Patch 07 - Unofficial Public Beta - 1126b updated 17 Sept 2016

Post bug reports and ask for help with other issues here.

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

Post Reply
User avatar
michaelm75au
Posts: 12455
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

Patch 07 - Unofficial Public Beta - 1126b updated 17 Sept 2016

Post by michaelm75au »

This is an on-going unofficial beta install for the program. Not data.

It addresses a number of issues that have been causing problems.

Download the zip and run the installer.

It will create a directory Beta2 off the main AE install directory, install the updated EXE and DLL, and create a shortcut on desktop to run AE from that new directory.
Note that only the basic options are used with the shortcut. Copy the shortcut and add your preferred options to the command line such as screen size.

This does NOT affect the normal EXE and DLL in the main install directory. You can still use your normal shortcuts to run the official version of the program.

This is being done solely on my responsibility and outside the normal Matrix process. So please beware of the risk if you wish to update and use in existing PBEM games. Save files under this version wont load in earlier game EXE versions, but old saves are compatible with this version.

If your Tracker experiences problems reading new saves, try copying over the DLL from the Beta2 directory to the Tracker install directory(ies).
Attachments
AEupdate1126b.zip
(3.13 MiB) Downloaded 9735 times
Michael
User avatar
michaelm75au
Posts: 12455
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 07 - Unofficial Public Beta - 1126a updated

Post by michaelm75au »

