Matrix Games Forums

To End All Wars: Artillery Battle Academy 2: Eastern Front - End of Early Access Space Program Manager unveils its multiplayer modes Another update for Commander: The Great War!Distant Worlds: Universe gets a new updateDeal of the Week: Eagle Day to Bombing the Reich Advanced Tactics Gold is coming to SteamMatrix Games now speaks German!A little bit of history with To End All WarsBattle Academy 2 gets a release date!
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Tech Support >> RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013 Page: <<   < prev  15 16 [17] 18 19   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Patch 07 - Unofficial Public Beta - 1123a updated 2... - 1/23/2013 12:23:29 AM   
witpqs

 

Posts: 14611
Joined: 10/4/2004
From: Argleton
Status: offline
A continuing game, Babes 28-C started early December 2011 under whatever Beta was extant at that time. The date seemed OK. The only glitch is that the ones on the carrier didn't go automatically.

Oh, another slight issue but maybe better dealt with in scenario data than code - the groups for Wasp did not sync right. The VS group withdrew but planes and pilots did not go into the VB group. I suspect that's because they are different numbers (they were VS-71 and VB-72).

I'll send you a save so you can look at why it didn't work on the carriers.

< Message edited by witpqs -- 1/23/2013 1:01:32 AM >


_____________________________

Intel Monkey: https://sites.google.com/site/staffmonkeys/

(in reply to michaelm)
Post #: 481
RE: Patch 07 - Unofficial Public Beta - 1123a updated 2... - 1/23/2013 12:45:43 AM   
michaelm


Posts: 9081
Joined: 5/5/2001
From: Sydney, Australia
Status: offline
The Wasp groups don't get any default template - don't match the minimum a/c capacity of 85. Any change to them would have to be thru scenario data.

_____________________________

Michael

(in reply to witpqs)
Post #: 482
RE: Patch 07 - Unofficial Public Beta - 1123a updated 2... - 1/23/2013 1:01:16 AM   
witpqs

 

Posts: 14611
Joined: 10/4/2004
From: Argleton
Status: offline
I made a type BTW, it was Babes 28-C.

_____________________________

Intel Monkey: https://sites.google.com/site/staffmonkeys/

(in reply to michaelm)
Post #: 483
RE: Patch 07 - Unofficial Public Beta - 1123a updated 2... - 1/23/2013 2:07:21 AM   
michaelm


Posts: 9081
Joined: 5/5/2001
From: Sydney, Australia
Status: offline
The carrier groups will only re-size when in friendly base hex.

BTW, I found an issue with my own save in that the disbanding VS didn't automatically send its plane/pilots to the VB.

_____________________________

Michael

(in reply to witpqs)
Post #: 484
RE: Patch 07 - Unofficial Public Beta - 1123a updated 2... - 1/23/2013 3:14:24 AM   
PaxMondo


Posts: 5658
Joined: 6/6/2008
Status: online
Michael,

Thanks for the ongoing support!!



_____________________________

Pax

(in reply to michaelm)
Post #: 485
RE: Patch 07 - Unofficial Public Beta - 1123a updated 2... - 1/23/2013 3:40:54 AM   
michaelm


Posts: 9081
Joined: 5/5/2001
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: witpqs

Oh, another slight issue but maybe better dealt with in scenario data than code - the groups for Wasp did not sync right. The VS group withdrew but planes and pilots did not go into the VB group. I suspect that's because they are different numbers (they were VS-71 and VB-72).


The name of the groups shouldn't matter (unless the scenario is relying on the default template). A disbanding group, that can pool its plane/pilots, will attempt to find a group that has same type of a/c and is either changing size or needs replacements.



_____________________________

Michael

(in reply to witpqs)
Post #: 486
RE: Patch 07 - Unofficial Public Beta - 1123a updated 2... - 1/23/2013 9:48:40 PM   
DOCUP


Posts: 2351
Joined: 7/7/2010
Status: offline
Playing stock Scen 1 Allied patch 22a Mar 43.  My fighter sweeps are going in piecemeal.  25 operational plans with good CO's, good CO in Air HQ, great supply, Lv 8 AF, weather hasn't been a problem.  They go in 12 or 13 plane groups.  Before the patch they went in with ether all 25 or 20 and 3 or something close to it. Not saying anything is broken am I missing something?

