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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

 
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/28/2011 1:32:49 AM   
LowCommand

 

Posts: 130
Joined: 8/14/2002
From: VA
Status: offline
OK, here's TF24 in the transfer screen - this time only 2 of the 23 ships show up.





Attachment (1)

< Message edited by LowCommand -- 9/28/2011 1:35:02 AM >


_____________________________

"Mines reported in the fairway,
"Warn all traffic and detain,
"'Sent up Unity, Cralibel, Assyrian, Stormcock, and Golden Gain."

(in reply to LowCommand)
Post #: 751
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/28/2011 2:52:39 AM   
pompack


Posts: 2520
Joined: 2/8/2004
From: University Park, Texas
Status: offline
I THINK the problem is that the other ships have cargo that they are currently unloading. Try cancel unload and then try the transfer again

(in reply to LowCommand)
Post #: 752
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/28/2011 3:20:44 AM   
LowCommand

 

Posts: 130
Joined: 8/14/2002
From: VA
Status: offline

Nope pompack. The two SC's don't have any cargo and they are not showing up. I hadn't thought about that aspect though. I also have had problems transfering the ships that do show up. I forget what I did, but it was something like grab the ships I wanted using the transfer screen for a different TF.

_____________________________

"Mines reported in the fairway,
"Warn all traffic and detain,
"'Sent up Unity, Cralibel, Assyrian, Stormcock, and Golden Gain."

(in reply to pompack)
Post #: 753
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 Ju... - 9/28/2011 3:42:29 AM   
ckammp

 

Posts: 778
Joined: 5/30/2009
From: Rear Area training facility
Status: offline

quote:

ORIGINAL: LowCommand


Nope pompack. The two SC's don't have any cargo and they are not showing up. I hadn't thought about that aspect though. I also have had problems transfering the ships that do show up. I forget what I did, but it was something like grab the ships I wanted using the transfer screen for a different TF.



The screen shows 1300 ships availablefor transfer; at a size 3 (max 4) port,you might somehow have run out of room to transfer any more than 2 ships from the TF.

(in reply to LowCommand)
Post #: 754
RE: Patch 06 - Public Beta - Build 1108q4 updated 18 Se... - 9/28/2011 3:48:31 AM   
ckammp

 

Posts: 778
Joined: 5/30/2009
From: Rear Area training facility
Status: offline

quote:

ORIGINAL: Theages

I stumbled over a minor glitch (bug).
Load up the attached save (japanese side)
Seek out Okamoto Det in Truk.
Open pilot's data view.
Mouse over the pilot 'LT Ohara U.'
'Click to make active' is shown.
Left clicking results in the question, if the pilot should be sent to general reserve. Right clicking results in asking, if the pilot should be made active.

Shouldn't the mouse over read 'left click to send to general reserve' and 'right click make active' ?

A comparison with 17th KuT-1 (also at Truk) shows the correct mouse over info (eg. LCDR Sagara S.)




The Okamoto Det is scheduled for withdraw, the 17th KuT-1 is not; air units scheduled for withdraw show a different text if you mouse over the pilots' name.
Since this is the same for both the beta patch and the latest official version of AE, I don't believe it is a bug.

(in reply to Theages)
Post #: 755
RE: Patch 06 - Public Beta - Build 1108q4 updated 18 Se... - 9/28/2011 10:38:20 AM   
michaelm


Posts: 9155
Joined: 5/5/2001
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: Theages

I stumbled over a minor glitch (bug).
Load up the attached save (japanese side)
Seek out Okamoto Det in Truk.
Open pilot's data view.
Mouse over the pilot 'LT Ohara U.'
'Click to make active' is shown.
Left clicking results in the question, if the pilot should be sent to general reserve. Right clicking results in asking, if the pilot should be made active.

Shouldn't the mouse over read 'left click to send to general reserve' and 'right click make active' ?

A comparison with 17th KuT-1 (also at Truk) shows the correct mouse over info (eg. LCDR Sagara S.)


Withdrawing groups will have a different mouse over if the number of pilots is less than group size. In the case you are referring to, the mouse over is being incoorectly generated from the wrong variable.

