets resupplied x times per week (I forgt the exact number) whereas "19" indcates only resupplied once a week.

Alfred

(in reply to michaelm)
Post #: 461
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/26/2011 9:00:49 AM   
sspahr

 

Posts: 81
Joined: 7/18/2005
Status: offline
quote:

ORIGINAL: michaelm
Got a save?


Here it is:

Attachment (1)

(in reply to michaelm)
Post #: 462
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/26/2011 10:48:46 AM   
KHawk

 

Posts: 52
Joined: 7/3/2004
Status: offline
Thanks sspahr for spotting the dive bomers.

I think all glide bombing has accidently stopped when it was removed from torpedo bombers.

KHawk

(in reply to sspahr)
Post #: 463
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/26/2011 12:58:03 PM   
USS America


Posts: 15864
Joined: 10/28/2002
From: Apex, NC, USA
Status: offline

quote:

ORIGINAL: michaelm

I got tired of trying to work out if the Burma Road was giving supply or not.

So I have added a line on the base screen of Tsuyung and Ledo/Rangoon to indicate that the 500 daily supply is being added.

Bottom line on the left hand side in case you can't see the colored box.






I like this addition, too, Michael! For clarification, isn't the Ledo Road path removed as an option? I thought (maybe with an early patch) that the Burma Road was limited to tracing a supply path to Rangoon.

_____________________________

Mike

"Good times will set you free" - Jimmy Buffett

"They need more rum punch" - Me


Artwork by The Amazing Dixie

(in reply to michaelm)
Post #: 464
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/26/2011 3:36:05 PM   
Buck Beach

 

Posts: 1912
Joined: 6/25/2000
From: Upland,CA,USA
Status: online

quote:

ORIGINAL: michaelm

Bottom line on the left hand side in case you can't see the colored box.



Thank you for this.

Buck

(in reply to michaelm)
Post #: 465
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/26/2011 4:34:52 PM   
Bullwinkle58


Posts: 8031
Joined: 2/24/2009
Status: offline

quote:

ORIGINAL: Alfred

Excellent.

You got tired and so did some of us explaining it.

However your new enhancement has just given me an idea. Rather than having the new "5" shortcut displaying all the hexes with the supply, and in the process disclosing a hex with the presence of an enemy unit, why not adapt the "Burma Road" open concept to all bases. Each base could simply show in the bottom left, the nummerical highest valid supply path eg "90" would indicate a valid path of that value to a supply source and hence a bases which gets resupplied x times per week (I forgt the exact number) whereas "19" indcates only resupplied once a week.

Alfred



Oh, yeah, like you wouldn't have to explain THIS one!!!!

"Grandpa, what's that number floating around on the bottom left of my box?"

Throw us visual perception dudes a bone, man! I like the hex path way for I am all about the pictures.

_____________________________

The Moose

(in reply to Alfred)
Post #: 466
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/26/2011 6:54:48 PM   
m10bob


Posts: 7119
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline
It would have been nice had the Ledo Road and Burma Road been displayed on the map with unique marking?

_____________________________




(in reply to Bullwinkle58)
Post #: 467
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/27/2011 12:28:13 AM   
Flying Tiger

 

Posts: 485
Joined: 3/11/2008
From: ummmm... i HATE that question!
Status: offline
any word yet on when this patch will become 'official'??

(in reply to m10bob)
Post #: 468
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/27/2011 2:35:48 AM   
ckk

 

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

quote:

ORIGINAL: Flying Tiger

any word yet on when this patch will become 'official'??


Inquiring minds want to know

Michael You don't have to stop your incredible work. Just let the rest of us catch up!!!

(in reply to Flying Tiger)
Post #: 469
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/27/2011 2:48:11 AM   
BigDuke66


Posts: 1537
Joined: 2/1/2001
From: Terra
Status: offline
Yea lets wait till michaelm burns out, then the Patch can be made official.
Till then we should let him roll.

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Last of the Wilds!
"Spread word to every slave, that even the mighty republic bleeds when struck!"

(in reply to ckk)
Post #: 470
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/27/2011 1:44:50 PM   
berto


Posts: 3661
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: online
A possible Ground Units screen Back-button bug in 1108k9:

When I select the on-map LCU icon, arriving at the Ground Units at Hex... screen; then select an individual unit; then hit the "Go back one window" Back button--I arrive back at the Ground Units at Hex... screen, but it is empty, devoid of any LCU listings.

Not in all cases, but quite often. I've been seeing this frequently with 1108k9. Never encountered the problem before this.

Saves here.

< Message edited by berto -- 4/27/2011 1:51:59 PM >


_____________________________

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PIKT, http://pikt.org
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AGElint debugging toolkit, http://www.matrixgames.com/forums/tm.asp?m=2978333

(in reply to michaelm)
Post #: 471
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/27/2011 9:28:15 PM   
BigDuke66


Posts: 1537
Joined: 2/1/2001
From: Terra
Status: offline
Can anyone tell me what using the "4" shows on map? 1-3 are in the manual but not 4.
And does someone have an up-to-date list of the hotkeys, seems that more are missing in the manual.

Also the supply paths visible on map are great but man that slows down my PC a lot I can't even scroll with it and I have to turn it off, any ideas to improve performance?