(in reply to michaelm)
Post #: 487
RE: Patch 07 - Unofficial Public Beta - 1123a updated 2... - 1/23/2013 11:10:44 PM   
thinz2

 

Posts: 55
Joined: 2/7/2004
From: Saskatchewan, Canada
Status: offline
I saw this too a few turns ago in my Babes game with zuluhour. A 52 plane US fighter sweep came in in numerous packets, some as small as 4 planes. I've never seen this before.

(in reply to DOCUP)
Post #: 488
RE: Patch 07 - Unofficial Public Beta - 1123a updated 2... - 1/24/2013 5:21:48 AM   
koniu

 

Posts: 2150
Joined: 2/28/2011
From: Konin, Poland, European Union
Status: online
quote:

ORIGINAL: DOCUP

Playing stock Scen 1 Allied patch 22a Mar 43.  My fighter sweeps are going in piecemeal.  25 operational plans with good CO's, good CO in Air HQ, great supply, Lv 8 AF, weather hasn't been a problem.  They go in 12 or 13 plane groups.  Before the patch they went in with ether all 25 or 20 and 3 or something close to it. Not saying anything is broken am I missing something?


Confirming that.
I start thinking You have start using small P-38 groups or giving % to rest.
It happens two times in two days over the same hex. Also as i remember when You sweep Magwe few day ago they come in full 25 size, and we had play that turn under 22a patch also(can be wrong). So maybe bad dice rolls only?




< Message edited by koniu -- 1/24/2013 5:22:50 AM >


_____________________________

"Only the Dead Have Seen the End of War"

(in reply to DOCUP)
Post #: 489
RE: Patch 07 - Unofficial Public Beta - 1123a updated 2... - 1/24/2013 5:43:32 AM   
JocMeister

 

Posts: 4747
Joined: 7/29/2009
From: Sweden
Status: online

quote:

ORIGINAL: DOCUP

Playing stock Scen 1 Allied patch 22a Mar 43.  My fighter sweeps are going in piecemeal.  25 operational plans with good CO's, good CO in Air HQ, great supply, Lv 8 AF, weather hasn't been a problem.  They go in 12 or 13 plane groups.  Before the patch they went in with ether all 25 or 20 and 3 or something close to it. Not saying anything is broken am I missing something?


This has been in BETA the two times Erik and I tried it. When I reported the issue I was told a bug was found and fixed and that is what is causing this behavior. So I guess this is how its supposed to be.

(in reply to DOCUP)
Post #: 490
RE: Patch 07 - Unofficial Public Beta - 1123a updated 2... - 1/24/2013 3:03:16 PM   
Crackaces


Posts: 2612
Joined: 7/9/2011
Status: offline

quote:

ORIGINAL: JocMeister


quote:

ORIGINAL: DOCUP

Playing stock Scen 1 Allied patch 22a Mar 43.  My fighter sweeps are going in piecemeal.  25 operational plans with good CO's, good CO in Air HQ, great supply, Lv 8 AF, weather hasn't been a problem.  They go in 12 or 13 plane groups.  Before the patch they went in with ether all 25 or 20 and 3 or something close to it. Not saying anything is broken am I missing something?


This has been in BETA the two times Erik and I tried it. When I reported the issue I was told a bug was found and fixed and that is what is causing this behavior. So I guess this is how its supposed to be.


I realize that certain algorithums and the results of these algorithums adds to the fog of war. However, there is also the problem of identifying eroors with these algorithums when code changes. In one example, the LCU occupying a hex with LI/HI, a behaivor change happend with nobody realizing it .. until the Moose spoke up .. I am not sure that leaving the morale checks and other "fixable" variables hidden from the players is a good idea as opposed to the random variables being hidden. What if the code breaks and a skill/morale or whatever check fails and it should not have failed ... How would I know if the code was broken to report the error? Thus a balance between FOW and the fact this this game is the result of software code and software is inherrently full of faults. Maybe a combat message .. "Lt Dan fails air skill check groups fail to link up" .. or "Lt Bob fails morale check group fails to fly mission," even a message "the game has decided to randomly dispurse the mission so you will get frustrated and realize the stuff happends in war" would be helpful in identifying aberrant vs. expected software behavior.

