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RE: Patch 06 - Public Beta - Build 1108j (build03)

 
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RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/17/2011 7:18:52 PM   
Nemo121


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Well, actually, a lot of kamikaze units seem to have been formed and then flown out en masse to replace the previous wave of pilots and planes in a unit after it had been committed. So we see planes and pilots arriving in large waves to frontline kamikaze units, not in dribs and drabs over the course of a week or more - that is, of course, so long as the replacement system worked. I'm sure it broke down at times in the end war period.

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Post #: 931
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/17/2011 9:56:22 PM   
darbymcd

 

Posts: 288
Joined: 12/6/2005
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Are you sure this won't lead to unrealistic operational tempo over time for each Kamikaze unit? You mention units replacing other units, but what you seem to be asking is for each unit to launch attacks more frequently. I just think this may be overstating the capacity of these individual units a bit, so caution is warrented here.

(in reply to Nemo121)
Post #: 932
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/18/2011 5:43:07 AM   
PaxMondo


Posts: 5761
Joined: 6/6/2008
Status: online

quote:

ORIGINAL: Nemo121

Well, actually, a lot of kamikaze units seem to have been formed and then flown out en masse to replace the previous wave of pilots and planes in a unit after it had been committed. So we see planes and pilots arriving in large waves to frontline kamikaze units, not in dribs and drabs over the course of a week or more - that is, of course, so long as the replacement system worked. I'm sure it broke down at times in the end war period.

Nemo, can't you just overstack your air groups with "veteran" pilots? There isn't any limit on those ... you can cram 50 pilots into a 12 a/c group if you want. In your case, with planning, you should have no shortage ... just a thought ...

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Pax

(in reply to Nemo121)
Post #: 933
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/18/2011 3:48:04 PM   
Nemo121


Posts: 5807
Joined: 2/6/2004
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PaxMondo,

Unless things have changed since m7 you can't overstack the groups with that many pilots. I am finding that for a 36 plane group I am able to put in about 39 pilots.... If it could work the way you say then there'd be no problem since you could just hugely overstack at the beginning of a month, operate for a month and then replenish at the start of the next month ( when the next wave of kamikaze trainees graduates ).If they've changed do let me know and I'll upgrade to m8 since that'd be a change worth having.


Darbymcd,
At present the current in-game model of bringing pilots who have completed their advanced training ( the pre-operational deployment training in kamikaze tactics carried out after their basic training was finished ) into kamikaze units doesn't meet the requirements of those units, requirements Japan was able to handle in real-life ( I point here towards the many thousands of kamikazes held in readiness for Kyushu ). There are workarounds of course but a very simple change ( allowing either unlimited numbers of pilots to be stored in kamikaze units OR removing the delay for pilots transferring to kamikaze units ) would solve the problem entirely.

Players wouldn't be able to abuse this since there would be no change to place replacement rates/repair. That would cap the number of sorties which could be flown within the month and prevent a single squadron flying unlimited sorties per month.

< Message edited by Nemo121 -- 6/18/2011 3:49:10 PM >


_____________________________

John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.

(in reply to PaxMondo)
Post #: 934
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/19/2011 1:49:03 AM   
felix83


Posts: 20
Joined: 8/13/2009
From: München, Bayern
Status: offline
Hi Michel, thanks for this wounderful patch  you provide to us  I Constantly upgrading and love it.

Today I stumbled over the Bomb altitudes. Did I overread that the Dive Bomber altitudes have changed?! Just wondering
Before the patch I flew always at 15k both TB, DB and F with the message "bombs released at ..."
After the patches I was wondering about the bad Bomb accuracy and could not find the message above, so I changed to 14k and had the Message of "bombs released at ..." whereas at 15k it just said Naval Bomb at 15k.

(in reply to Nemo121)
Post #: 935
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/19/2011 2:57:09 AM   
Numdydar

 

Posts: 1826
Joined: 2/13/2004
Status: offline
Game crashes to desktop every time after a sub attack on Japanese TF209 using 1108m8. Attached is the save.

After some more testing. Something is occuring after that that is causing the crash, not the attack itself. I changed the path of that TF and a different sub attack against a different TF occured and the game still crashed.

I hope you can salvage my save and send it back, otherwise the game looks to be lost.

Attachment (1)

< Message edited by Numdydar -- 6/19/2011 3:08:38 AM >

(in reply to felix83)
Post #: 936
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/19/2011 3:19:52 AM   
michaelm


Posts: 9149
Joined: 5/5/2001
From: Sydney, Australia
Status: online
The PT boat in the TF 258 is out of endurance and is trying to refuel. This is causing a 'divide by zero' error. Not the sub attack per se.
Can counter that but not sure why it is a problem - surely ships have run out of fuel in the past while at sea.
Investigating.
The PT is being routed to UK for repairs !!!

