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RE: Patch 07 - Unofficial Public Beta - 1125 14 November 2015

 
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RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 4/16/2016 2:16:19 AM   
michaelm75au


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quote:

ORIGINAL: Admiral DadMan

Mine Laying TFs and Sub Mine Laying TFs when created default to "Do Not Lay Mines". Can this be changed to default of "Lay Mines"?


From memory, the reason for this is that if you create a TF and then forget to give it instructions, it would lay the mines in the current hex/port.

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Michael

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Post #: 1471
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 4/16/2016 2:18:49 AM   
michaelm75au


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quote:

ORIGINAL: jcjordan

Noticed this w/ new beta vs the Jan beta I was running - on land units the larger fragment doesn't become the parent like it used to. I've got 4th Marine invading Wotje & the larger fragment is on Wotje commanded by a generic Major while the parent is back at Suva under the command of the General

Do you have a save???

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Michael

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Post #: 1472
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 4/16/2016 4:30:12 AM   
jcjordan

 

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I don't think I have a before & after save that would be the before under the old Beta version & after being current game under new Beta as I had played several turns under the new Beta before the unit invaded & showed the behavior. I do have my current game that shows the larger fragment still to be a stepchild fragment rather than becoming the parent.

(in reply to michaelm75au)
Post #: 1473
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 4/16/2016 5:01:14 AM   
michaelm75au


Posts: 12418
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If the larger fragment hasn't swapped, then it should be trying each turn. There may be some other reason why it is not swapping.
Attach the current save and I'll have a look.

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Michael

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Post #: 1474
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 4/16/2016 7:18:32 AM   
jcjordan

 

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quote:

ORIGINAL: michaelm

If the larger fragment hasn't swapped, then it should be trying each turn. There may be some other reason why it is not swapping.
Attach the current save and I'll have a look.


attached is savegame - look for 4th Marine Div at Wotje & you'll see it's the larger fragment but has yet to become the parent though it's been this way for a couple of days now. The parent is still in Suva but I'm loading it to move it currently IIRC. I didn't see this behavior in the Jan Beta but in the just released Beta so maybe something introduced there???

Attachment (1)

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Post #: 1475
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 4/16/2016 8:56:58 AM   
michaelm75au


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Thinking about the mining missions ..
1. Creating a ESCORT taskforce should not switch to another mission. I have found that this happens if there are no damaged ships. Propose to skip this if it is a human created TF as player created the ESCORT TF for some reason.
2. As mines are a limited device, automatically replenishment on disbanding is probably not advisable. Propose to skip mine loading on disbanding.
You can still force replenish from port to load them.

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Michael

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Post #: 1476
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 4/16/2016 9:14:21 AM   
michaelm75au


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quote:

ORIGINAL: jcjordan


quote:

ORIGINAL: michaelm

If the larger fragment hasn't swapped, then it should be trying each turn. There may be some other reason why it is not swapping.
Attach the current save and I'll have a look.


attached is savegame - look for 4th Marine Div at Wotje & you'll see it's the larger fragment but has yet to become the parent though it's been this way for a couple of days now. The parent is still in Suva but I'm loading it to move it currently IIRC. I didn't see this behavior in the Jan Beta but in the just released Beta so maybe something introduced there???

I ran a turn with latest beta and the parent is now on Wotje. I know it wont swap with units on transports due to too many variables.




The save is from latest beta, so can't understand why it has not swapped.

Attachment (1)

< Message edited by michaelm -- 4/16/2016 9:33:01 AM >


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Michael

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Post #: 1477
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 4/16/2016 1:25:05 PM   
Yaab


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quote:

ORIGINAL: michaelm

Thinking about the mining missions ..
1. Creating a ESCORT taskforce should not switch to another mission. I have found that this happens if there are no damaged ships. Propose to skip this if it is a human created TF as player created the ESCORT TF for some reason.
2. As mines are a limited device, automatically replenishment on disbanding is probably not advisable. Propose to skip mine loading on disbanding.
You can still force replenish from port to load them.


