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RE: Patch 07 - Unofficial Public Beta - 1119e updated 21 October 2012

 
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RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/5/2012 11:46:05 PM   
viberpol


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From: Gizycko, Poland, EU
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quote:

ORIGINAL: michaelm
quote:

ORIGINAL: viberpol
Well, I wonder what made it to be produced in such big quantities?
if it has never been "Active"... never used from the pool etc.

(Please notice the numbers in columns, there maybe some in between changes but still the number from "used from pool" should at least say it had been used)...
Maybe it's just a strange Tracker's glitch?
Or maybe it's a "metaphore" of radar used by ships (after the refits)? (A pure quess...).
Nothing to kill the game but an interesting issue.


The only reason I can think of for them to be continually produced is that they has a 'build rate' from the editor, in which case I don't think that it would use any resources to make them.
If you have the turn from when they exploded (game turn or replay), I can try to verify what was happening.


Naah... don't waste your time and/or energy on that.

Thank you very much for clarification of two issues:
[1] I didn't even know that if the device has "build rate" it does not consume resources. Always thought that all devices in an LCU consume resources to be build and the "rate" is only a limit for a month production.
[2] The unnecesary devices are only scrapped/reduced if there's an "end date" in the database. Otherwise the production of dated devices continues and it's a waste of resources...

Thanks a lot...


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Post #: 301
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/6/2012 2:12:35 AM   
PaxMondo


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quote:

ORIGINAL: viberpol

The new beta handles very nicely reusing/scrapping the unused/unnecesary devices.


When was this added? This is great, but somehow I missed it in the version notes ...

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Pax

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Post #: 302
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/6/2012 2:19:55 AM   
michaelm


Posts: 9487
Joined: 5/5/2001
From: Sydney, Australia
Status: online
Last official patch (r9)
New
40. After 6 months, an expired pooled device (squad or engineer type) will slowly convert to the upgraded version; if Japan, obsolete devices will revert to the raw materials.

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Michael

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Post #: 303
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/6/2012 3:44:36 AM   
PaxMondo


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Huh.  Somehow I never interpreted "raw materials" to be ARM or VEH points.  BUT I am VERY happy that they do.  I need to do some re-calcs now on my mod.  This is REALLY great news.  THANKS!!!!

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Pax

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Post #: 304
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/6/2012 10:00:04 AM   
viberpol


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quote:

ORIGINAL: PaxMondo
Huh.  Somehow I never interpreted "raw materials" to be ARM or VEH points.  BUT I am VERY happy that they do.  I need to do some re-calcs now on my mod.  This is REALLY great news.  THANKS!!!!


Pax, just remember adding the "end date" to the device in the editor.
Otherwise they will not be scrapped... The ID 777, Type 94 tankette is an example.
If it's produced, the resources cannot be put back in the pool if not needed.
BTW: maybe it should be possible, but I understand it's difficult and the check against number of "active" devices (or in reinforcement LCUs) could be kind of cumbersome...

quote:

ORIGINAL: michaelm
The only reason I can think of for them to be continually produced is that they has a 'build rate' from the editor, in which case I don't think that it would use any resources to make them.
If you have the turn from when they exploded (game turn or replay), I can try to verify what was happening.


A second thought...
Michael, are you absolutely, positively sure that if there's a "build rate" devices won't consume resources (veh/arm/HI points) to be produced?
Or maybe the distinction is based on "Type"?

Why asking? Because of (naval) support dev. ID 252, 255 etc.
They do have build rate of 1200, and I believe they consume resources when produced (I remember old case when reported suspicious increase in support in the pool that ate big chunk of my armament points).
The arm/veh points consumption is based on the load value & you rather meant devices with no "load"? [but there still are mines that do have the "load" value... )

So... maybe there's is still a way to convert all unnecesary devices back into "raw materials" because I believe in '44 or '45 all Japanese players would happily welcome scrapping old devices (such as never used never needed 740 radars or about a thousand sound detectors ID 1473, 1470, 1470) or tankettes to get the steel back...
It's kind of logical in times of resources crisis...





Attachment (1)

< Message edited by viberpol -- 11/6/2012 10:16:46 AM >


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Post #: 305
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/6/2012 10:22:02 AM   
michaelm


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If there is a build rate defined, that generates the items. Same thing if production is off, the build rate generates them.

