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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

 
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 2/8/2013 5:49:16 PM   
barkorn45

 

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I'm running 1123b do i have to upgrade to 1123c first and then 1123d?
Also I just spent a couple of days setting up first turn using saardukar's thread
if I change to 1123d will i have to start again?
I notice there are'nt any data changes so maybe i can use my turn?

Should have looked down a few threads beta's can be used in ongoing games.


< Message edited by barkorn45 -- 2/8/2013 5:52:17 PM >

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Post #: 541
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 2/8/2013 6:18:12 PM   
barkorn45

 

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I made a shortcut to desktop but when i start i get an error message "can't find PW data"

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Post #: 542
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 2/8/2013 7:55:26 PM   
Uncivil Engineer

 

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The update makes its own shortcut; I suspect if you use another it won't work properly.

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Post #: 543
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 2/8/2013 9:06:37 PM   
witpqs


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quote:

ORIGINAL: barkorn45

I made a shortcut to desktop but when i start i get an error message "can't find PW data"

Making your own shortcut works fine, you just have to make both parts point to the correct area. Right-click on the shortcut and click on 'properties'. When the window opens you will see that there are two places where things can be typed in. The first is the command line, which points to the program you want to run, and incidentally contains all the 'command line switches' that you want to use. The second area, a little below the first, tells the PC what folder to point the program at. It sounds like the second area is wrong. Edit it and make sure it points to your main AE folder for the installation. When I say 'main AE folder', I mean that folder that contains the executables and all the other folders.

Note that if you are running one of the Beta test patches that the first line will have a 'beta2' somewhere in it because the executable for the patch is in the beta2 sub-folder. But the second part should still point to the main folder, not the beta2 sub-folder.

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Post #: 544
RE: Patch 07 - Unofficial Public Beta - 1123 updated - 2/9/2013 4:27:13 AM   
michaelm


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quote:

ORIGINAL: n01487477

quote:

ORIGINAL: michaelm
quote:

03/02/13: 1123d - ...
CV groups should retain resize capability when moved back to ship


Hi Michael -
I just downloaded the beta and the zip shows it as 1123c. I'm taking a stab that it is just a version number thing ..

Like Seille, I moved my airgroups off while upgrading and forgot about the 7/42 resize. Some retained the ability to resize others didn't (it came down to if I'd set "not resize"). I've already moved them back before this beta - Am I now fried or should I move them off and back on again ?

PM sent with password.

edit: the two CV's in question are in Hiroshima/Kure

I rechecked the beta in the first post and it shows as 1123d

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RE: Patch 07 - Unofficial Public Beta - 1123 updated - 2/9/2013 7:49:11 AM   
PaxMondo


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quote:

ORIGINAL: michaelm


I rechecked the beta in the first post and it shows as 1123d

+1

2nd post has 1123c

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Post #: 546
RE: Patch 07 - Unofficial Public Beta - 1123 updated - 2/9/2013 8:10:56 AM   
Sardaukar


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It was first ver. c for me too, but when I re-downloaded, it was ver. d. Might have been a forum issue.

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Post #: 547
RE: Patch 07 - Unofficial Public Beta - 1123 updated - 2/9/2013 8:21:35 AM   
michaelm


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It could be a timing issue. Normally I update the first post, and then update the second one.

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Post #: 548
RE: Patch 07 - Unofficial Public Beta - 1123 updated - 2/12/2013 10:49:49 PM   
BigDuke66


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@michaelm
Did you check these post?
http://www.matrixgames.com/forums/fb.asp?m=3264041
http://www.matrixgames.com/forums/fb.asp?m=3264094

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Post #: 549
RE: Patch 07 - Unofficial Public Beta - 1123 updated - 2/17/2013 12:00:38 PM   
michaelm


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Updated 1123e
Possible overflow error when build list of ships
Change direction when set for direct move. Added description to March Direction on screen to help identify when direct move is set
Devices in TOE of less than 3 could cause subunits not to rebuild
TF destination (unload at) not allowing some TFs to return home

There may be some more later in relation to AI.

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Post #: 550
RE: Patch 07 - Unofficial Public Beta - 1123c updated 2... - 2/17/2013 12:54:37 PM   
michaelm


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quote:

ORIGINAL: BigDuke66

Save from a PBEM, end of turn save from t22 I think. Are the passwords needed?
The tender was there from t10 on with some Catalinas flying naval search, thinking that the tender would sooner or later need supplies a brought in 504 supplies some turns later in, by t23 I had to move the tender and AG back and up until then no supply was used by the tender nor from the dot base, at least according to what the numbers from the tracker say.
Oh and at the first turn there a plane was damaged and next turn repaired but even that didn't use any supplies.
Beware that save is I think still of 1223c.