On the other hand most games do not have such a dedicated indivudal to maintain the game long after its publication. For that the community must be grateful.

Just a thought . if you do want to catch more errors .. then plugging in some descriptive messages for the most controversial behaviors might be helpful in id'ing errors. .... and these messages would be helpful to the community to understand when the game is acting as designed -- lowering the number of false "bug" reports ...


_____________________________

Patients and providers of healthcare win with interprofessional practice http://ipep.arizona.edu/blog

(in reply to JocMeister)
Post #: 491
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 1/24/2013 4:50:49 PM   
barkorn45

 

Posts: 284
Joined: 1/17/2010
Status: offline
this may be regarded as a stupid question but how do i get it to run full screen?i'm running win7 1600x900 resolution.
never mind figured it out

< Message edited by barkorn45 -- 1/24/2013 5:25:41 PM >

(in reply to PaxMondo)
Post #: 492
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 1/24/2013 11:00:01 PM   
mikkey


Posts: 754
Joined: 2/10/2008
From: Slovakia
Status: offline
barkorn, you must improve your shortcut with something similar like this:
"I:\YOUR PATH WITH War in the Pacific Admirals Edition\War in the Pacific Admiral Edition.exe" -f -px1600 -py900 -deepColor -altFont -SingleCpuOrders -multiaudio -cpu2 -dd_sw
More information about shortcut switches are in WhatsNew.pdf in your game folder.

_____________________________


(in reply to barkorn45)
Post #: 493
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 1/27/2013 4:17:08 AM   
henry1611

 

Posts: 62
Joined: 1/21/2010
Status: offline
In the TF Information Screen, there is block of info provided for the TF's total Gun, AAA, Torps and ASW values. Is there any way to get that same info added into the Create a TF Screen as illustrated below? I know that the Create a TF Screen for a Combat TF provides these values for the individual ships but it would be good to know the total values for the whole TF as it is being created. Also, the Create a TF Screen for a Non-Combat TF (e.g., Cargo) does not provide these values at all, so it would be doubly nice!

Just a hopeful wish if it can be done. Thanks!




Attachment (1)

(in reply to mikkey)
Post #: 494
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 1/28/2013 8:55:12 PM   
BigDuke66


Posts: 1579
Joined: 2/1/2001
From: Terra
Status: offline
OK I'm not sure if this problem is scenario related or related to the program.
Let me explain:
Currently I'm playing the Guadalcanal scenario and when trying to move a unit by strategic move north it only works when I click the hex, clicking the base will either show "Unable to reach target, movement not allowed" or "Invalid destination" depending on where my map has "jumped" to.
The map "jump" itself seems to come from the fact that the playing field its smaller than my screen resolution and scrolling up or down makes the map view constantly jump left & right.
Jumped right gives "Unable to reach target, movement not allowed"
Jumped left gives "Invalid destination"
Strangely with bases a bit more right like Bundaberg the problem isn't so big, jumped right still gives the "Unable to reach target, movement not allowed" message but jumped left works.
So is this scenario related or an WITP problem?
I guess enlarging the play field could help, 1920 is a typical screen resolution on todays TFTs

_____________________________

JOIN The Blitz Wargaming Club

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

(in reply to henry1611)
Post #: 495
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 1/28/2013 10:40:36 PM   
Quixote


Posts: 731
Joined: 8/14/2008
From: Maryland
Status: offline
I think it's a screen resolution issue, not a game or scenario problem. I run on boring old 1280x1024 and strat movement in the Guadalcanal scenario works normally for me. Don't know if michael can do anything to alter the jumping you get playing on a screen that big, but you could always drop your resolution just a bit when playing this scenario (even for just a turn or two) if you had to do some strat movement, then go back to the settings you like. Not an ideal fix in your case, but I'm guessing it would work.