The special devices (250-255) use the build rate except for Japanese IF production is OFF. Else, you are correct in that it uses 'resources' for the Japan only.

I was referring to the other 99.75% of devices.

Other problem with scrapping unwanted devices is it is a bit hard to tell sometimes if a device is really gone, or just hiding in some TOE upgrade or some other device upgrade.

< Message edited by michaelm -- 11/6/2012 10:41:28 AM >


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Michael

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Post #: 306
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/8/2012 3:15:01 AM   
Kull


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For those who spend a lot of time reviewing experience gains among their pilots, the color coding is a godsend (green=today, orange=this month). Now that I'm finally playing as Japan, I seem to be paying attention to EVERYTHING, and it occurred to me that given the importance of experience to ASW ships, it would be REALLY helpful if the same color coding could be applied to the Night/Day "Crew Experience" ratings. Not a huge deal in the big scheme of things, obviously, but if the coding was similar and not too much extra effort, it would be nice to extend the same visual indicator to this area.

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Japan Air-Engine Plan

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Post #: 307
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/8/2012 8:43:08 PM   
JocMeister

 

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What happened with the double AS support in level 8 and 9 AFs? Did that get removed? Couldn´t find anything about it being removed though. But not getting double in "h" version.



< Message edited by JocMeister -- 11/8/2012 9:14:18 PM >

(in reply to Kull)
Post #: 308
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/9/2012 5:27:47 AM   
koniu

 

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quote:

ORIGINAL: JocMeister

What happened with the double AS support in level 8 and 9 AFs? Did that get removed? Couldn´t find anything about it being removed though. But not getting double in "h" version.



Probably bonus is still active. I think something is broken in display of AV numbers.

It can be related with that change:
02/11/12: 1119g - Discrepancy in base AV on some lists.
(By fixing that something was broken in different place probably)

< Message edited by koniu -- 11/9/2012 5:29:06 AM >


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Post #: 309
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/9/2012 6:35:29 AM   
JocMeister

 

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quote:

ORIGINAL: koniu

Probably bonus is still active. I think something is broken in display of AV numbers.

It can be related with that change:
02/11/12: 1119g - Discrepancy in base AV on some lists.
(By fixing that something was broken in different place probably)


You might be right. Hard to tell though. I looked at the plane repair time numbers and they look "okeyish". I guess the only wait to really check it to see if the BFs/HQs start getting fatigued?

(in reply to koniu)
Post #: 310
RE: Patch 07 - Unofficial Public Beta - 1119e updated ... - 11/10/2012 2:30:31 PM   
1EyedJacks


Posts: 1943
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I'm having difficulties loading mines on my Japanese subs. The chart shows port 7 and above as a 'Y' for access.

Subs are at Hiroshima which is a size 9 port

patch is 1.7.11.19e

Subs are I-121 thru 124.

I've got 646 Naval support @ the base.

Am I doing something brain-damaged or is there a glitch in loading mines?

Thanks for any feedback,

Mike


Regarding if I have type 88 Mines (good question Quixote - I should have showed this earlier):




Attachment (1)

< Message edited by 1EyedJacks -- 11/10/2012 3:05:09 PM >


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TTFN,

Mike

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Post #: 311
RE: Patch 07 - Unofficial Public Beta - 1119e updated ... - 11/10/2012 2:42:31 PM   
Quixote


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Check to see if you have any of that type mine available to load. They're in pretty short supply most of the time.

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Post #: 312
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/10/2012 3:04:01 PM   
LoBaron


Posts: 4616
Joined: 1/26/2003
From: Vienna, Austria
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quote:

ORIGINAL: Kull

For those who spend a lot of time reviewing experience gains among their pilots, the color coding is a godsend (green=today, orange=this month). Now that I'm finally playing as Japan, I seem to be paying attention to EVERYTHING, and it occurred to me that given the importance of experience to ASW ships, it would be REALLY helpful if the same color coding could be applied to the Night/Day "Crew Experience" ratings. Not a huge deal in the big scheme of things, obviously, but if the coding was similar and not too much extra effort, it would be nice to extend the same visual indicator to this area.


What a great idea!

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Post #: 313
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 11/10/2012 7:26:58 PM   
hades1001

 

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10/11/12: 1120 - Increased air hq and group leader effect on raid coordination.

which skills of leaders(inspiration, air) will effect on the coordination?

