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RE: Patch 07 - Unofficial Public Beta - 1118 updated 03 October 2012

 
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RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/6/2012 11:22:33 PM   
CyrusSpitama


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From: Naw'lins, Luzianna
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Thanks for the response and awesome support michaelm.

The behavior I described in my previous post was a clear change from previous and I don't consider it a real problem. The reason I posted it was to ensure the behavior was not tied to something else that 'broke loose' in the coding for the betas. I will explain in further detail what I used to do and what now happens. You can decide if this behavior requires attention or not. Also, new behavior is occurring which I will comment on below.

What I do in my games is keep pretty tight controls of the TF # assigned to certain fleets. This makes for a large stack of single ship fleets in a certain port. Previously I would click on the ships (main map screen) to go directly to the fleets, bypassing form fleet on the base screen. From the list of fleets there, select one, choose form new fleet, sort the ships, scroll down, and choose a ship to transfer to this 'saved number' fleet. By doing it this way, the new fleet formed emulates the destination and home ports, but nothing else is copied. Because of the large number of ships ported here, I have to scroll down my list when I am choosing my ship for the fleet. Due to the amount of 'saved TF numbers', I am then making more fleets until I go above the range of numbers I am saving. Things are a little different now:

Previous behavior: Position in the scrolled down list of ships was saved as long as I close no windows and do nothing more than modify a few minor things on the newly formed fleet (reaction and retirement for example... simple click changes). Click form new fleet and no need to scroll down the ship list. Just click the ship on list already sorted and in the scrolled position I need.

Recent behavior: I have to scroll down the ship list each time I form a fleet, even though I am forming fleets the exact same way I used to previously. Again, this is no game breaker, I just want you aware of it in case it causes other problems with other coding.

NEW behavior: With the change to 118d, not only do I have to scroll down the list of ships, but the ship sorting does not save either. This means I must click the sort by column(troop, cargo, etc) and scroll down as well. I am pretty sure you didn't intend to add more clicks for us to do, did you? :)


Michaelm, again, do with this as you wish. This behavior is an obvious change in the way I was playing/organizing things. I just want to be sure you did not unintentionally break something else by giving us these changes. Banzai!

Edited to add this one detail: I am making the same type of fleet, transport, when I am 'spam' creating these new fleets.

< Message edited by CyrusSpitama -- 10/7/2012 1:16:06 AM >


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(in reply to LargeSlowTarget)
Post #: 151
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/7/2012 12:58:41 AM   
michaelm


Posts: 8844
Joined: 5/5/2001
From: Sydney, Australia
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quote:

ORIGINAL: LargeSlowTarget


quote:

ORIGINAL: michaelm

Update 1118d
Added In port and TF filters to forming new TFs



Finally - see http://www.matrixgames.com/forums/fb.asp?m=2867814

Didn't see that request for patch 6. Too much data.

_____________________________

Michael

(in reply to LargeSlowTarget)
Post #: 152
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/7/2012 1:02:40 AM   
michaelm


Posts: 8844
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From: Sydney, Australia
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quote:

ORIGINAL: JuanG

Michael,

In light of all these incredible new options for weapon loadouts, is there any chance of the device slots for aircraft (1-10 for normal range, 11-20 for extended) being extended? Giving a plane with a moderate amount of defensive weapons like the G4M or a B25 a full range of loadouts is not possible at the moment, especially since 1 slot on each page is reserved for engines anyway.

Altering the space reserved for weapons to cater for this would be too massive a change for the 'housekeeping' tasks I am performing. Most likely break too many things already defined for the existing slot structure.

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Michael

(in reply to JuanG)
Post #: 153
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/7/2012 4:19:39 AM   
JuanG


Posts: 790
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quote:

ORIGINAL: michaelm


quote:

ORIGINAL: JuanG

Michael,

In light of all these incredible new options for weapon loadouts, is there any chance of the device slots for aircraft (1-10 for normal range, 11-20 for extended) being extended? Giving a plane with a moderate amount of defensive weapons like the G4M or a B25 a full range of loadouts is not possible at the moment, especially since 1 slot on each page is reserved for engines anyway.

Altering the space reserved for weapons to cater for this would be too massive a change for the 'housekeeping' tasks I am performing. Most likely break too many things already defined for the existing slot structure.


Alright, thank you for the response.

One more that's been bothering me for a while if I may; is there are chance of getting the device name fields ingame to support a few more characters than they currently do (I believe its 19 or 20)? Just 3-4 more would make a lot of difference, and at least on the Ship Info page there appears to be room for them too.