Run the turn and have it crash.
Load the 002 save in H2H and go to the TF 258 (Allied PT TF near Aden entry point)
Change its destination to Karchi
Save game.
Reload this save as normal and continue playing.

< Message edited by michaelm -- 6/19/2011 3:38:15 AM >


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Michael

(in reply to Numdydar)
Post #: 937
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/19/2011 5:46:59 AM   
Numdydar

 

Posts: 1826
Joined: 2/13/2004
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I guess the crew really wanted some 'at home' time' lol. Thanks for the help.

(in reply to michaelm)
Post #: 938
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/19/2011 7:09:55 AM   
Andrew Brown


Posts: 4874
Joined: 9/5/2000
From: Hex 82,170
Status: offline
quote:

The PT boat in the TF 258 is out of endurance and is trying to refuel. This is causing a 'divide by zero' error. Not the sub attack per se.
Can counter that but not sure why it is a problem - surely ships have run out of fuel in the past while at sea.
Investigating.
The PT is being routed to UK for repairs !!!

Run the turn and have it crash.
Load the 002 save in H2H and go to the TF 258 (Allied PT TF near Aden entry point)
Change its destination to Karchi
Save game.
Reload this save as normal and continue playing.


Hmmmmm if the TF is on-map it should not be possible for it to be routed to the UK! The UK should only be accessible from some of the other off-map bases.

Andrew

(in reply to michaelm)
Post #: 939
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/19/2011 9:40:47 AM   
michaelm


Posts: 9149
Joined: 5/5/2001
From: Sydney, Australia
Status: online

quote:

ORIGINAL: Andrew Brown

quote:

The PT boat in the TF 258 is out of endurance and is trying to refuel. This is causing a 'divide by zero' error. Not the sub attack per se.
Can counter that but not sure why it is a problem - surely ships have run out of fuel in the past while at sea.
Investigating.
The PT is being routed to UK for repairs !!!

Run the turn and have it crash.
Load the 002 save in H2H and go to the TF 258 (Allied PT TF near Aden entry point)
Change its destination to Karchi
Save game.
Reload this save as normal and continue playing.


Hmmmmm if the TF is on-map it should not be possible for it to be routed to the UK! The UK should only be accessible from some of the other off-map bases.

Andrew

The TF home base was UK. The AI was trying to route to the home base.
It seemed to correct itself at the end of the turn.

_____________________________

Michael

(in reply to Andrew Brown)
Post #: 940
RE: Patch 06 - Public Beta - Build 1108m9 - 6/19/2011 10:28:18 AM   
michaelm


Posts: 9149
Joined: 5/5/2001
From: Sydney, Australia
Status: online
[1108m9]
Tweaked On mouse over land units, unit number is in [], and if too many to list, "plus xx more LCUs" will be added to display. Leave room for "Total" line [MEM]
Fixed Missing weapons on ship database ingame [MEM]
Tweaked Randomize unit detection affecting base DL [MEM]
Tweaked Turn on normal message delay at end of turn cycle (except for continous play) [MEM]
Tweaked Added more info on mouse over on groups in hex and land/naval list [DCB]
Fixed Stop TF endurance from going below 0 - caused CTD [MEM]
Fixed Low skill pilots could start with high individual skill [MEM]


< Message edited by michaelm -- 6/19/2011 10:31:48 AM >


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Michael

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Post #: 941
RE: Patch 06 - Public Beta - Build 1108m9 - 6/19/2011 11:26:11 AM   
Sardaukar


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"This is madness! no, this is michaelm!"


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Post #: 942
RE: Patch 06 - Public Beta - Build 1108m9 - 6/19/2011 12:44:34 PM   
PaxMondo


Posts: 5761
Joined: 6/6/2008
Status: online
Thanks Michael!!



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Pax

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Post #: 943
RE: Patch 06 - Public Beta - Build 1108m9 - 6/19/2011 12:48:10 PM   
BigDuke66


Posts: 1587
Joined: 2/1/2001
From: Terra
Status: offline
He should get his own Superhero Theme Song!

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Post #: 944
RE: Patch 06 - Public Beta - Build 1108m9 - 6/19/2011 12:49:04 PM   
Nessaja


Posts: 117
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From: Bremerhaven/Germany
Status: offline
Great Work!!!