Readme

Updated installer
23/09/12: 1117a - correct LCU split name
23/09/12: 1117b - fixed "group on ship" message that could crash game; part of old code could have happened at any time
23/09/12: 1117c - Allow upgrade of group when “withdraw” is off
23/09/12: 1117d - Added protection for sub TF on patrol that doesn't have home base (rare)
24/09/12: 1117e - fixed issue with changing tf name to 25 characters wiping out tf
29/09/12: 1117f - Set Objective” will allow some prepare points to remain based on unit experience
30/09/12: 1117g - Corrected error from 'f'
01/10/12: 1117h - Treat planes in maint as Reserves when calculating planes on ship if group is at maximum size
01/10/12: 1118a - Allow ship-base groups to draw up to 3 planes
02/10/12: 1118b - Don't clear max draw on old games
03/10/12: 1118c - Added DT_ASW to aircraft weapon display (can still be used as weapon, but not shown on screen)
Fixed some display issues with weapon filters and missions for aircraft data
Fixed issue where a weapon slot having multiple filters could lose use of the weapons
06/10/12: 1118d - Cancelling 'Form new TF' will return to original TF rather than close the TF screen
Added In port and TF filters to forming new TFs
07/10/12: 1118e - Forming TF from base showed incorrect TF
13/10/12: 1119 - Zero length TF names showing garbage
Fixed TF icon in hex wrong color
Fixed A/c weapons upgrade
14/10/12: 1119a - Changed Only allow a/c weapon upgrade if profiling on
Fragments off-map did not allow LCU parent swapping sometimes
**** Rebuilt the EXE to show 1119a in the main screen to minimize confusion.[:D] ****
19/10/12: 1119b - Restore air co-ordination chance
Rebuilding editor sub-units not clearing original editor parent unit
21/10/12: 1119c - Allow withdrawing to pool of disabled planes if base in mainland USA or Japan
Split groups sometimes not counted as one for overloaded AF check
Removed group type of CHUTAI from small unit check for overloaded AF check
Added any group with maximum size of <9 as small unit for overloaded AF check
21/10/12: 1119d - missed a change in "Split groups ... overloaded AF check"
21/10/12: 1119e - Burma road not open if Rangoon in enemy hands
28/10/12: 1119f - Para unit not moving by seaplane
Partial weapon load not kicking in if ops needed exceeded ship's ops level and ammo load exceeded 1000
02/11/12: 1119g - Discrepancy in base AV on some lists
Switch to mission speed for quick move in a phase (bombardment, near destination) check change.
04/11/12: 1119h - Added Set all ships to current repair mode in base Repair screen
10/11/12: 1120 - Increased air hq and group leader effect on raid coordination.
15/11/12: 1120a - Removed 'torpedo failed' message when no hits made by sub
Protect against fragments being linked to other fragments for LCUs (as in un/loading on transports)
ASW combat could result against 'phantom' TF even if one TF has been eliminated in an earlier round
25/11/12: 1120c - Tweaked Land based flak influenced by device's 'accuracy' value
Tweaked Add a cargo factor for 3-day supply when showing Amphib TF for troop loading
Fixed Groups could fly too far if escorting transports
2/12/12: 1120d - Fixed Single plane filling of group not counting previous clicks.
Tweaked Removed previous cargo factor (x4) but kept 3-day supply when showing Amphib TF for troop loading
8/12/12: 1120e - Split LCU Upgrade from Replacement so both can be used independently
Allow Crippled (ESCORT) TF to auto-disband into port once it reaches its Home base
9/12/12: 1120f - Auto-disbanded Escort TF with heavy damage (>50 float or >70 system) in port 3+ goes into Pierside repair
16/12/12: 1121 - Non-port base trying to build a port (type = primary AF is NOT a port). Fixed some other cases where port/af type might not be correct.
Fixed non-base disbanding of LCUs
Fixed transfer name box for veteran pilots missing
23/12/12: 1121a - Adjusted air filter to right justify in order stop overruns on large font
Suppressed build rate if device has to be built from production/resources
29/12/12: 1121b - Extended the ship name on some screens to show the class type description as I was getting confused with some
06/01/13: 1122 - overfilled TOE LCU can lose some devices when upgrading
07/01/13: 1122a - device upgrade sometimes skipping an upgrade if another is "available"
Disabled devices not being carried forward for reinforcements when Japanese production is on
20/01/13: 1123 - Restored original code that allowed LI,REF to produce when enemy LCU in hex
Partially restore original code that allowed HI to produce, but only if no enemy LCU or for port >3, no enemy TF in hex
Restored original downgrading of device for arriving Japanese LCU if unable to fully satisfy from pool before dropping by 75% (production on)
Restricted filter on Unit list for 'change all on list ..' not working
Don't show TF to enemy player (in case it happens)
Troop/supply unload at friendly 'dot' base
AI swapping aircraft to different nationalities
Pilot training HI expenditure not set in some cases
22/01/13: 1123a - Strategic movement type not carried to 'set all follow/march' units
23/01/13: 1123b - Missing '*' next to AA on class upgrade display
Show Electronics data in in-game database view
Disbanding VS group when not returning wasn't merged
Allow overdue ship groups to withdraw from ship in base hex rather than move ashore
26/01/13: 1123c - New scenario LCU move direction not always correct
03/02/13: 1123d - Tweak TF transfer screen for ships in TF
Write-off any active ships that are in enemy port base. Possible bug if ship repairing when base captured
CV groups should retain resize capability when moved back to ship
17/02/13: 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
20/03/13: 1123f - Direct move fix last patch broke scenario start move setup
Missing seaplane expenditure on repair attempts
Correct TF patrol issue when no destination hex
Bug in activating barge that could disband random TF (DCB)
Ability to change combat/strat mode in Load TF screen
Aligned unit type and suffix to match - causing some strange results being wrong
Low endurance ships not always using fuel for small moves
Some ships with system damage excluded from autobuild TFs
Some liquid capacity not used on xAK type ships
Allow carrier based groups to pick out of range city attack. Inline with port/af attack
Stop multiple combats where more than 500 units in a stack