< Message edited by BigDuke66 -- 4/27/2011 9:54:58 PM >


_____________________________

Last of the Wilds!
"Spread word to every slave, that even the mighty republic bleeds when struck!"

(in reply to berto)
Post #: 472
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/27/2011 10:15:11 PM   
Nomad


Posts: 4368
Joined: 9/5/2001
From: Northern Rockies
Status: offline
BigDuke66, there have been a number of shortcuts added so are not in the manual.

_____________________________



Don't ask me any questions, apparently I know nothing about WitP:AE

(in reply to BigDuke66)
Post #: 473
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/27/2011 10:26:18 PM   
witpqs

 

Posts: 14117
Joined: 10/4/2004
From: Argleton
Status: offline
quote:

ORIGINAL: BigDuke66

Can anyone tell me what using the "4" shows on map? 1-3 are in the manual but not 4.
And does someone have an up-to-date list of the hotkeys, seems that more are missing in the manual.

Also the supply paths visible on map are great but man that slows down my PC a lot I can't even scroll with it and I have to turn it off, any ideas to improve performance?


I don't have it open right now, but that might be one that shows the country codes that the game engine uses for things like figuring out if the Soviets should activate, if emergency invasion reinforcements should arrive, that sort of thing.

(in reply to BigDuke66)
Post #: 474
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/28/2011 6:16:28 AM   
michaelm


Posts: 8844
Joined: 5/5/2001
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: USS America


quote:

ORIGINAL: michaelm

I got tired of trying to work out if the Burma Road was giving supply or not.

So I have added a line on the base screen of Tsuyung and Ledo/Rangoon to indicate that the 500 daily supply is being added.

Bottom line on the left hand side in case you can't see the colored box.






I like this addition, too, Michael! For clarification, isn't the Ledo Road path removed as an option? I thought (maybe with an early patch) that the Burma Road was limited to tracing a supply path to Rangoon.

The code checks path from Ledo, and if that isn't open, then checks path from Rangoon.
No indication that it has/was removed.

_____________________________

Michael

(in reply to USS America)
Post #: 475
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/28/2011 6:21:39 AM   
michaelm


Posts: 8844
Joined: 5/5/2001
From: Sydney, Australia
Status: offline
I only turn it on when I need it. And then off again.

Turning off before map moving is a very good idea as it does take time to recalc and draw the numbers on the map.

quote:

Also the supply paths visible on map are great but man that slows down my PC a lot I can't even scroll with it and I have to turn it off, any ideas to improve performance?


< Message edited by michaelm -- 4/28/2011 6:22:57 AM >


_____________________________

Michael

(in reply to BigDuke66)
Post #: 476
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/28/2011 1:54:51 PM   
Bullwinkle58


Posts: 8031
Joined: 2/24/2009
Status: offline

quote:

ORIGINAL: michaelm

I only turn it on when I need it. And then off again.

Turning off before map moving is a very good idea as it does take time to recalc and draw the numbers on the map.


I d/led the latest beta just to get the '5' hotkey feature, and it's been a revelation to this "visual learner." I've spent over an hour just paging around the map to key bases and hitting the 5 key, finally seeing why supplies do that voodoo they do so well. Especially illustrative seeing the Oz Outback up the middle numbers through Alice Springs, and how they tail off as one goes south.

Really good feature, Michael. I hope you leave it as is, at least for AI play. It is far more useful than any negatives about un-reconned info on hidden enemy units could be as a negative aspect.

_____________________________

The Moose

(in reply to michaelm)
Post #: 477
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/28/2011 4:27:41 PM   
michaelm


Posts: 8844
Joined: 5/5/2001
From: Sydney, Australia
Status: offline
Maybe I'll change one VP everytime a player uses it.

_____________________________

Michael

(in reply to Bullwinkle58)
Post #: 478
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April - 4/28/2011 4:30:25 PM   
michaelm


Posts: 8844
Joined: 5/5/2001
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: michaelm

I only turn it on when I need it. And then off again.

Turning off before map moving is a very good idea as it does take time to recalc and draw the numbers on the map.


I d/led the latest beta just to get the '5' hotkey feature, and it's been a revelation to this "visual learner." I've spent over an hour just paging around the map to key bases and hitting the 5 key, finally seeing why supplies do that voodoo they do so well. Especially illustrative seeing the Oz Outback up the middle numbers through Alice Springs, and how they tail off as one goes south.

Really good feature, Michael. I hope you leave it as is, at least for AI play. It is far more useful than any negatives about un-reconned info on hidden enemy units could be as a negative aspect.


I know of several games that show the 'supply point' path - OAW comes to mind. But I don't know if they have the degree of FOW that we have.

_____________________________

Michael

(in reply to Bullwinkle58)
Post #: 479
RE: Patch 06 - Public Beta - Build 1108j (build03) - 4/28/2011 9:38:18 PM   
inqistor


Posts: 1332
Joined: 5/12/2010
Status: offline
So what exactly does:
quote:

Fixed Error in some calculations of MP and ARM points for squad-type devices in some places [MEM]

mean? Is now cost for devices closer to 1 Armament Point for 1 load point, as stated in manual?

(in reply to Halsey)
Post #: 480
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