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RE: Patch 07 - Unofficial Public Beta - 1123r update

 
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RE: Patch 07 - Unofficial Public Beta - 1123r update - 10/4/2013 8:46:17 PM   
viberpol


Posts: 827
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From: Gizycko, Poland, EU
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quote:

ORIGINAL: michaelm
If a group needs a pilot, it will grab one of '1'-delayed pilots if no other available in the group.
Whats the main reason for wanting them to appear in the group all the time?


It all depends what you mean saying "if needs a pilot"...
What's the level of fatigue (of a single pilot) that makes the engine to "want" another, fresh pilot with delay "1" zero the delay and take part in the fight?

Really don't know how the mechanics should work or works as it is now...
but speaking purely from the Japanese 44-45 POV I find those inactive pilots rarely take part in the fights.

If a given squadron on CAP has, let's say, 40 planes and 45 pilots active plus 10 inactive,
from my experience, when encountering enemy raids those 45 pilots are used to fill the available planes and those inactive of delay "1" has no real impact.
With next raid(s) there's less and less available planes & the number of pilots instantly available (active) is decreasing slower. Again, the active pilots are taking part in the fights and those inactive still are inactive.
Pilots used so often increase their fatigue. The same is true if there's no action.
Bigger number of available pilots lowers the overall fatigue before the fight occur.

quote:

ORIGINAL: michaelm
If I make them all active, at the end of the next turn, it will spend time putting them back to '1' if the group has too many pilots.


It's not that we want these pilots were automatically active at the end of a turn. No, they should not be all pulled down to "0" automatically.

quote:

ORIGINAL: rook749
I would agree by default, if I set a pilot to inactive he should stay inactive with the delay of 1 day until I change the state. However, I love the idea of a button to set all inactive pilots to active, this would help speed the game along.


It's more like the Rook749 said...
In 44 - 45 when my squadron is engaged in combat, it usually losses many pilots.
I find myself engaged in clicking hundreds of pilots from reserve or other squadrons to fill the ranks. And then, when the delay "1" is the limit, I need to do it again and activate them all. It takes tooo looong to go through all those squadrons.

Again, having 45 active + 10 inactive pilots on CAP is quite a difference when compared to having 60 pilots active in a 49-planes daitai. Their fatigue is different plus they all gain some experience from missions flown.

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Post #: 841
RE: Patch 07 - Unofficial Public Beta - 1123r update - 10/26/2013 10:24:00 AM   
inqistor


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quote:

ORIGINAL: viberpol

quote:

ORIGINAL: rook749
I would agree by default, if I set a pilot to inactive he should stay inactive with the delay of 1 day until I change the state. However, I love the idea of a button to set all inactive pilots to active, this would help speed the game along.


It's more like the Rook749 said...
In 44 - 45 when my squadron is engaged in combat, it usually losses many pilots.
I find myself engaged in clicking hundreds of pilots from reserve or other squadrons to fill the ranks. And then, when the delay "1" is the limit, I need to do it again and activate them all. It takes tooo looong to go through all those squadrons.

When you click "Get New Pilot" (HA! I bet you never use it, except for training squadrons!) you first get pilots from group reserve into active status, and only if group reserve is empty - you will begin to draw new pilots from pool.

Actually I think it is bug, because when you press "Get 10 pilots", and you have, lets say 3 pilots in group reserve - you will got those 3 pilots from reserve PLUS 7 new, and you will be still short 3 pilots (so the button will change), but it does exactly what you need - puts inactive pilots into active status.

(in reply to viberpol)
Post #: 842
RE: Patch 07 - Unofficial Public Beta - 1123s update - 10/27/2013 5:23:09 AM   
michaelm


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From: Sydney, Australia
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Updated
Fix port refuelling when lowest endurance ship in TF doesn't need fuel
Fix ships in port with full fuel should have full endurance
Fix AI over diverting TFs to top off fuel (courtesy of Don)
Changed Allow inactive pilots to be selected if group 100% training.

The last change is only affected with training at 100%. Each pilot in the group, including the active ones, will get a chance to train.

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Post #: 843
RE: Patch 07 - Unofficial Public Beta - 1123s update - 10/27/2013 7:59:43 AM   
witpqs


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Thanks!

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Post #: 844
RE: Patch 07 - Unofficial Public Beta - 1123s update - 10/27/2013 8:23:17 AM   
Yaab


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From: Poznan, Poland
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Many thanks!