_____________________________

Michael

(in reply to Theages)
Post #: 756
RE: Patch 06 - Public Beta - Build 1108q4 updated 18 Se... - 9/28/2011 2:16:29 PM   
LowCommand

 

Posts: 130
Joined: 8/14/2002
From: VA
Status: offline

Ckammp, too many TF's, not enought room, is probably not the problem - the transfer screen works as expected for most other TF's at that port. Besides, I think I had the problem at a different port with only three TF's present. That time I worried, but didn't see anybody else talking about it, so I just kept going. I'm a little shy about posting problems. I've discovered that AE has many undocumented features. I thought I'd found a bug with ground attack, only it was WAD. If you order a ground attck mission and there is nothing to attack, why, funny the AC will attack elswhere. The AC will also not attack if the "comander" decides the target is not worth attacking (that is, does a ground attack on "comanders descression," instead of as ordered.)



_____________________________

"Mines reported in the fairway,
"Warn all traffic and detain,
"'Sent up Unity, Cralibel, Assyrian, Stormcock, and Golden Gain."

(in reply to michaelm)
Post #: 757
RE: Patch 06 - Public Beta - Build 1108q4 updated 18 Se... - 9/28/2011 2:37:22 PM   
michaelm


Posts: 9155
Joined: 5/5/2001
From: Sydney, Australia
Status: offline
Did you post a save?

_____________________________

Michael

(in reply to LowCommand)
Post #: 758
RE: Patch 06 - Public Beta - Build 1108q4 updated 18 Se... - 9/28/2011 3:03:21 PM   
LowCommand

 

Posts: 130
Joined: 8/14/2002
From: VA
Status: offline

The save wpae190.zip should be attached

Attachment (1)

_____________________________

"Mines reported in the fairway,
"Warn all traffic and detain,
"'Sent up Unity, Cralibel, Assyrian, Stormcock, and Golden Gain."

(in reply to michaelm)
Post #: 759
RE: Patch 06 - Public Beta - Build 1108q4 updated 18 Se... - 9/28/2011 6:56:35 PM   
dirtyharry


Posts: 26
Joined: 8/18/2008
From: france
Status: offline
yes we did it !
pbem will start again after reinstalling for my opponent!
for me ,i'm playng another game in q3 !
nevertheless, updating is very hazardous

_____________________________

do you think you are Lucky punk?

(in reply to Pascal)
Post #: 760
RE: Patch 06 - Public Beta - Build 1108q4 updated 18 Se... - 9/28/2011 8:12:12 PM   
zuluhour


Posts: 3099
Joined: 1/20/2011
From: Maryland
Status: offline
It doesn't extract the way his weekend ones do. Just unzip the dll and exe to the WitPAE Beta2 folder.

How exactly do i do this? ref: mid week q5a

computer illiterate

Please disregard, it is in the past.

< Message edited by zuluhour -- 9/29/2011 4:19:55 AM >

(in reply to dirtyharry)
Post #: 761
RE: Patch 06 - Public Beta - Build 1108q4 updated 18 Se... - 9/29/2011 7:38:46 AM   
Shark7


Posts: 7140
Joined: 7/24/2007
From: The Big Nowhere
Status: offline
OK, ran into an issue with rebuilding ground forces:

Lost one of the RGC chinese units and rebuilt it. The problem is that this is a permanently restricted unit made up of chinese puppet squads, but reforms in Tokyo and can not be moved back to China where its HQ is, nor can its HQ be changed to allow it to move.

Suggestions:

1. Have these units reform where they HQ is located, not at Tokyo (or whatever the national arrival point is for Allied units).

or

2. Simply dissallow the reforming of permanently restricted units.

or

3. Reformed units set to a standard HQ (for example Southern Army) so they can be moved back to where they go.

< Message edited by Shark7 -- 9/29/2011 7:39:49 AM >


_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to zuluhour)
Post #: 762
RE: Patch 06 - Public Beta - Build 1108q5 updated 25 Se... - 9/29/2011 11:20:46 AM   
Chris H

 

Posts: 3623
Joined: 1/17/2002
From: Bexhill-on-Sea, E Sussex
Status: online
Nadzab (98,125) has a port that you can't get to.

(in reply to michaelm)
Post #: 763
RE: Patch 06 - Public Beta - Build 1108q5 updated 25 Se... - 9/30/2011 12:16:00 PM   
Chris H

 

Posts: 3623
Joined: 1/17/2002
From: Bexhill-on-Sea, E Sussex
Status: online
Not sure if this is me or a bug but I can't get the two ships in the pic to use the repair ship. THe AR has 1 system damage , supply is around 23000, no port damage, port level 5, 44000 ton ship docked.