(in reply to BigDuke66)
Post #: 945
RE: Patch 06 - Public Beta - Build 1108m9 - 6/19/2011 12:54:09 PM   
PaxMondo


Posts: 5761
Joined: 6/6/2008
Status: online
Michael,

"Fixed Low skill pilots could start with high individual skill [MEM]"

Confirm fixed.

Not sure that pilot replacement selection is now WAD. Sent you a save game via email to evaluate.

THANKS for the ongoing support!!!

< Message edited by PaxMondo -- 6/19/2011 3:17:25 PM >


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Pax

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Post #: 946
RE: Patch 06 - Public Beta - Build 1108m9 - 6/20/2011 1:23:03 AM   
DivePac88


Posts: 3115
Joined: 10/9/2008
From: Somewhere in the South Pacific.
Status: offline
Thank you again Michael for all your hard-work.

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You understand now, Why you came this way

(in reply to michaelm)
Post #: 947
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/20/2011 1:27:27 AM   
Andrew Brown


Posts: 4874
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Andrew Brown
Hmmmmm if the TF is on-map it should not be possible for it to be routed to the UK! The UK should only be accessible from some of the other off-map bases.

Andrew

The TF home base was UK. The AI was trying to route to the home base.
It seemed to correct itself at the end of the turn.


I should have added - it should not be possible for an on-map TF to have a home base of the UK either. Again that should only be possible for TF's in other off-map bases (that have direct links to the UK base).

So it looks like there is still a bug lurking in the off map movement code.

The off map bases that are not directly linked to the main map, and for which it should be impossible to set either home base or destination for on-map TFs, are UK, Canada and US East Coast. Also, prior to May 1943, Aden does not have a direct link to any other off-map base, and so a TF at Aden should not be able to set its home base or destination to any other off map base, and vice versa (when the Med opens, those all become possible).

Andrew

(in reply to michaelm)
Post #: 948
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/20/2011 5:25:01 AM   
witpqs


Posts: 14756
Joined: 10/4/2004
From: Argleton
Status: online
quote:

ORIGINAL: Andrew Brown

quote:

ORIGINAL: michaelm

quote:

ORIGINAL: Andrew Brown
Hmmmmm if the TF is on-map it should not be possible for it to be routed to the UK! The UK should only be accessible from some of the other off-map bases.

Andrew

The TF home base was UK. The AI was trying to route to the home base.
It seemed to correct itself at the end of the turn.


I should have added - it should not be possible for an on-map TF to have a home base of the UK either. Again that should only be possible for TF's in other off-map bases (that have direct links to the UK base).

So it looks like there is still a bug lurking in the off map movement code.

The off map bases that are not directly linked to the main map, and for which it should be impossible to set either home base or destination for on-map TFs, are UK, Canada and US East Coast. Also, prior to May 1943, Aden does not have a direct link to any other off-map base, and so a TF at Aden should not be able to set its home base or destination to any other off map base, and vice versa (when the Med opens, those all become possible).

Andrew


Except that Aden and Abadan are always reachable from each other, so I guess you mean "other than Abadan" when talking about Aden before the Med opens.

(in reply to Andrew Brown)
Post #: 949
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/20/2011 7:12:33 AM   
Andrew Brown


Posts: 4874
Joined: 9/5/2000
From: Hex 82,170
Status: offline
quote:

ORIGINAL: witpqs
quote:

I should have added - it should not be possible for an on-map TF to have a home base of the UK either. Again that should only be possible for TF's in other off-map bases (that have direct links to the UK base).

So it looks like there is still a bug lurking in the off map movement code.

The off map bases that are not directly linked to the main map, and for which it should be impossible to set either home base or destination for on-map TFs, are UK, Canada and US East Coast. Also, prior to May 1943, Aden does not have a direct link to any other off-map base, and so a TF at Aden should not be able to set its home base or destination to any other off map base, and vice versa (when the Med opens, those all become possible).

Andrew


Except that Aden and Abadan are always reachable from each other, so I guess you mean "other than Abadan" when talking about Aden before the Med opens.


Yes. Other than Abadan.

Thanks,
Andrew

< Message edited by Andrew Brown -- 6/20/2011 7:13:14 AM >

(in reply to witpqs)
Post #: 950
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/20/2011 4:58:27 PM   
gabeeg


Posts: 243
Joined: 11/18/2009
Status: offline
michaelm,

I am a lurker in this particular forum. Just got the game a few months ago, but one of the reasons I pulled the trigger was because of the continued support you have been providing. I just wanted to add my thanks along with the others. I do hope at some point...maybe with the official patch release, that a manual update or errata is included. Seems the changes have gotten to the point that there are a lot of little things in the manual that are no longer exactly correct (though the basics are still there).