A seaplane tender can support up to its capacity without expending any supply. Once exceeded, it needs ship or base supply.

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Post #: 551
RE: Patch 07 - Unofficial Public Beta - 1123 updated - 2/17/2013 12:56:05 PM   
PaxMondo


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Thanks Michael!!!



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RE: Patch 07 - Unofficial Public Beta - 1123 updated - 2/17/2013 5:19:58 PM   
BigDuke66


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Thanks michael but what is the reason behind that?
All other tenders seem to use supply when providing support for either repairs or rearming operations.
Why shouldn't seaplane tenders do the same?
It's not reasonable that players can "outsource" their search assets and have them fly & repair for free. Unless that is again some support for the AI, but if so I again wonder why the other tenders have to "pay" supplies but not seaplane tenders.

And it's not like the swallow supplies like nothing, even small seaplane tenders could hold out on a forward dot base for weeks as search missing only coast 1/3 supply point per plane per mission what seems realistic, but now they can be the complete war there without ever consuming supplies what seems more than unrealistic.

< Message edited by BigDuke66 -- 2/17/2013 5:23:18 PM >


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RE: Patch 07 - Unofficial Public Beta - 1123 updated - 2/17/2013 11:56:32 PM   
michaelm


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If the ship has organic support, then it can support that many planes. This is the same for CV running patrol missions - ordnance is used, but lack of ordnance limits number of planes available.
If the tender has no organic support, or more planes in hex than it can support, then supplies are used for mission and repairs. If I recall, 1 seaplane support is used for each patrol mission and 2 for each plane repaired. [There is a possible bug in that intermediate repairs aren't decreasing the seaplane support.]
I think WITP use to allow you to run these missions indefinitely, and without the checks in use today.

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RE: Patch 07 - Unofficial Public Beta - 1123 updated - 2/18/2013 12:07:54 AM   
BigDuke66


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Thanks again for clarifying that.

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RE: Patch 07 - Unofficial Public Beta - 1123 updated - 2/18/2013 9:21:27 AM   
Chris H

 

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quote:

ORIGINAL: michaelm

Updated 1123e
Possible overflow error when build list of ships
Change direction when set for direct move. Added description to March Direction on screen to help identify when direct move is set
Devices in TOE of less than 3 could cause subunits not to rebuild
TF destination (unload at) not allowing some TFs to return home

There may be some more later in relation to AI.


My Chinese TOE problem has now been recitifed. Thanks again.

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Post #: 556
RE: Patch 07 - Unofficial Public Beta - 1123 updated - 2/19/2013 12:48:22 AM   
Captain Cruft


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This is my pet bug ...

Subs which are set to Remain on Station at a fixed point don't use fuel. Or at least they don't seem to, I haven't checked scientifically.

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Post #: 557
RE: Patch 07 - Unofficial Public Beta - 1123e updated 1... - 2/19/2013 8:25:34 AM   
Chris H

 

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Got another small problem for you.

I have a SSX that appears to be under it's own crews paddle power going form Truk to Noumea. (Klaus - Since been sunk by a mine).

I thought I'd loaded it onto a SSX carrier but there is no carrier in the hex (112,132) just the SSX. If you leave it it goes all the way to Noumea under it's own power. The save is the earliest I have got and the problem occured prior to the lastest patch. It's a PBEM so do you need a password?

Attachment (1)

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RE: Patch 07 - Unofficial Public Beta - 1123 updated - 2/19/2013 8:29:12 AM   
Chris H

 

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quote:

ORIGINAL: Captain Cruft

This is my pet bug ...

Subs which are set to Remain on Station at a fixed point don't use fuel. Or at least they don't seem to, I haven't checked scientifically.



They don't and it's not just sub TFs. I noticed it a while ago but thought it was by design, but on reflection it's not realistic some fuel would need to be used to keep power on the ship.

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Post #: 559
RE: Patch 07 - Unofficial Public Beta - 1123 updated - 2/19/2013 8:39:33 AM   
michaelm


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quote:

ORIGINAL: Captain Cruft

This is my pet bug ...

Subs which are set to Remain on Station at a fixed point don't use fuel. Or at least they don't seem to, I haven't checked scientifically.

Should burn some based on quick test.
Some small subs seem to back out the 'burn'???. Big subs I could see the endurance go down.
Something make be recalculating endurance based on a percentage, and as change is so small it is being lost.

< Message edited by michaelm -- 2/19/2013 9:04:42 AM >


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RE: Patch 07 - Unofficial Public Beta - 1123 updated - 2/22/2013 1:02:25 AM   
Captain Cruft


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OK thanks for looking at it.