That is what exactly happened. I created an Escort Mission with Minelaying ships only. No ship was damaged. I gave the TF a destination. I left the TF screen, ran the turn, and on the next turn the TF reverted to Minelaying mission and grabbed mines.

I created several such TFs on Java and completely depopulated the Dutch mine pool.

Actually, Escort Mission seemed the best choice. How would you move surplus Minelaying ships with no mines to another destiation? Surface Combat? Support Mission?

(in reply to michaelm75au)
Post #: 1478
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 4/16/2016 2:10:15 PM   
witpqs


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quote:

ORIGINAL: michaelm

Thinking about the mining missions ..
1. Creating a ESCORT taskforce should not switch to another mission. I have found that this happens if there are no damaged ships. Propose to skip this if it is a human created TF as player created the ESCORT TF for some reason.
2. As mines are a limited device, automatically replenishment on disbanding is probably not advisable. Propose to skip mine loading on disbanding.
You can still force replenish from port to load them.

Agree with both.

When I create an Escort TF that I intend to meet & merge with another TF the auto-switching results in extra clicks of going in and changing it back to Escort so the ship types in the other TF are allowed to merge after meeting.

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Post #: 1479
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 4/16/2016 4:28:26 PM   
cohimbra


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Yaab, you can chose to stokpile your mines (in the intelligence -> industry/troop/resource pool screen select mine device and set stokpile = yes). After that no mines was deployed for minelayer or similar ships until you change stokpile to no. It's a bit tedious, but if you press I and then 0 (zero) you're in the right place just in one second.

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Post #: 1480
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 4/16/2016 4:55:09 PM   
witpqs


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quote:

ORIGINAL: cohimbra

Yaab, you can chose to stokpile your mines (in the intelligence -> industry/troop/resource pool screen select mine device and set stokpile = yes). After that no mines was deployed for minelayer or similar ships until you change stokpile to no. It's a bit tedious, but if you press I and then 0 (zero) you're in the right place just in one second.

True, but it's a lot of setting to go and reverse that, rearm with mines, then set stockpile again every time you want to use mines.

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Post #: 1481
RE: Patch 07 - Unofficial Public Beta - 1125 14 Novembe... - 4/17/2016 3:56:13 AM   
jcjordan

 

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quote:

ORIGINAL: michaelm

quote:

ORIGINAL: jcjordan


quote:

ORIGINAL: michaelm

If the larger fragment hasn't swapped, then it should be trying each turn. There may be some other reason why it is not swapping.
Attach the current save and I'll have a look.


attached is savegame - look for 4th Marine Div at Wotje & you'll see it's the larger fragment but has yet to become the parent though it's been this way for a couple of days now. The parent is still in Suva but I'm loading it to move it currently IIRC. I didn't see this behavior in the Jan Beta but in the just released Beta so maybe something introduced there???

I ran a turn with latest beta and the parent is now on Wotje. I know it wont swap with units on transports due to too many variables.




The save is from latest beta, so can't understand why it has not swapped.


Thanks yes I played the turn & it switched that turn after loading the parent at Suva but just didn't know why it waited a couple of days before doing so as there was only the large fragment on Wotje & the smaller parent on Suva. IIRC in the past wherever the larger fragment was, it was supposed to become the parent correct? Anyway it's kinda minor so no biggie just hope that it doesn't come back to haunt me at some future point

(in reply to michaelm75au)
Post #: 1482
RE: Patch 07 - Unofficial Public Beta - 1125 updated 3 ... - 4/21/2016 12:09:38 PM   
Ginetto

 

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Michaelm hi.
I'm not an expert at working with a pc so I need a few clarifications, please.
1. What do you mean by "off the main install directory"? I just have a WITP-AE folder.
2- Once a new shortcut has been created, why do I have to copy it?
3. By "preferred options on the command line" do you mean the switches I already have on the target line of the shortcut which appear when you right-click on it and then left-click on properties?
If you could just repeat your instructions in layman's language so even the dummies can avoid disaster, I would be very grateful.
Looking forward very much to update my WIPT-AE.