26/03/13: 1123g - Fixed Device repair bug
Changed Show on LCU screen if enemy in next hex and/or crossing river in movement
Changed Check for enemy in hex only when moving into hex, allow move if own base present, or moving unit stronger than enemy AV, or no enemy combat units, or friendly combat units present - impacting how AI moves
Fixed Setting same destination won't clear march distance
Added Indicate moving unit on Location column mouse-over on army list
Fixed City attack not allowing 'cities' and 'ports' to be bombed. Just the first type found.
01/04/2013: 1123h - Made emergency mobilization forces arrive as delay 1 so get correctly setup
Moving units try to build non-base forts (using supply) which are zero'ed - wasted supply
26/04/2013: 1123j - Ignore empty convoys when checking for arrivals
Issue with '0' AV units continually retreating in combat
Adjust ship fuel after upgrade/conversion by adjusting ship/base fuel levels
Cater for only 2 ships in TF that becomes crippled
Flak factor could be randomly reduced when checking TF flak numbers
Flak calculation incorrect for land units
Ship-based groups could fly with torpedo if no torpedo slot on ship

19/05/2013: 1123k - Enemy base damage impacting ability to use paratroops
02/06/2013: 1123m - Tweaked Isolated units without supply can lose more devices
Retain extra data from fragment when parent restored from fragment
Auto-base capture not kicking in if non-combat friendly unit present
18/07/2013: 1123n - Upgrading ships with cargo with attempt to offload cargo while in port (ie not part of TF)
Group upgrade not performed if ANY fragment present on or off-map
Correct retreat test in supply phase for isolated units
Protect use of 'unload at' destination when no destination is present
Correct display of port building %
Reverse base checking order for supply movement every 3rd turn
Allow AI to return to pool small ships - doesn't use shipyard points
27/07/2013: 1123p - Port/AF attack only against bases
Correct barge rebuilding due to 1123n
25/08/2013: 1123q -Units could retreat from combat without triggering pursuit
Units with static squad/engineer devices can't retreat
Tweaked transport intercept for messages
Fixed CAP with DTs in transport intercept
Tweak Naval bombardment sometimes stopped short range ships from firing if longer range ones present
09/09/2013: 1123r - Show '0' port if ships sighted
Ships unable to repair should be able to go to crew-repairs (as long as no other limits)
Fixed AI issue with resource movement by TF
Increased default cadre size to 5% for non-Chinese units to alleviate auto-disband on rebuilding units
27/10/2013:
Fix port refueling 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
09/11/2013: 1123t
Fixed: Unloading unit attack mode not correct in some shock attacks
Fixed: If base in hex belonged to enemy, the LCU display would still show some 'base' info (eg supply)
Fixed: Damaged planes in reserve could interfere with normal plane repairs
16/11/2013: 1123u
Fixed LBA flying from small AFs
Changed Maxed out ship ops on refueling
Changed Add right-clock to 'Refuel ships in list' for ammo rather than fuel
Changed Replenish from port with 'no refuel option' will attempt to replenish ammo only