Thanks M.

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Post #: 314
RE: Patch 07 - Unofficial Public Beta - 1119e updated ... - 11/10/2012 10:30:35 PM   
michaelm


Posts: 9487
Joined: 5/5/2001
From: Sydney, Australia
Status: online

quote:

ORIGINAL: 1EyedJacks

I'm having difficulties loading mines on my Japanese subs. The chart shows port 7 and above as a 'Y' for access.

Subs are at Hiroshima which is a size 9 port

patch is 1.7.11.19e

Subs are I-121 thru 124.

I've got 646 Naval support @ the base.

Am I doing something brain-damaged or is there a glitch in loading mines?

Thanks for any feedback,

Mike


Regarding if I have type 88 Mines (good question Quixote - I should have showed this earlier):



Are you forming a sub mine laying TF? Mines wont be loaded into sub (even if it had dedicated mine slot) unless in a mine laying TF.

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Michael

(in reply to 1EyedJacks)
Post #: 315
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 11/10/2012 10:35:11 PM   
michaelm


Posts: 9487
Joined: 5/5/2001
From: Sydney, Australia
Status: online

quote:

ORIGINAL: hades1001

10/11/12: 1120 - Increased air hq and group leader effect on raid coordination.

which skills of leaders(inspiration, air) will effect on the coordination?

Thanks M.

air

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Michael

(in reply to hades1001)
Post #: 316
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/10/2012 10:39:23 PM   
michaelm


Posts: 9487
Joined: 5/5/2001
From: Sydney, Australia
Status: online

quote:

ORIGINAL: Kull

For those who spend a lot of time reviewing experience gains among their pilots, the color coding is a godsend (green=today, orange=this month). Now that I'm finally playing as Japan, I seem to be paying attention to EVERYTHING, and it occurred to me that given the importance of experience to ASW ships, it would be REALLY helpful if the same color coding could be applied to the Night/Day "Crew Experience" ratings. Not a huge deal in the big scheme of things, obviously, but if the coding was similar and not too much extra effort, it would be nice to extend the same visual indicator to this area.

There is no 'previous' value stored for ship experience to compare against in order to say it has changed. Will keep in mind though.

_____________________________

Michael

(in reply to Kull)
Post #: 317
RE: Patch 07 - Unofficial Public Beta - 1119e updated ... - 11/10/2012 10:53:19 PM   
1EyedJacks


Posts: 1943
Joined: 3/12/2006
From: The Eastern Sierras
Status: offline

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: 1EyedJacks

I'm having difficulties loading mines on my Japanese subs. The chart shows port 7 and above as a 'Y' for access.

Subs are at Hiroshima which is a size 9 port

patch is 1.7.11.19e

Subs are I-121 thru 124.

I've got 646 Naval support @ the base.

Am I doing something brain-damaged or is there a glitch in loading mines?

Thanks for any feedback,

Mike


Regarding if I have type 88 Mines (good question Quixote - I should have showed this earlier):



Are you forming a sub mine laying TF? Mines wont be loaded into sub (even if it had dedicated mine slot) unless in a mine laying TF.


Hi Michael - that was the problem - thanx!

_____________________________

TTFN,

Mike

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Post #: 318
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/11/2012 1:47:24 AM   
Kull


Posts: 1066
Joined: 7/3/2007
From: El Paso, TX
Status: offline
quote:

ORIGINAL: michaelm

There is no 'previous' value stored for ship experience to compare against in order to say it has changed. Will keep in mind though.


Thanks for checking. As always, appreciate the support!

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Post #: 319
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/11/2012 9:54:12 AM   
Omat


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Hello

Using patch 1120:

1. Start the game as japan
2. Go to Singapur, "Task Force 1" (Carrier) and than to the Chitose
3. Go to the "Chitose-1" Float plane unit

Now take a closer look. The unit could have max. 12 planes and it have 10 pilots.

4. Press the "Request Vetran" button and set the filter to only patrol pilots:

Now above stands: "There are 61 Pilots in the list - 6 pilots are needed"

Now I ask myself: "There are 61 Pilots in the list - 2 pilots are needed" should this the proper massage?