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Gino

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Post #: 1483
RE: Patch 07 - Unofficial Public Beta - 1125 updated 3 ... - 4/21/2016 5:47:40 PM   
BBfanboy


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quote:

ORIGINAL: Ginetto

Michaelm hi.
I'm not an expert at working with a pc so I need a few clarifications, please.
1. What do you mean by "off the main install directory"? I just have a WITP-AE folder.
2- Once a new shortcut has been created, why do I have to copy it?
3. By "preferred options on the command line" do you mean the switches I already have on the target line of the shortcut which appear when you right-click on it and then left-click on properties?
If you could just repeat your instructions in layman's language so even the dummies can avoid disaster, I would be very grateful.
Looking forward very much to update my WIPT-AE.

Since Michaelm is a very busy guy and may not get to your questions for a while I will take a stab at answering your questions (caveat - using my assumptions to interpret what I think you mean):

1. The "main install directory" could mean the menu screen that you get when the game is installed and you click on the shortcut icon. This will have things like the game manual, check for updates and the AE editor program listed as options on the menu.

2. As mentioned in my answer to 1., the installation program puts a shortcut on your desktop that points to the "autorun.exe" file, which ONLY opens the menu screen described above. It does NOT open the game program directly. You need to create a shortcut that points to the witp-ae.exe file to get directly to the game.

Go to the game sub directory at C:\Matrix Games\War in the Pacific Admiral's Edition and right click on the witp-ae.exe file. Left click on the option "Create Shortcut". This will create a shortcut icon you should drag to your desktop and drop. Right click on the shortcut to bring up the properties screen and find the box area labelled "Target". This will have the path to your game file in " " marks. AFTER the quote marks leave a space and begin adding the switches you need.

3. It sounds like you have been adding your switches in the "autorun.exe" shortcut. This will not work. Try the same switches in the new shortcut and if you have problems take screenshots of the problems and post them in the tech forum for help. There are too many possible combinations of equipment and switches to tell you what is best to use at this point.

Most of the problems have been raised and solutions found on the recent forum posts so please read through them to see if any will fit your situation. Lots of pictures there showing what to do as well. Good luck!

EDIT: PS - once you get the game up and running, rename one of your two shortcuts so that you can tell which points to the game and which points to the "Start up menu".

PS 2 - If the game version you installed is not at least the latest Official version, you should download that update and install it. It will not mess with your shortcuts. You may also want to update to Michaelm's latest beta, but read through the beta thread to see what was changed and whether you want to play your game with those changes.

< Message edited by BBfanboy -- 4/21/2016 5:53:32 PM >


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Post #: 1484
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 5/7/2016 1:38:26 AM   
Revthought


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Is the old .9 version still available. I had to reinstall in the middle of a PBEM and that is the version of the client we're running.

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Playing at war is a far better vocation than making people fight in them.

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Post #: 1485
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 5/7/2016 4:52:15 PM   
Theages

 

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1123x9 ?


Attachment (1)

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Post #: 1486
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 5/15/2016 4:18:36 PM   
riflebrigade

 

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I am running Patch 07 - Unofficial Public Beta - 1125 on a Macbook Pro with Windows 8.1.

I am using 1600x1200 screen resolution with a 1600x1200 window which covers the entire screen but the bottom to the game display is not visible. The Industry section can not be seen.

If I change the window resolution to anything but 1600x1200 (even 1600x1199) the window only covers approximately 30% of the screen area.

When I try other window resolution sizes the program shows a small window (with all of game screen being visible) in the centre of the screen but when I try to stretch the window it remains the same size and can not be made any larger.

Clicking on the windows 8.1 increase/decrease screen size button makes the window jump to top left section of screen, clicking it agin returns it to the centre of the screen.