Attachment (1)

(in reply to michaelm)
Post #: 764
RE: Patch 06 - Public Beta - Build 1108q4 updated 18 Se... - 9/30/2011 4:55:59 PM   
michaelm


Posts: 9155
Joined: 5/5/2001
From: Sydney, Australia
Status: offline
quote:

ORIGINAL: LowCommand


The save wpae190.zip should be attached


The total number of ships in the hex exceeds the size that the screen can handle (1300 is the magic number). The reason other TFs appear to work is that the ships in them are within the 1300 ceiling. Most of the ships in TF24 seem to be over the limit and can't be shown.
This limit (which was originally 1000) was raised to 1300 during beta.

[edit]
I have found a way to show all the ships in the TF.

< Message edited by michaelm -- 9/30/2011 5:14:15 PM >


_____________________________

Michael

(in reply to LowCommand)
Post #: 765
RE: Patch 06 - Public Beta - Build 1108q5 updated 25 Se... - 9/30/2011 5:15:37 PM   
michaelm


Posts: 9155
Joined: 5/5/2001
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: Chris H

Not sure if this is me or a bug but I can't get the two ships in the pic to use the repair ship. THe AR has 1 system damage , supply is around 23000, no port damage, port level 5, 44000 ton ship docked.


Can't really tell from picture.
Save?

_____________________________

Michael

(in reply to Chris H)
Post #: 766
RE: Patch 06 - Public Beta - Build 1108q5 updated 25 Se... - 10/1/2011 1:03:11 AM   
LowCommand

 

Posts: 130
Joined: 8/14/2002
From: VA
Status: offline
We thank you so much for your work. I'm sorry that this is the workup for the last patch. Yea, it's got to end some time, but...

Still, you are doing great work. We all thak you!

From the way you fixed the problem I found, I guess that AE doesn't have any way to display a "Too Many Ships" error.



< Message edited by LowCommand -- 10/1/2011 1:44:50 AM >


_____________________________

"Mines reported in the fairway,
"Warn all traffic and detain,
"'Sent up Unity, Cralibel, Assyrian, Stormcock, and Golden Gain."

(in reply to michaelm)
Post #: 767
RE: Patch 06 - Public Beta - Build 1108q4 updated 18 Se... - 10/1/2011 5:27:21 AM   
PaxMondo


Posts: 5764
Joined: 6/6/2008
Status: offline

quote:

ORIGINAL: michaelm

quote:

ORIGINAL: LowCommand


The save wpae190.zip should be attached


[edit]
I have found a way to show all the ships in the TF.

Great News!!



_____________________________

Pax

(in reply to michaelm)
Post #: 768
RE: Patch 06 - Public Beta - Build 1108q5 updated 25 Se... - 10/1/2011 10:56:25 AM   
Chris H

 

Posts: 3623
Joined: 1/17/2002
From: Bexhill-on-Sea, E Sussex
Status: online

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Chris H

Not sure if this is me or a bug but I can't get the two ships in the pic to use the repair ship. THe AR has 1 system damage , supply is around 23000, no port damage, port level 5, 44000 ton ship docked.


Can't really tell from picture.
Save?


Attached



Attachment (1)

(in reply to michaelm)
Post #: 769
RE: Patch 06 - Public Beta - Build 1108q5 updated 25 Se... - 10/1/2011 1:10:47 PM   
michaelm


Posts: 9155
Joined: 5/5/2001
From: Sydney, Australia
Status: offline
quote:

ORIGINAL: Chris H


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Chris H

Not sure if this is me or a bug but I can't get the two ships in the pic to use the repair ship. THe AR has 1 system damage , supply is around 23000, no port damage, port level 5, 44000 ton ship docked.


Can't really tell from picture.
Save?


Attached



The AR can't be used as it is under repairs - shows 4 days remaining in the repair screen.
Could it have been a conversion/upgrade?

[edit]
The 'Repair ship' option should not really be there as the AR should not be operational.
I have added the extra test that is being used when trying to assign the AR so it will not show up on the screen.