(in reply to witpqs)
Post #: 845
RE: Patch 07 - Unofficial Public Beta - 1123s update - 10/27/2013 9:45:50 AM   
chemkid

 

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thank you!

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Post #: 846
RE: Patch 07 - Unofficial Public Beta - 1123s update - 10/28/2013 7:14:26 AM   
koniu

 

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quote:

ORIGINAL: michaelm

The last change is only affected with training at 100%. Each pilot in the group, including the active ones, will get a chance to train.



It will safe lot of clicking. My index finger say thank you

< Message edited by koniu -- 10/28/2013 7:15:08 AM >


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Post #: 847
RE: Patch 07 - Unofficial Public Beta - 1123s update - 10/28/2013 9:51:54 AM   
Banzan

 

Posts: 256
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From: Bremen, Germany
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quote:

ORIGINAL: michaelm

Fix AI over diverting TFs to top off fuel



Sorry, but i fail to understand that one. Even with the help of babelfish i can't translate it into something that makes sense.

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Post #: 848
RE: Patch 07 - Unofficial Public Beta - 1123s update - 10/28/2013 10:43:44 AM   
michaelm


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If the AI is plotting a TF course over a long distance, it may keep diverting to 'fueling' ports in order to refresh its endurance if the endurance doesn't cover the whole distance to and from the destination. The endurance may be sufficient to get to the target destination.
The change permits the AI to get to the destination without too much diverting and at destination refuel or THEN start diverting to refueling ports to get enough to go home.

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Michael

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Post #: 849
RE: Patch 07 - Unofficial Public Beta - 1123s update - 10/28/2013 6:25:50 PM   
Banzan

 

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Ahh ok. Thanks for the explanation.

(in reply to michaelm)
Post #: 850
RE: Patch 07 - Unofficial Public Beta - 1123s update - 10/29/2013 2:45:39 AM   
PaxMondo


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quote:

ORIGINAL: michaelm

Updated
Fix port refuelling when lowest endurance ship in TF doesn't need fuel
Fix ships in port with full fuel should have full endurance
Fix AI over diverting TFs to top off fuel (courtesy of Don)
Changed Allow inactive pilots to be selected if group 100% training.

The last change is only affected with training at 100%. Each pilot in the group, including the active ones, will get a chance to train.

Michael, You're the GREATEST!!!



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Pax

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Post #: 851
RE: Patch 07 - Unofficial Public Beta - 1123s update - 10/29/2013 9:33:16 AM   
Hotschi

 

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Excellent, your dedication in improving the game is remarkable.

If I were the British queen I'd offer you a knighthood

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Post #: 852
RE: Patch 07 - Unofficial Public Beta - 1123s update - 10/29/2013 2:27:22 PM   
Rainer

 

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From: Neuching, Bavaria, Germany
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Thanks Michael

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Post #: 853
RE: Patch 07 - Unofficial Public Beta - 1123s update - 10/29/2013 3:48:22 PM   
General Patton


Posts: 1208
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From: Mass. USA. now in OHIO
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Tanks Michael
Cheers
PS though the fuel issue was just something I was missing.

(in reply to Rainer)
Post #: 854
RE: Patch 07 - Unofficial Public Beta - 1123r update - 10/31/2013 1:24:45 PM   
viberpol


Posts: 827
Joined: 10/20/2005
From: Gizycko, Poland, EU
Status: offline

quote:

ORIGINAL: inqistor

quote:

ORIGINAL: viberpol

quote:

ORIGINAL: rook749
I would agree by default, if I set a pilot to inactive he should stay inactive with the delay of 1 day until I change the state. However, I love the idea of a button to set all inactive pilots to active, this would help speed the game along.


It's more like the Rook749 said...
In 44 - 45 when my squadron is engaged in combat, it usually losses many pilots.
I find myself engaged in clicking hundreds of pilots from reserve or other squadrons to fill the ranks. And then, when the delay "1" is the limit, I need to do it again and activate them all. It takes tooo looong to go through all those squadrons.

When you click "Get New Pilot" (HA! I bet you never use it, except for training squadrons!) you first get pilots from group reserve into active status, and only if group reserve is empty - you will begin to draw new pilots from pool.

Actually I think it is bug, because when you press "Get 10 pilots", and you have, lets say 3 pilots in group reserve - you will got those 3 pilots from reserve PLUS 7 new, and you will be still short 3 pilots (so the button will change), but it does exactly what you need - puts inactive pilots into active status.