The above problem also occurs with all other screen resolutions available on the Macbook Pro.

Is it possible to modify the patch to enable a window to be manually stretched so all the game screen can be seen in the window?

(in reply to Theages)
Post #: 1487
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 5/16/2016 4:32:29 AM   
Yaab


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michaelm, thanks for the new update!

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Post #: 1488
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 5/16/2016 12:55:04 PM   
PaxMondo


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quote:

ORIGINAL: riflebrigade

I am running Patch 07 - Unofficial Public Beta - 1125 on a Macbook Pro with Windows 8.1.

I am using 1600x1200 screen resolution with a 1600x1200 window which covers the entire screen but the bottom to the game display is not visible. The Industry section can not be seen.

If I change the window resolution to anything but 1600x1200 (even 1600x1199) the window only covers approximately 30% of the screen area.

When I try other window resolution sizes the program shows a small window (with all of game screen being visible) in the centre of the screen but when I try to stretch the window it remains the same size and can not be made any larger.

Clicking on the windows 8.1 increase/decrease screen size button makes the window jump to top left section of screen, clicking it agin returns it to the centre of the screen.

The above problem also occurs with all other screen resolutions available on the Macbook Pro.

Is it possible to modify the patch to enable a window to be manually stretched so all the game screen can be seen in the window?


These types of errors generally fall into one of two categories:
You can only choose game resolutions which are supported by your monitor.
You have incorrectly typed in the launch specs

I can't speak to a MAC as I have no experience on it, maybe others hear will assist. You should try this again in a new thread for help.

Your request for a new game engine is, of course, not going to happen. You may not realize that is what you are asking, but in fact you are.

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Pax

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Post #: 1489
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 5/17/2016 2:04:18 AM   
riflebrigade

 

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Thank you for your prompt reply to my problem PaxMondo.

I have spent a long time trying all types of options, correct resolutions supported by MacBook Pro and launch specs to no avail.

I did not think a new game engine would be required to enable a standard Windows function to operate.

Although a different game released just over a year after War in the Pacific Admiral’s Edition, War in the East will allow the Game Window to be increased/decreased in size.

I am waiting for the new Intel I7 6900K CPUs and GTX1080 video cards to become available then I should be able to run my matrix games on a new Windows Computer.

Although it is good to have the option to run most of my matrix games on my MacBook Pro Retina.

I asked the question as I really like to play this game and also a solution if available may help other players who could experience the same problem.

(in reply to PaxMondo)
Post #: 1490
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 5/17/2016 4:41:33 AM   
PaxMondo


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quote:

ORIGINAL: riflebrigade

Thank you for your prompt reply to my problem PaxMondo.

I have spent a long time trying all types of options, correct resolutions supported by MacBook Pro and launch specs to no avail.

I did not think a new game engine would be required to enable a standard Windows function to operate.

Although a different game released just over a year after War in the Pacific Admiral’s Edition, War in the East will allow the Game Window to be increased/decreased in size.

I am waiting for the new Intel I7 6900K CPUs and GTX1080 video cards to become available then I should be able to run my matrix games on a new Windows Computer.

Although it is good to have the option to run most of my matrix games on my MacBook Pro Retina.

I asked the question as I really like to play this game and also a solution if available may help other players who could experience the same problem.

This game base is quite a few years old ...

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Pax

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Post #: 1491
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 5/17/2016 8:31:30 AM   
Korvar


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Riflebrigade,

These are the switches I use for the shortcut to the game executable file - note those I have highlighted:

-wd -pxf1888 -pyf1062 -archive -deepColor -multiaudio -dd_sw -altFont -skipVideo

The 'w' part of -wd means 'windowed' mode; this obviously will allow you to select a resolution smaller than the total screen size. The 'd' refers to daily saves, not really relevant here.