< Message edited by Quixote -- 1/30/2013 3:35:33 AM >

(in reply to BigDuke66)
Post #: 496
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 1/29/2013 9:39:22 AM   
michaelm


Posts: 9081
Joined: 5/5/2001
From: Sydney, Australia
Status: offline
I don't have the issue with my laptop (native res 1366 x 768) Game played with 1200x768 in window mode.





Attachment (1)

< Message edited by michaelm -- 1/29/2013 9:41:16 AM >


_____________________________

Michael

(in reply to BigDuke66)
Post #: 497
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 1/29/2013 9:52:14 AM   
Itdepends

 

Posts: 696
Joined: 12/12/2005
Status: offline
A wish list for the TF screen (or even on map). Would it be possible to quickly rank TF's in the TF list by detection limit? It would really help sub operations and help maintenance of surface TF's once you realise they've been detected.

(in reply to michaelm)
Post #: 498
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 1/29/2013 11:39:24 AM   
michaelm


Posts: 9081
Joined: 5/5/2001
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: henry1611

In the TF Information Screen, there is block of info provided for the TF's total Gun, AAA, Torps and ASW values. Is there any way to get that same info added into the Create a TF Screen as illustrated below? I know that the Create a TF Screen for a Combat TF provides these values for the individual ships but it would be good to know the total values for the whole TF as it is being created. Also, the Create a TF Screen for a Non-Combat TF (e.g., Cargo) does not provide these values at all, so it would be doubly nice!

Just a hopeful wish if it can be done. Thanks!


It sounds reasonable. However, the screen is full and we can't just overwrite the info where you had it.
So I have made the TF type a 'menu item' so it can show a mouse-over message as shown.






Attachment (1)

_____________________________

Michael

(in reply to henry1611)
Post #: 499
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 1/29/2013 11:55:24 AM   
n01487477


Posts: 4717
Joined: 2/21/2006
Status: offline
While you're making changes, maybe I could request a change to TF display too. Out at sea, I sometimes want to split a larger TF into smaller TF's near a locale I am attacking multi-prong. The thing is when I want to split these I can only see troop numbers, not unit names...and chance of toggling this ? I can do this with tracker open tho ;-)


Thx for any consideration...

_____________________________

-Damian-
EconDoc
TrackerAE
Tutes&Java

(in reply to michaelm)
Post #: 500
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 1/29/2013 12:56:34 PM   
michaelm


Posts: 9081
Joined: 5/5/2001
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: n01487477

While you're making changes, maybe I could request a change to TF display too. Out at sea, I sometimes want to split a larger TF into smaller TF's near a locale I am attacking multi-prong. The thing is when I want to split these I can only see troop numbers, not unit names...and chance of toggling this ? I can do this with tracker open tho ;-)


Thx for any consideration...

You should be able to right click the ship carrying the troops and see the details. However, for that display it isn't showing the cargo which it does in another small ship display screen.
I'll fix up that screen so it will be consistent.





Attachment (1)

_____________________________

Michael

(in reply to n01487477)
Post #: 501
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 1/29/2013 3:44:37 PM   
henry1611

 

Posts: 62
Joined: 1/21/2010
Status: offline

quote:

ORIGINAL: michaelm


It sounds reasonable. However, the screen is full and we can't just overwrite the info where you had it.
So I have made the TF type a 'menu item' so it can show a mouse-over message as shown.







Fantastic! Just what I was looking for. Thanks.

(in reply to michaelm)
Post #: 502
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 1/30/2013 12:16:02 AM   
PaxMondo


Posts: 5658
Joined: 6/6/2008
Status: online
Michael,

Thanks for the ongoing great support!



_____________________________

Pax

(in reply to henry1611)
Post #: 503
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 1/30/2013 1:13:05 AM   
nadia911

 

Posts: 18
Joined: 3/24/2009
Status: offline
Hello, this is the first time I write in the forum, I think ... Although I have been playing since the Uncommon Valor

Is there any way to bring some transparency to the game menus?

Thank you very much for your great effort to keep this game as the best game of strategy.