21/12/2013: 1123v
Fixed Random TF could get destination set when another TF set a Patrol Boundary 1
Added Upgrade in addition to Replacement now shows on Army list screen. Bit cramped but you should be able to click on each one.
23/02/2014: 1123x3
Changed Marked as loaded for ships that can't load troops in Fast Transport TF - was stopping TF from moving
Fixed Some errors in ship transfers due to tonnage limits
Fixed Error in setting Ground Reinforcements globally off by menu
Changed Global replacement OFF includes upgrades for reinforcements
Fixed Cleared destination data on parent when rebuilding
Changed LCU don't move until unpacked (use to be only for STRATEGIC_MOVE)
16/03/2014: 1123x4
Changed Auto rebuilt Chinese squads are not affect by randomization. Other devices may have some randomly disrupted rather than lose the devices due to the randomization
Fixed Stop in-game update from wiping pilot HI cost
18/04/2014: 1123x5
Fixed Forming TF in base with large ships does not undock TF.
Fixed Corrected replacement delay when rebuilding split air groups.
03/05/2014: 1123x6
Changed Limit return fire from LCU in defend/bombard stance when being bombarded only.
Changed Add option to activate pilots in a group
18/05/2014: 1123x7
Fixed Tenders causing resource TF not to finish loading
7/06/2014: 1123x8
Fixed Potential to only service 150 mines if more than one ACM present
Added message when LCU can't march directly to a hex
Added ability to return supply-driven ships to the pool from ship list screen. Slight menu alignment changes.
Added reinforcement numbers for small craft to show as (x/y), where x is normal delay and y is delayed but built (no additional building costs)
Modified ACM to use the ship’s endurance/fuel rather than port fuel
Un-docked TF in home base was not expending any endurance, although it does in a non-home base. Such TFs will randomly expend a small amount of endurance.
Added air groups filter to loading TF screen, and made items not selectable if filter is off
Fixed reporting altitude in the air combat report.
28/06/2014: 1123x9
Fixed Normally non-trained carrier group on a ship wont take replacements. Docked ship (in port >2 or in TF docked) should allow this.
Fixed Pilot losses caused be bombs (as in bombardments) to pilots was adjusting the Allied counts and not Japaense ones.
23/08/2014: 1123x10
Changed When checking for low ASW, ignore ships with NO ASW weapons as distinct from no ammo
Changed Handle case where top HQ is also a Command Hq attached to another Command Hq. Not really expected.
-----------------------------------------------
20/09/2015: 1125
Air attacks against TF with many small craft improved as game tended to go after only one of them.
City attack target selection assumed max TF speed of CV for target selection. Changed to use cruise TF speed.
Correct hex control value if hexside is not truly 'blocked'
Fix off-map TF moving on-map without correct setting. Resulted in TF move direct to on-map hex
Fix rare case where the highest TF# was not allowed to form new TFs when alone in hex
26/09/2015:
Fix case where surrounded units disappearing without VPs
Fix surrounded units having disabled devices doubled each time checked (and then above bug kicked in)
02/10/2015:
Fix case where leading TF going off map resets destination of following ones
09/10/2015:
Changed CS-capable TF to ‘Human->CS:’ for control; speed remains as original TF
Fix case where same hex patrol not using endurance (randomise expenditure)
25/10/2015:
Tweaked ship repair screen; ‘$’/’%’ after days indicate refit after repairs
Fix issue with getting reserve planes from pool; reserves can only draw up to their limit
Tweaked group screen to add 2 manual replacement methods
Tweaked fire damage on ships with fuel cargo (as suggested by Don
14/11/2015: [1125.6]
add 'back' button to database aircraft and ship list
fix ship repair screen that used ARD in calculations for all repair modes
fix device change on base capture by 'occupation'
change unit TOE so as not to upgrade if unit upgrade is OFF; more control - normal conditions still apply if upgrade is ON
[by default rebuilt units will have upgrade off; no auto upgrade to latest TOE so unit will come back with same TOE as when killed.]
added TOE name to the Army TOE screen
fix 'major repair by large port' setting due needing major float to do major engine
added ops message when ARD being used by ship for repairs
fix group list - level bomber selection correction at toplevel (base and list)
tweaked repair logic for repair ship (AR/D) usage - don't select it if it can't be used (could be marked as used in some cases when not really)