Adding the 'f' to the end of the typical -px and -py switches will allow you to use resolutions that aren't 'standard' resolutions. You'll note that I'm using a resolution slightly smaller than 1920x1080; I settled on this resolution by trial-and-error, and it's a compromise between minimizing clipping, maximizing game screen size, and keeping the aspect ratio.

Try these resolution combos with the -pxf and -pyf switches:
1596 x 1197
1592 x 1194
1588 x 1191
1584 x 1188
1580 x 1185
(keep going as necessary following the 4:3 aspect ratio)

When you find one that you like, go for it. There is no 'right' answer, it's all subjective. A benefit of using the game in windowed mode is that it makes it easy to access tracker and combat reporter, if you use those.

(in reply to riflebrigade)
Post #: 1492
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 5/18/2016 4:37:40 AM   
riflebrigade

 

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Thank you for the advice Korvar game runs ok at 1572 x 1179.

When I get my next Windows Computer I will look for 27" or larger Monitor to use game in windowed mode with access tracker and combat reporter.


Have not used access tracker or combat reporter as my MacBook Pro only has 15" screen.



(in reply to Korvar)
Post #: 1493
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 5/18/2016 6:38:15 AM   
Korvar


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You're very welcome! I'm glad it worked out, at least for now.

Although using Tracker and Combat Reporter in a multi-monitor setup is ideal, it is certainly feasible to use them on a single monitor setup, even on a 15" screen. Start Tracker, Combat Reporter, and the game, then use the Alt+Tab key combination (I believe this is Command + Tab on a Mac keyboard) to allow you to switch between them. That's a benefit of running the game in windowed mode - the ability to switch between multiple programs much more gracefully than would be possible if the game were running in full screen mode. One program will be visible 'on top' at any given time while the others are open in the background.

There is a bit of work involved in setting up both WitP Tracker and Combat Reporter, but they are easy to use after that. It is a common opinion around these forums that once you use them, they become indispensable tools for playing the game. Most, if not all, of the information both programs provide is already available in the game - their utility is derived from how they organize that information. Information management is as integral to WitP as logistics is to war. Combat Reporter is the 'tactical' tool to help one get through each turn efficiently whereas Tracker is the 'strategic' tool to help one delve deeper into the data for long-term decision making. For one brief example, Combat Reporter shows you all the sighting reports for a given turn and then graphically pinpoints the location of each on a game map displayed on the bottom half of the Combat Reporter window. As you can imagine, this is a really useful way of organizing the coordinate information the game gives you.

As an alternative, keep in mind that it is possible to run multiple monitor setups from some laptops. I've never owned one, but Macbook Pros tend to be quite capable laptops - I'd be surprised if yours couldn't do this. So, it's quite possible that you don't *have* to wait for your next computer in order to use multiple monitors.

The generation of Macbook Pro that you have will determine what type of video connection(s) are used and possibly how many monitors can be connected at once, but I would bet that at least one secondary monitor could be added without too much hassle. This setup could be as simple as plugging a second monitor into the Macbook's video port (for instance, later generations of Macbooks would be using a Display Port). If you really want to go all-out, you could potentially build a complete 'workstation' setup complete with multiple desktop monitors, external keyboard, and mouse. This latter setup would give you a full desktop user experience when at your desk, and you could still use the Alt+Tab feature when using only the Macbook screen on the road.

Finally, keep in mind that the resolution of a monitor is the actual screen 'real-estate' - not the physical dimensions of the monitor. The physical dimensions of the monitor determine how 'big' (or 'small') the graphics and text appear on the screen for a given resolution. As an extreme example, it's certainly possible to run a 4k resolution on a 15" screen given that the screen and video card are both capable of that resolution - but you'd need really good eyesight to be able to read anything on it. At the other end of the spectrum, this is why TVs are typically much less expensive than computer monitors - even though the TVs are physically much larger. A 60" 1080p TV is running the same resolution as the typical 24" computer monitor.

I've rambled enough for one post, but I'd be happy to help if you'd like to know more.