(in reply to Andrew Brown)
Post #: 951
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/21/2011 7:30:37 AM   
Satansbraten

 

Posts: 28
Joined: 7/27/2009
Status: offline
Testing the latest beta m9 I noticed something odd for ranks of air leaders:
I'm using scenario 6 (start = Dec 8) for comparision with the latest non-beta version.
Leader ranks seem to be "out-of-order" for some leaders (I guess this happens for named leaders only, those with * on the group screen).

Examples looked up while running the beta, when running the latest official patch their ranks are in the COL/LTC/MAJ "range" on all screens:
Some units in Manchuria:
1st Hikotai IMAF: Leader rank on group screen = LGEN, leader rank on pilot roster = LGEN
2nd Hikotai IMAF: Leader rank on group screen = LTC, leader rank on pilot roster = MGEN
3rd Hikotai IMAF: Leader rank on group screen = COL, leader rank on pilot roster = MGEN
Example of a Takao-based recon unit:
4th Sentai Det A: Leader rank on group screen = MGEN, leader rank on pilot roster = MGEN

Additionally some of the IJ Navy leaders in Takao also show differences between rank on group screen and rank on pilot roster, but not in the GEN range (or would it be ADM then?), but of course I didn't scan through all units...

Generally spoken, I'm sure I see the same deviations in listed ranks for *-pilots in the latest official version, especially in japanese navy units but not with such "extreme" ranks (e.g. some "flying"-leaders are CDR on group screen and LT on pilot roster).

My guess is this isn't a game breaker at all, but it looks very odd to have LGEN/MGEN as combat pilots

(in reply to gabeeg)
Post #: 952
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/21/2011 7:32:03 AM   
felix83


Posts: 20
Joined: 8/13/2009
From: München, Bayern
Status: offline
Hi michelm,
do you also observe that Air HQ are constantly disables some of its contents?
As one or two % disabled are normal, over the last 100 turns there seems to be a trend. Even the well suplied Air HQ in San Francisco (22 Mio. supply, maxed out) start to slowly degrade, now down to 91/100. All have normal leaders even in CONUS.
What makes we wonder is that other HQs doesnt seem to have this issue , as the West Coast Cmd for example has the usual 99/100 content.
I found it by chance in the tracker.
Is this WAD? Hope it helps.
It seemed to start after the update 1108m7a.


P.S. I would also thank you all for the ongoing support of this great game as I am mostly a lurker, mostly in read only mode.

(in reply to gabeeg)
Post #: 953
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/21/2011 1:57:20 PM   
michaelm


Posts: 9149
Joined: 5/5/2001
From: Sydney, Australia
Status: online

quote:

ORIGINAL: felix83

Hi michelm,
do you also observe that Air HQ are constantly disables some of its contents?
As one or two % disabled are normal, over the last 100 turns there seems to be a trend. Even the well suplied Air HQ in San Francisco (22 Mio. supply, maxed out) start to slowly degrade, now down to 91/100. All have normal leaders even in CONUS.
What makes we wonder is that other HQs doesnt seem to have this issue , as the West Coast Cmd for example has the usual 99/100 content.
I found it by chance in the tracker.
Is this WAD? Hope it helps.
It seemed to start after the update 1108m7a.


P.S. I would also thank you all for the ongoing support of this great game as I am mostly a lurker, mostly in read only mode.


There is no specific code to erode Air Hq support.
I have noticed in general support in HQs do tend to get disrupted from time to time. Never paid that much attention to it as it usually came good again.


_____________________________

Michael

(in reply to felix83)
Post #: 954
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/21/2011 2:12:05 PM   
michaelm


Posts: 9149
Joined: 5/5/2001
From: Sydney, Australia
Status: online

quote:

ORIGINAL: Satansbraten

Testing the latest beta m9 I noticed something odd for ranks of air leaders:
I'm using scenario 6 (start = Dec 8) for comparision with the latest non-beta version.
Leader ranks seem to be "out-of-order" for some leaders (I guess this happens for named leaders only, those with * on the group screen).

Examples looked up while running the beta, when running the latest official patch their ranks are in the COL/LTC/MAJ "range" on all screens:
Some units in Manchuria:
1st Hikotai IMAF: Leader rank on group screen = LGEN, leader rank on pilot roster = LGEN
2nd Hikotai IMAF: Leader rank on group screen = LTC, leader rank on pilot roster = MGEN
3rd Hikotai IMAF: Leader rank on group screen = COL, leader rank on pilot roster = MGEN
Example of a Takao-based recon unit:
4th Sentai Det A: Leader rank on group screen = MGEN, leader rank on pilot roster = MGEN

Additionally some of the IJ Navy leaders in Takao also show differences between rank on group screen and rank on pilot roster, but not in the GEN range (or would it be ADM then?), but of course I didn't scan through all units...