Omat


Attachment (1)

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Post #: 320
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/11/2012 10:12:30 AM   
michaelm


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From: Sydney, Australia
Status: online
The group needs 6 pilots to reach max number (10 in group already +2 to get to group size +4 for overfill)

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Michael

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Post #: 321
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/11/2012 1:08:42 PM   
ny59giants


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Is there a reason that your leaders for Air HQs 'seems' to be restricted to Generals and above?? One of my games is playing DBB mod and they have lots of MAG (Marine Air Group) HQs and I have very few leaders to choose from. It would be nice to get leaders of lower rank (Colonel and Major) that have the various leadership qualities available.

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Post #: 322
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/12/2012 9:15:04 AM   
michaelm


Posts: 9487
Joined: 5/5/2001
From: Sydney, Australia
Status: online
Looking at code rank doesn't influence command list, just nationality and if the leader is flagged as a HQ leader. Added some low ranks as HQ leaders to my test scenario, and they appeared in list.

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Michael

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Post #: 323
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/12/2012 11:13:35 AM   
latosusi

 

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Hi Michael. Would it be possible to make all dutch airgoups be able to upgrade airplanes (with pp paid). Is possible to
restore destroyed airgroups but since they can't upgrade to more modern airplanes, they end up having no planes.

Thank you

(in reply to michaelm)
Post #: 324
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 11/12/2012 12:20:45 PM   
obvert


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quote:

ORIGINAL: latosusi

Hi Michael. Would it be possible to make all dutch airgoups be able to upgrade airplanes (with pp paid). Is possible to
restore destroyed airgroups but since they can't upgrade to more modern airplanes, they end up having no planes.

Thank you


I think this may be the developers' intention as it's historically accurate.

You can always create a mod in the editor and do this for your own game.

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Post #: 325
RE: Patch 07 - Unofficial Public Beta - 1120 updated 10... - 11/12/2012 12:47:37 PM   
Chris H

 

Posts: 3788
Joined: 1/17/2002
From: Bexhill-on-Sea, E Sussex
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michaelm

I've been having problems with my 6 key not sometimes not displaying TF patrol areas. I've suddenly worked why. It is affected by the filters on the display TF screen. Is it designed like that or should the 6 key display patrol areas irrespective of the TF filters? To my mind it should.

(in reply to michaelm)
Post #: 326
RE: Patch 07 - Unofficial Public Beta - 1120 updated 10... - 11/12/2012 1:07:39 PM   
michaelm


Posts: 9487
Joined: 5/5/2001
From: Sydney, Australia
Status: online
Don't see why that should the case. I suppose it is possible that the list that it using to show patrol zones from is the same one being filtered. I'll have look see.

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Michael

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Post #: 327
RE: Patch 07 - Unofficial Public Beta - 1120 updated 10... - 11/13/2012 2:34:19 PM   
hades1001

 

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Joined: 12/17/2007
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Last official patch (r9)
New
40. After 6 months, an expired pooled device (squad or engineer type) will slowly convert to the upgraded version; if Japan, obsolete devices will revert to the raw materials.

We are using 1120 right now, does it mean in any device which is 6 months outdated in Allies pool will gradually upgrade to it newer version?

Thanks.

(in reply to michaelm)
Post #: 328
RE: Patch 07 - Unofficial Public Beta - 1120 updated 10... - 11/13/2012 2:45:33 PM   
michaelm


Posts: 9487
Joined: 5/5/2001
From: Sydney, Australia
Status: online

quote:

ORIGINAL: hades1001

Last official patch (r9)
New
40. After 6 months, an expired pooled device (squad or engineer type) will slowly convert to the upgraded version; if Japan, obsolete devices will revert to the raw materials.

We are using 1120 right now, does it mean in any device which is 6 months outdated in Allies pool will gradually upgrade to it newer version?

Thanks.

Yes, if a squad or engineer type device.

_____________________________

Michael

(in reply to hades1001)
Post #: 329
RE: Patch 07 - Unofficial Public Beta - 1120 updated 10... - 11/13/2012 3:25:06 PM   
hades1001

 

Posts: 977
Joined: 12/17/2007
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oh so tanks won't upgrade...

I was hoping that my hundreds of Maltida tanks can upgrade to M3/Grant Lee. They just sitting there when My Aussie Tanks regiments can short of tanks to death. Sad...

(in reply to michaelm)
Post #: 330
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