(in reply to riflebrigade)
Post #: 1494
RE: Patch 07 - Unofficial Public Beta - 1125 updated 16... - 5/21/2016 2:59:26 PM   
btd64


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Michael, I have been looking for a way to have an air transport unit transport troops from base A to base B and then bring back troops from base B to base A. Think about the "Hump". That's what they did. Kind of like transporting fresh troops in and evacuating worn out troops, with the same air unit.

So the question is, Can you add this feature?....GP

< Message edited by General Patton -- 5/21/2016 3:02:02 PM >


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Intel i7 3.4GHz,8GB Ram,1920x1080 rez

AKA General Patton

WPO,WITP,WITPAE-Mod Designer/Tester
DW Series-Beta Tester
TOAW4-Alpha/Beta Tester

I don't like paying for the same real estate twice..Gen. George S. Patton

(in reply to michaelm75au)
Post #: 1495
RE: Patch 07 - Unofficial Public Beta - 1125 updated 16... - 5/22/2016 2:13:53 AM   
michaelm75au


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From: Sydney, Australia
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Case of combining the transport and pickup missions together? It would not be possible with the current structure - there is just the one 'unit to transport' value even if I could add a new mission (which would be complicated to update all references to group missions).
I have made a note in my book though.

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Post #: 1496
RE: Patch 07 - Unofficial Public Beta - 1125 updated 16... - 5/22/2016 2:24:12 AM   
larryfulkerson

 

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Here's a case I want to try somehow: PT boats loaded with special forces operators, usually the
Marine Raider Bn's and they move out at night and sail into an enemy harbor and kidnap a ship
with it's crew at gun point and sail it out of the port and into the open sea. One of the special
forces members would become the captain of the ship. The ship would sail to the nearest
friendly port. And we can get the AI to do these missions.

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Post #: 1497
RE: Patch 07 - Unofficial Public Beta - 1125 updated 16... - 5/22/2016 3:00:08 AM   
btd64


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From: Mass. USA. now in OHIO
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quote:

ORIGINAL: michaelm

Case of combining the transport and pickup missions together? It would not be possible with the current structure - there is just the one 'unit to transport' value even if I could add a new mission (which would be complicated to update all references to group missions).
I have made a note in my book though.


Thanks for the feedback Michael....GP

_____________________________

Intel i7 3.4GHz,8GB Ram,1920x1080 rez

AKA General Patton

WPO,WITP,WITPAE-Mod Designer/Tester
DW Series-Beta Tester
TOAW4-Alpha/Beta Tester

I don't like paying for the same real estate twice..Gen. George S. Patton

(in reply to michaelm75au)
Post #: 1498
RE: Patch 07 - Unofficial Public Beta - 1125 updated 16... - 5/22/2016 3:04:16 AM   
btd64


Posts: 5829
Joined: 1/23/2010
From: Mass. USA. now in OHIO
Status: offline

quote:

ORIGINAL: larryfulkerson

Here's a case I want to try somehow: PT boats loaded with special forces operators, usually the
Marine Raider Bn's and they move out at night and sail into an enemy harbor and kidnap a ship
with it's crew at gun point and sail it out of the port and into the open sea. One of the special
forces members would become the captain of the ship. The ship would sail to the nearest
friendly port. And we can get the AI to do these missions.


Larry, this I know can't be modeled. But Marine paratroops can load on SST subs in combat mode and attack small islands....GP

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(in reply to larryfulkerson)
Post #: 1499
RE: Patch 07 - Unofficial Public Beta - 1125 updated 16... - 5/22/2016 3:08:34 AM   
larryfulkerson

 

Posts: 38022
Joined: 4/17/2005
From: Tucson, AZ
Status: offline
quote:

Marine paratroops can load on SST subs in combat mode and attack small islands....GP

You know now that you've told me I just HAVE to try it out. Beware.

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(in reply to btd64)
Post #: 1500
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