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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 2/22/2013 9:40:39 AM   
Sardaukar


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quote:

ORIGINAL: barkorn45

I'm running 1123b do i have to upgrade to 1123c first and then 1123d?
Also I just spent a couple of days setting up first turn using saardukar's thread
if I change to 1123d will i have to start again?
I notice there are'nt any data changes so maybe i can use my turn?

Should have looked down a few threads beta's can be used in ongoing games.



Betas are just EXE-file changes, no data changes. You can use them without problem in ongoing games. I do that all the time when new beta comes available.


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Post #: 562
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 2/22/2013 4:31:24 PM   
Theages

 

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@michaelm
In port view ships, which have been convert to carry more troops (Japanese xAK or AK), are shown with a '-t' following their type (eg xAK-t)
On the ship selection screen (Task Force creation) and the Task Force screen, this extension is not shown. Especially on the Task Force creation screen this would be useful for quickly finding the converted xAKs / AKs in the list of numerous standard xAKs / AKs. Could this be implemented?

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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 2/22/2013 4:55:18 PM   
LargeSlowTarget


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+1

and another "@michaelm":

It would be nice if the mouseover info in the TF transfer screen could show the ship class as well - like:

Left click to add Kamo to Task Force
[Torpedo Boat Otori class]
3 x 12 cm etc.




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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 2/23/2013 4:21:10 AM   
michaelm


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Never mind got posts mixed up

< Message edited by michaelm -- 2/23/2013 6:18:05 AM >


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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 2/24/2013 12:54:07 PM   
PaxMondo


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quote:

ORIGINAL: michaelm

Never mind got posts mixed up

Michael,

Are you suggesting that we are supposed to disregard this?

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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 2/24/2013 7:00:56 PM   
BigDuke66


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As I now played the Guadalcanal scenario and saw that so few ships are upgrade and many air groups are still at low XPs I wonder if small steps should be taken to slow down Air and Naval operations similar to the slow down of land operations(wasn't the whole planing process introduced their for?).
Seeing that michaelm added for example the double air support on big airfields I hope that small steps in slowing down naval and air operations are considered too.

1. Naval operations
I propose to let upgrades only proceed if all requirements are fulfilled. Meaning that if a ship needs a yard to do its upgrade the ship has to stay in the yard to proceed the upgrade.
The way it is now one can simply let the upgrade start but can than pull the ship out of the yard without the upgrade process stopping.
If the requirements have to be fulfill over the complete process the player usually things twice if he wants to do the at a nearby base or let the ship move further back so the frontline yards aren't filled with ships in upgrade process.
This would extend the time for such upgrades as ships travel longer or block frontline shipyards, either way it would slow down naval operations.
Hopefully this would also stop mass upgrades like US subs getting radar that are totally ahistorical.

2. Air operations
I propose to let the pilot values(all by a random factor, even better the higher the XP the lower the drop is, so veterans can handle switching planes better) drop if switching to a new plane.
The way it is now upgrading to a new plane isn't a problem at all even at a frontline airfield as the unit is soon back in action.
If the pilot values drop the player hopefully considers to move the unit further back and let it train for some weeks to get them back to their old values, I guess that would simulate the process of getting the pilots and ground crews accustomed to the new plane type at a none frontline airfield.
This way the AGs would keep outdated planes or lower their pilot values at the frontline or move the AG back for the upgrade and retrain process, either way it will slow down air operations.


So are these ideas worth considering?

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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 2/26/2013 3:35:04 PM   
LargeSlowTarget


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Another request if possible: Would be nice if the "Load TF screen" could allow the changing of LCU ops modes. More often than not I find myself in the load screen of a transport TF and am greeted with the status "Not in strategic mode" because I forgot to prepare the LCUs for the intended move. So I have to exit, go into the LCU screen to change the op mode and than back into the TF load screen. Clicking on "Not in strategic mode" should change the LCU to this op mode. Similar if the TF is an Amphib TF and the LCU I want to load is not in combat mode - a click on "Not in combat mode" and there you go. Would same some clicks.

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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 2/26/2013 11:52:43 PM   
JeffK


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quote:

ORIGINAL: LargeSlowTarget

Another request if possible: Would be nice if the "Load TF screen" could allow the changing of LCU ops modes. More often than not I find myself in the load screen of a transport TF and am greeted with the status "Not in strategic mode" because I forgot to prepare the LCUs for the intended move. So I have to exit, go into the LCU screen to change the op mode and than back into the TF load screen. Clicking on "Not in strategic mode" should change the LCU to this op mode. Similar if the TF is an Amphib TF and the LCU I want to load is not in combat mode - a click on "Not in combat mode" and there you go. Would same some clicks.


Great idea, you would still have the same delay in changing mode.

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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 2/27/2013 12:12:16 AM   
mikkey


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+1

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