Regards

Excuse my english

(in reply to PaxMondo)
Post #: 504
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 1/30/2013 1:52:20 AM   
JeffK


Posts: 5149
Joined: 1/26/2005
From: Back in the Office, Can I get my tin hut back!
Status: offline

quote:

ORIGINAL: nadia911

Excuse my english


Nadia,

Never apologise for your ability in a second, third? language.

As you read through you will find that many native English speakers struggle to get it right.

Its only when you try to stalk strine will you and most others struggle.

PS I believe some have found this a great way to learn English, look forward to more posts.

_____________________________

Interdum feror cupidine partium magnarum Europae vincendarum

(in reply to nadia911)
Post #: 505
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 1/30/2013 1:55:24 AM   
JeffK


Posts: 5149
Joined: 1/26/2005
From: Back in the Office, Can I get my tin hut back!
Status: offline
Maybe building on from Nadia's post, I find the combat report screen too big, a good portion taken up by pictures, plus it sits over the centre of the map which is usually in the area where the combat is.

? Could the combat report screen be made smaller, crop out the pictures.

? Could the combat report be placed in a corner of the map.

Items 32424244 and 32424245 on the works in progress!

_____________________________

Interdum feror cupidine partium magnarum Europae vincendarum

(in reply to JeffK)
Post #: 506
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 1/30/2013 7:09:31 PM   
LargeSlowTarget


Posts: 2747
Joined: 9/23/2000
From: The deepest, darkest pit of hell
Status: offline
+1

The combat animation screens are already on the right side so the combat area in the center is visible. Same for the combat report screen would be nice.

_____________________________

Carpe Cerevisiam



WitP AAR "Six Years of War"

(in reply to JeffK)
Post #: 507
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 1/31/2013 10:12:05 AM   
michaelm


Posts: 9081
Joined: 5/5/2001
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: nadia911

Hello, this is the first time I write in the forum, I think ... Although I have been playing since the Uncommon Valor

Is there any way to bring some transparency to the game menus?

Thank you very much for your great effort to keep this game as the best game of strategy.

Regards

Excuse my english

Not really without changes to the engine that handles screen/windows. It is not a MS Windows handler, but a purpose built one.

_____________________________

Michael

(in reply to nadia911)
Post #: 508
RE: Patch 07 - Unofficial Public Beta - 1123c updated 2... - 2/1/2013 6:35:59 PM   
Numdydar

 

Posts: 1789
Joined: 2/13/2004
Status: offline
Does the below mean that Allied ships that are overdue to withdraw can withdraw from ANY port now versus having to go to a specific port? I never understood why a ship had to sail to a special location to withdraw. Just allow it to be taken OOT from whatever port is happens to be in. Like the Navy really cared that the ship was in OZ or Pearl when they needed it elsewhere?

Allow overdue ship groups to withdraw from ship in base hex rather than move ashore

Navy: "We need you for DDay so sail to Pearl ASAP."
Capt: " I'll just sail directly to England around South Africia"
Navy: "No we have to have you sail to Pearl before we can send you there."
Capt: "But we are currently docked in Darwin!!"
Navy: "Sail to Pearl of be relieved of command."

Pretty silly no?


(in reply to michaelm)
Post #: 509
RE: Patch 07 - Unofficial Public Beta - 1123c updated 2... - 2/1/2013 6:57:41 PM   
BigDuke66


Posts: 1579
Joined: 2/1/2001
From: Terra
Status: offline
I prefer to move them off-map just to give a jap sub a chance to take a shoot.
This way ships can get out of the biggest mess just like "Jeannie".

@michaelm
Could you tell me what values flow into the automatic conquering of empty bases if any?
Just seeing strange things like being on Lunga, jap on Tassafaronga, and suddenly Allies take Russel Island.

_____________________________

JOIN The Blitz Wargaming Club

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

(in reply to Numdydar)
Post #: 510
Page:   <<   < prev  15 16 [17] 18 19   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Tech Support >> RE: Patch 07 - Unofficial Public Beta - 1123a updated 22 January 2013 Page: <<   < prev  15 16 [17] 18 19   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.109