19/12/2015: [1125.7]
Fix some columns not sorting in aircraft data list
Fix display of a/c in convoy LCU on reinforcement screen
Fix loss of national base on reinforcement screen (was defaulting to Aden*)
Tweak for reinforcement screen, filter out units with no arrival base by default
Tweak AI forces when routing thru off-map bases; some extreme end-game conditions
Fix fuel check to ignore base with no fuel in hex (base in hex stops distribution of fuel in TF; assumes base to supply)
Tweak to allow refuel in TF if tankers present even if below safe endurance level
Fix case where TF endurance may be 0 causing TF not to refuel other ships present
Tweak to force ships with no fuel to try to get some from TF
Fix sub transport not always loading supply; these subs should lose some ammo when taking on supply (subs with dedicated cargo space are exempt)
03/01/2016: {1125.8]
fix AI supply distribution in Japan; ownership of bases being sent to not correctly check
tweak exclude CVTF with no attack groups from closing with enemy CVTF
tweak DL on enemy CVTF to be 3+ to trigger CV reaction; was non-zero DL
fix CVTF reported reacting to enemy CVTF more than once per phase
10/01/2016: [1125.9]
Fix the overflow in base list due to unexpected AV
Fix to show max torpedo in air hq if not a fragment
Fix where tf mission can be wrongly changed due to incorrect ship count in TF
Fix plane upgrade at national base not checking base supply level
Tweak to use number of attack planes rather than groups for CV closure
3/04/2016: [1125.10]
Fix position in aircraft database list not being restored
Tweak speed run-in to be consistent for missions where mission speed is set
Change to randomize the ship experience due to firing flak, with distinct between combat and non-comabt surface ships
Fix for only ships actually firing AAA count to count towards experience
[allow AI to use replenish air groups on land]
Fix for ports with no potential to show 0 naval support/ shore parties
Fix to show balloon hit message in night phase air phase
Fix to ensure sub-units’ parent is not inactive (no parent is active while subunits in play)
[15.04.2016] 1125.11
tweak Minelaymission does not lay mines at home destination if withdrawing after combat
tweak Escort TF with minelayers defaults to 'do not lay mines'
tweak Don't override ESCORT mission of human TF if in a friendly base
tweak Don't auto load mines unless in MINE mission (limited device pool can be drained)
[10.07.2016] 1126a
Fix underway replenishment not working if total rearm cost too big
Fix fort construction increment when viewing base (build 99%+). Handle 100% in normal construction
Fix mark ship loading complete when supplies exceed capacity
[17.09.2016] 1126b
Fix unloading rate from amphib TF in port (from Don B.)

Michael
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

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

Post by witpqs »

Wow!


Image
Attachments
wave.gif
wave.gif (16.91 KiB) Viewed 7554 times
User avatar
PaxMondo
Posts: 9795
Joined: Fri Jun 06, 2008 3:23 pm

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

Post by PaxMondo »

Whoo-hoo!!!!!
&nbsp;
[&o][&o][&o]
Pax
JocMeister
Posts: 8258
Joined: Wed Jul 29, 2009 10:03 am
Location: Sweden

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

Post by JocMeister »

This is fantastic! [:D]

11. Movement bug with following units due to incorrect move indicator. Seems to fix a few
other move issues due to the incorrect indicator

18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
at start of AE but crept back in sometime during updates

35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
caused unit to jump “off-rail” and move overland

And this will make Joseph jump up and down with joy!
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was
being set to homebase before execution of the mission – ie was returning to base
immediately

Thank you, thank you, thank you! [:D]
Image
User avatar
SqzMyLemon
Posts: 4239
Joined: Fri Oct 30, 2009 2:18 pm
Location: Alberta, Canada

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

Post by SqzMyLemon »

Not much else to say, other than thank you for the continued support, taking our reporting of problems seriously and fixing what you can. Absolutely phenomenal of you to do this on your own time.
Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
User avatar
LoBaron
Posts: 4775
Joined: Sun Jan 26, 2003 8:23 pm
Location: Vienna, Austria

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

Post by LoBaron »

WOW!!


1. Display of AF/Port icon between player saves based on player's intel [&o][&o][&o]

17. Bug in bomber intercept if too many rounds of fighter v fighter combat [&o][&o][&o]

18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed
at start of AE but crept back in sometime during updates [&o][&o][&o]



Thank you for your dedication and continued support Michael!!
Image
User avatar
koniu
Posts: 2763
Joined: Mon Feb 28, 2011 4:19 pm
Location: Konin, Poland, European Union

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

Post by koniu »

1. Display of AF/Port icon between player saves based on player's intel

Finally you can send planes to base reckoned by enemy(allies) and when he open save to do orders he will not see new planes. Air traps finally 100% passable

Time to start negotiation with Docup :)
"Only the Dead Have Seen the End of War"
User avatar
Omat
Posts: 2449
Joined: Wed Aug 18, 2004 9:26 am