Generally spoken, I'm sure I see the same deviations in listed ranks for *-pilots in the latest official version, especially in japanese navy units but not with such "extreme" ranks (e.g. some "flying"-leaders are CDR on group screen and LT on pilot roster).

My guess is this isn't a game breaker at all, but it looks very odd to have LGEN/MGEN as combat pilots


The max/min ranks for the different nationality/service don't have the same number of ranks between them; a base rank is calculated and then a random number added to it to get the new 'commanding' rank. Sometimes this would cause the extreme rank.
Pilots can get promoted and their rank increase. This should flow onto their leader rank if they are a leader. Although sometimes, a pilot and leader have same name but are not linked (ie not same virtual person).

_____________________________

Michael

(in reply to Satansbraten)
Post #: 955
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/21/2011 2:57:56 PM   
michaelm


Posts: 9149
Joined: 5/5/2001
From: Sydney, Australia
Status: online

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: felix83

Hi michelm,
do you also observe that Air HQ are constantly disables some of its contents?
As one or two % disabled are normal, over the last 100 turns there seems to be a trend. Even the well suplied Air HQ in San Francisco (22 Mio. supply, maxed out) start to slowly degrade, now down to 91/100. All have normal leaders even in CONUS.
What makes we wonder is that other HQs doesnt seem to have this issue , as the West Coast Cmd for example has the usual 99/100 content.
I found it by chance in the tracker.
Is this WAD? Hope it helps.
It seemed to start after the update 1108m7a.


P.S. I would also thank you all for the ongoing support of this great game as I am mostly a lurker, mostly in read only mode.


There is no specific code to erode Air Hq support.
I have noticed in general support in HQs do tend to get disrupted from time to time. Never paid that much attention to it as it usually came good again.



If there is not enough AV at a base, then a random unit with AV support at the base can have its fatigue increased - working harder to maintain the aircraft.


_____________________________

Michael

(in reply to michaelm)
Post #: 956
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/21/2011 4:41:44 PM   
felix83


Posts: 20
Joined: 8/13/2009
From: München, Bayern
Status: offline
That is the obeservation I had before, but in general not more than 5% of the TOE. What strikes me is that over the whole map only the AirHQs seem to affected, no LCU no other HQs. AirHQs seem to erode constantly, as neither AV support nor Malaria seems to be a problem across the board.
Don't get me wrong, I can live with it,  it's just an observation by chance, and thought it noteworthy to report (Thought it could be related to the AirHQ chnges, as it is a beta patch).  If it helps OK if not OK, too. If it's getting worse I post again.

Thanks

Felix

(in reply to michaelm)
Post #: 957
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/22/2011 7:15:45 AM   
Numdydar

 

Posts: 1826
Joined: 2/13/2004
Status: offline
One think I have noticed for a while is that with automatic convoys, a lot of these ships are ending up disbanded in Tokyo versus going to Osaka. Will convoys form out of both Toyko and Osaka now or is this an issue?

(in reply to felix83)
Post #: 958
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/22/2011 7:32:14 AM   
Pascal


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

my PBEM oppent and I updated to m8, played two turns, then upgraded to m9. We had PDU OFF originally, but now in m9 even though PDU Off is indicated in the preferences settings after you load the turn, in the air unit display we found we do have a complete list of aircraft to potentially upgrade to as if PDU was On.

Do you need a copy of our latest turn to see this?

Best,

Pascal

_____________________________

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


(in reply to Numdydar)
Post #: 959
RE: Patch 06 - Public Beta - Build 1108j (build03) - 6/22/2011 10:51:19 AM   
michaelm


Posts: 9149
Joined: 5/5/2001
From: Sydney, Australia
Status: online

quote:

ORIGINAL: Pascal

Hi michaelm,

my PBEM oppent and I updated to m8, played two turns, then upgraded to m9. We had PDU OFF originally, but now in m9 even though PDU Off is indicated in the preferences settings after you load the turn, in the air unit display we found we do have a complete list of aircraft to potentially upgrade to as if PDU was On.

Do you need a copy of our latest turn to see this?

Best,

Pascal

Send me the save and which group to look at.

_____________________________

Michael

(in reply to Pascal)
Post #: 960
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