< Message edited by michaelm -- 10/1/2011 1:33:48 PM >


_____________________________

Michael

(in reply to Chris H)
Post #: 770
RE: Patch 06 - Public Beta - Build 1108q5 updated 25 Se... - 10/1/2011 5:12:29 PM   
Chris H

 

Posts: 3623
Joined: 1/17/2002
From: Bexhill-on-Sea, E Sussex
Status: online

quote:

ORIGINAL: michaelm

quote:

ORIGINAL: Chris H


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Chris H

Not sure if this is me or a bug but I can't get the two ships in the pic to use the repair ship. THe AR has 1 system damage , supply is around 23000, no port damage, port level 5, 44000 ton ship docked.


Can't really tell from picture.
Save?


Attached



The AR can't be used as it is under repairs - shows 4 days remaining in the repair screen.
Could it have been a conversion/upgrade?

[edit]
The 'Repair ship' option should not really be there as the AR should not be operational.
I have added the extra test that is being used when trying to assign the AR so it will not show up on the screen.



Partly me then. I did notice this but thought it had to have 50% total damage to stop functioning. It must have picked the damage up on route from Pago.

(in reply to michaelm)
Post #: 771
RE: Patch 06 - Public Beta - Build 1108q5 updated 25 Se... - 10/1/2011 10:56:56 PM   
JeffK


Posts: 5172
Joined: 1/26/2005
From: Back in the Office, Can I get my tin hut back!
Status: online
quote:

ORIGINAL: Chris H

Nadzab (98,125) has a port that you can't get to.

Yeah, I saw this too but if you cant drive a ship there it doesnt hurt.
Probably more in Andrew Browns line of corrections.

< Message edited by JeffK -- 10/1/2011 10:59:34 PM >


_____________________________

Interdum feror cupidine partium magnarum Europae vincendarum

(in reply to Chris H)
Post #: 772
RE: Patch 06 - Public Beta - Build 1108q5 updated 25 Se... - 10/2/2011 5:59:56 AM   
michaelm


Posts: 9155
Joined: 5/5/2001
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: JeffK

quote:

ORIGINAL: Chris H

Nadzab (98,125) has a port that you can't get to.

Yeah, I saw this too but if you cant drive a ship there it doesnt hurt.
Probably more in Andrew Browns line of corrections.

I have posted this to the the Map thread.

_____________________________

Michael

(in reply to JeffK)
Post #: 773
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/3/2011 10:08:56 AM   
michaelm


Posts: 9155
Joined: 5/5/2001
From: Sydney, Australia
Status: offline
There has been changes to rebuilding static groups, similar to LCUs.
Also if a static attached group or LCU arrives, and the national base is no longer available, it will usually be released from the static restriction (in the case of the LCU, it will be changed to 'temporary restricted') and arrive at the national base of the HQ it is attached to.
The cost to rebuild some restricted groups is high, and gets higher once the national base is no longer available.

[1108q6]
Fixed No planes, no torpedo ordnance available [MEM]
Tweak Added option to release most EXP pilots from group [MEM]
Tweak Limit offmap movement of restricted groups by ship to sea-locked base only [MEM]
Tweak Skip ACS loading if not at destination base [MEM]
Fixed Player's ACS TFs could be re-directed by AI [MEM]
Tweak Allow CS TF to leave base when not enough fuel if destination has fuel [MEM]
Fixed Suppress AR from being operational if AR has any repair delays [MEM]
Tweak Disbanding/withdrawing groups with no national home base will release static attachment [MEM]
Higher PP cost to reform some static/resticted destroyed groups; some can't be reformed [MEM]
Fixed Mouse over on Pilot List sometimes gave wrong info [MEM]
Tweak LCU arrival base when no national base [MEM]
Fixed Retained original delay on LCU if enemy still holds base at screnario start; random delay time could cause unit to return to national base [MEM]
Fixed Restored LCU image on small land unit screen (like reinforcements) [MEM]
Fixed Allow more ships to show in TF transfer screen [MEM]



_____________________________

Michael

(in reply to michaelm)
Post #: 774
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/3/2011 1:42:36 PM   
drw61


Posts: 774
Joined: 6/30/2004
From: Newport, Washington
Status: offline
michaelm  once again thank you so much, your dedication is amazing!  

Daryl

(in reply to michaelm)
Post #: 775
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/3/2011 3:01:39 PM   
Shark7


Posts: 7140
Joined: 7/24/2007
From: The Big Nowhere
Status: offline

quote:

ORIGINAL: michaelm

There has been changes to rebuilding static groups, similar to LCUs.
Also if a static attached group or LCU arrives, and the national base is no longer available, it will usually be released from the static restriction (in the case of the LCU, it will be changed to 'temporary restricted') and arrive at the national base of the HQ it is attached to.
The cost to rebuild some restricted groups is high, and gets higher once the national base is no longer available.