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

Post by Omat »

Hello

Thank you very much. [:)]

Omat

P.S.: I have a question about a MP version. Was there some some reports about negative side effects with the last beta patch serie?. Maybe you could provide such exe again.
"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people so full of doubts."
Bertrand Russell
User avatar
kevin_hx
Posts: 159
Joined: Sun Jan 20, 2008 3:16 pm
Location: China
Contact:

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

Post by kevin_hx »

It's a nice day!!
Thank michaelm&nbsp;very much.
User avatar
michaelm75au
Posts: 12455
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

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

Post by michaelm75au »

ORIGINAL: Omat

Hello

Thank you very much. [:)]

Omat

P.S.: I have a question about a MP version. Was there some some reports about negative side effects with the last beta patch serie?. Maybe you could provide such exe again.


2. Permanently increased pilot array to 70K
Michael
User avatar
Omat
Posts: 2449
Joined: Wed Aug 18, 2004 9:26 am

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

Post by Omat »

Ups...sorry..my bad

ORIGINAL: michaelm

ORIGINAL: Omat

Hello

Thank you very much. [:)]

Omat

P.S.: I have a question about a MP version. Was there some some reports about negative side effects with the last beta patch serie?. Maybe you could provide such exe again.


2. Permanently increased pilot array to 70K
"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people so full of doubts."
Bertrand Russell
User avatar
littleike
Posts: 181
Joined: Wed Oct 03, 2007 10:25 am

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

Post by littleike »

Many thanks Michaelm. Very very good news!!
Three jet pilot useless things: Sky above you, airstrip behind you and half second ago.
User avatar
championzhao
Posts: 51
Joined: Tue Aug 12, 2008 10:05 pm
Location: Ningbo,China
Contact:

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

Post by championzhao »

BANZAI!!! [&o][&o]
The most persistent sound which reverberates through man's history is the beating of war drums.

Image
User avatar
Sardaukar
Posts: 11243
Joined: Wed Nov 28, 2001 10:00 am
Location: Finland/Israel

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

Post by Sardaukar »

Holy $hit!

[&o][&o][&o]
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

Image
User avatar
PaxMondo
Posts: 9795
Joined: Fri Jun 06, 2008 3:23 pm

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

Post by PaxMondo »

[&o][&o][&o]
ORIGINAL: koniu

1. Display of AF/Port icon between player saves based on player's intel

Finally you can send planes to base reckoned by enemy(allies) and when he open save to do orders he will not see new planes. Air traps finally 100% passable

Time to start negotiation with Docup :)
I know ... HUGE gameplay improvement!!! No more EXTRA Allied INTEL!!!

[&o][&o][&o]
Pax
seille
Posts: 2048
Joined: Tue Jun 19, 2007 8:25 am
Location: Germany

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

Post by seille »

Many thanks Michael.
User avatar
Kull
Posts: 2719
Joined: Tue Jul 03, 2007 3:43 am
Location: El Paso, TX

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

Post by Kull »

Just a phenomenal number of bug fixes, and some new "candy" too! Thank YOU Michael!
User avatar
Lesbaker
Posts: 170
Joined: Tue Mar 06, 2007 6:06 pm
Location: Southampton, UK

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

Post by Lesbaker »

[font="Times New Roman"]OUTSTANDING !!![/font] Thankyou Michael
Chris21wen
Posts: 6937
Joined: Thu Jan 17, 2002 10:00 am
Location: Cottesmore, Rutland

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

Post by Chris21wen »

Great stuff but found a small bug.

The turn after I installed I split the 55th div in Pegu renaming them 56/A etc. This turn there are now call /A, /B and /C with no reference to 55th. I can recombine them and divide them but they always drop the 55. Unit org button reports them as belonging to the 55th and div split prior are OK.

Tried another div and that is the same. Save attached

Attachments
wpae003.zip
(2.62 MiB) Downloaded 60 times
Post Reply

Return to “Tech Support”