Ha! You're right Inqistor!
Thanks for pointing it out. I quess it's just my style of play and micromanaging.
Normally I pick all new pilots manually and rarely touch the "get pilot" button
because it brings more randomness into the play
But you're right - first it brings all "delayed 1" pilots back ready to fight.


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Post #: 855
RE: Patch 07 - Unofficial Public Beta - 1123r update - 11/5/2013 10:28:35 AM   
miv79

 

Posts: 40
Joined: 4/28/2013
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What parameters can not be edited in the scen that to work with the beta patch the game.
Sorry for my English.

< Message edited by miv79 -- 11/5/2013 12:32:15 PM >


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Sorry for my english

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Post #: 856
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/9/2013 3:54:08 AM   
michaelm


Posts: 9193
Joined: 5/5/2001
From: Sydney, Australia
Status: offline
Unloading unit attack mode not correct in some shock attacks
If initial unloading fragment didn't have any assault unit, then the rest of the unit might not have set Shock attack on atoll.
If base in hex belonged to enemy, the LCU display would still show some 'base' info (eg supply)
Damaged planes in reserve could interfere with normal plane repairs



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Michael

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Post #: 857
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/9/2013 11:20:15 AM   
ny59giants


Posts: 7155
Joined: 1/10/2005
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quote:

Damaged planes in reserve could interfere with normal plane repairs


Thanks for finding this for me. It wasn't a game stopper, but it was annoying.

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Post #: 858
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/9/2013 3:36:16 PM   
witpqs


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From: Argleton
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Post #: 859
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/9/2013 4:20:46 PM   
rook749


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Status: online
Woot!!!

Rook749

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Post #: 860
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/9/2013 4:31:10 PM   
Kitakami

 

Posts: 522
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Man, you happen to be one of my favorite people in the world! Thanks a lot!

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Post #: 861
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/14/2013 5:48:06 AM   
Yaab


Posts: 831
Joined: 11/8/2011
From: Poznan, Poland
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Thank you for the new update!

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Post #: 862
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/15/2013 2:54:43 AM   
PaxMondo


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Thanks Michael!



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Post #: 863
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/16/2013 10:04:19 AM   
CT Grognard

 

Posts: 693
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From: Cape Town, South Africa
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Hi, in trying to install the latest .exe, Norton deletes the file claiming there is a threat called SONAR.Heuristic.112? Am I doing something wrong?

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Post #: 864
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/16/2013 10:45:49 AM   
michaelm


Posts: 9193
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From: Sydney, Australia
Status: offline
Just installed it myself, and my Norton didn't reject it.
Try running Liveupdate to ensure you have latest updates.

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Post #: 865
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/16/2013 11:56:08 AM   
Yaab


Posts: 831
Joined: 11/8/2011
From: Poznan, Poland
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Thanks for the update!

Sometimes I think to myself that a true Ironman scenario is trying to play the vanilla WITP:AE.

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Post #: 866
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/18/2013 12:26:15 AM   
CT Grognard

 

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Thanks, mate, I ended up having to temporarily disable my SONAR protection, and that allowed it to install.

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Post #: 867
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/18/2013 11:29:01 AM   
Terminus


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Getting an "unable to find PW data error" on starting the newest beta. Also, the installer didn't add a new shortcut to the desktop, and the beta2 .exe file says it was last changed on september 9.

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Post #: 868
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/18/2013 11:50:41 AM   
Terminus


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Hm, tried removing the beta2 folder and running the installer again. It didn't create a new folder.

Wonder if its stuck in my antivirus.

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Post #: 869
RE: Patch 07 - Unofficial Public Beta - 1123t update - 11/21/2013 1:49:18 AM   
blueatoll

 

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Howdy, not sure if this is expected behavior but I checked my invasion fleet before it hit the coral at Ponape and it appears that RADM Hill is no longer in command, nor is Dan Callahan whose surface TF merged with the Amphib TF to beef up surface ships and suppress batteries. Instead, despite having 2 old BBs, 3 CAs, 4 CLs, and about 18 DDs, the lowly Captain who headed up the ASW TF (2 DDs) that was the last ships to merge into the Amphib group is in charge.

Shouldn't there be some sort of rank protocol where the highest ranking leader assumes command and not the commander of the last TF to merge? This seems very, very odd.

As a result of this, I had to divert to Nauru to reapply Hill in command, making my jarheads sit on APAs for an extra 4 days.

Oh, this TF has over 70 ships in it.

< Message edited by blueatoll -- 11/21/2013 2:51:17 AM >

(in reply to Terminus)
Post #: 870
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