[1108q6]
Fixed No planes, no torpedo ordnance available [MEM]
Tweak Added option to release most EXP pilots from group [MEM]
Tweak Limit offmap movement of restricted groups by ship to sea-locked base only [MEM]
Tweak Skip ACS loading if not at destination base [MEM]
Fixed Player's ACS TFs could be re-directed by AI [MEM]
Tweak Allow CS TF to leave base when not enough fuel if destination has fuel [MEM]
Fixed Suppress AR from being operational if AR has any repair delays [MEM]
Tweak Disbanding/withdrawing groups with no national home base will release static attachment [MEM]
Higher PP cost to reform some static/resticted destroyed groups; some can't be reformed [MEM]
Fixed Mouse over on Pilot List sometimes gave wrong info [MEM]
Tweak LCU arrival base when no national base [MEM]
Fixed Retained original delay on LCU if enemy still holds base at screnario start; random delay time could cause unit to return to national base [MEM]
Fixed Restored LCU image on small land unit screen (like reinforcements) [MEM]
Fixed Allow more ships to show in TF transfer screen [MEM]




Glad to see the bolded part. Definately needed that change if restricted units were allowed to rebuild. The higher PP cost to rebuild a restricted unit also seems quite fair to me.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to michaelm)
Post #: 776
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/3/2011 4:56:02 PM   
PaxMondo


Posts: 5764
Joined: 6/6/2008
Status: offline

quote:

ORIGINAL: michaelm

There has been changes to rebuilding static groups, similar to LCUs.
Also if a static attached group or LCU arrives, and the national base is no longer available, it will usually be released from the static restriction (in the case of the LCU, it will be changed to 'temporary restricted') and arrive at the national base of the HQ it is attached to.
The cost to rebuild some restricted groups is high, and gets higher once the national base is no longer available.

[1108q6]
Fixed No planes, no torpedo ordnance available [MEM]
Tweak Added option to release most EXP pilots from group [MEM]
Tweak Limit offmap movement of restricted groups by ship to sea-locked base only [MEM]
Tweak Skip ACS loading if not at destination base [MEM]
Fixed Player's ACS TFs could be re-directed by AI [MEM]
Tweak Allow CS TF to leave base when not enough fuel if destination has fuel [MEM]
Fixed Suppress AR from being operational if AR has any repair delays [MEM]
Tweak Disbanding/withdrawing groups with no national home base will release static attachment [MEM]
Higher PP cost to reform some static/resticted destroyed groups; some can't be reformed [MEM]
Fixed Mouse over on Pilot List sometimes gave wrong info [MEM]
Tweak LCU arrival base when no national base [MEM]
Fixed Retained original delay on LCU if enemy still holds base at screnario start; random delay time could cause unit to return to national base [MEM]
Fixed Restored LCU image on small land unit screen (like reinforcements) [MEM]
Fixed Allow more ships to show in TF transfer screen [MEM]



AMAZING!!

Thanks Michael for the outstanding support.

"Fixed Allow more ships to show in TF transfer screen [MEM]"
This one in particular will really help late game turns. Much appreciated.


_____________________________

Pax

(in reply to michaelm)
Post #: 777
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/3/2011 5:25:02 PM   
Chris H

 

Posts: 3623
Joined: 1/17/2002
From: Bexhill-on-Sea, E Sussex
Status: online
Suggestion

When creating a TF is it possible for the ship mouseover to also show the air units (CV/CVL/CVE) stationed on the ship. Reason I ask is I have difficulty in remembering which CVEs have replacement groups and which don't.

(in reply to michaelm)
Post #: 778
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/3/2011 7:59:16 PM   
steamboateng


Posts: 353
Joined: 3/21/2010
From: somewhere in Massachusetts
Status: offline
This may be a dumb question, but how do I open the Beta dl files so that I only install changed files to the Beta2 folder. The dl is an exe. file after extracting, and wants to install all.

(in reply to Chris H)
Post #: 779
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/3/2011 8:09:48 PM   
mikkey


Posts: 759
Joined: 2/10/2008
From: Slovakia
Status: offline
thanks michaelm for your amazing support

_____________________________


(in reply to Chris H)
Post #: 780
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