Thank you.

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(in reply to michaelm)
Post #: 154
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/7/2012 6:18:56 AM   
n01487477


Posts: 4713
Joined: 2/21/2006
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quote:

ORIGINAL: JuanG


quote:

ORIGINAL: michaelm


quote:

ORIGINAL: JuanG

Michael,

In light of all these incredible new options for weapon loadouts, is there any chance of the device slots for aircraft (1-10 for normal range, 11-20 for extended) being extended? Giving a plane with a moderate amount of defensive weapons like the G4M or a B25 a full range of loadouts is not possible at the moment, especially since 1 slot on each page is reserved for engines anyway.

Altering the space reserved for weapons to cater for this would be too massive a change for the 'housekeeping' tasks I am performing. Most likely break too many things already defined for the existing slot structure.

If "housekeeping" includes revealing the economic multipliers for hardcoded things like Arm / Veh / Nav / Merchant _ I think modders would really appreciate it. Obviously if it is a big thing then ... we'll live.

Thanks again.


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(in reply to JuanG)
Post #: 155
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/7/2012 10:36:07 AM   
Chris H

 

Posts: 3354
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From: Bexhill-on-Sea, E Sussex
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Interface problem when forming TF.  Everytime I form a new TF and click done it selects some other TF in the base or if no TF, selects the base.  Because of this I've sending AMc out on air/surface/bombard is not a good idea.

(in reply to LargeSlowTarget)
Post #: 156
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/7/2012 12:06:27 PM   
michaelm


Posts: 8844
Joined: 5/5/2001
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: Chris H

Interface problem when forming TF.  Everytime I form a new TF and click done it selects some other TF in the base or if no TF, selects the base.  Because of this I've sending AMc out on air/surface/bombard is not a good idea.

Fixed in 1118e. Creating in base not opening the correct TF. Forming from another TF should work.

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Michael

(in reply to Chris H)
Post #: 157
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/7/2012 1:03:32 PM   
Sardaukar


Posts: 5785
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From: Finland/now in Israel
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Errr...latest installer only contains PDF file, nothing else...

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(in reply to michaelm)
Post #: 158
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/7/2012 1:07:52 PM   
PaxMondo


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quote:

ORIGINAL: n01487477


If "housekeeping" includes revealing the economic multipliers for hardcoded things like Arm / Veh / Nav / Merchant _ I think modders would really appreciate it. Obviously if it is a big thing then ... we'll live.

Thanks again.


+1

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Pax

(in reply to n01487477)
Post #: 159
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/7/2012 1:28:05 PM   
michaelm


Posts: 8844
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From: Sydney, Australia
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I've uploaded it again. I did have trouble updating the thread, so it might have been corrupted.

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Michael

(in reply to PaxMondo)
Post #: 160
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/7/2012 1:39:22 PM   
PaxMondo


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seems ok now ...  THANKS!!!



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Pax

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Post #: 161
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 10/7/2012 1:43:45 PM   
Sardaukar


Posts: 5785
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From: Finland/now in Israel
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It's good now.

Michael..you are mad..certifiably mad...but we love your madness.

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Post #: 162
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/7/2012 5:41:22 PM   
inqistor


Posts: 1332
Joined: 5/12/2010
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quote:

ORIGINAL: michaelm

Torpedo can be used in a port attack, but can be replaced by 800kg randomly. That is how it is normally without filters.
For the profiling, the randomness wasn't present. Is now (1118d) though.
Also made allowance for someone giving torpedo a Port Attack filter just to be safe.

NOW EVERYTHING WORKS! THANKS!

One more question - what determines if plane will attack ship in port, or port, or even city (all sets for port attack)?
I was wondering if the check is made after determining plane bomb type (as port/city is always made with bomb, never with torpedo), or bombload is changed the moment plane aim for something else. The problem is interesting, because in the absence of torpedo, plane should better use SAP bomb for ship attack, but GP for port/city. Will anything change if there are "alt device" in bomb device section?

(in reply to michaelm)
Post #: 163
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/7/2012 7:58:16 PM   
LargeSlowTarget


Posts: 2650
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From: The deepest, darkest pit of hell
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quote:

ORIGINAL: michaelm


quote:

ORIGINAL: LargeSlowTarget


quote:

ORIGINAL: michaelm

Update 1118d
Added In port and TF filters to forming new TFs



Finally - see http://www.matrixgames.com/forums/fb.asp?m=2867814

Didn't see that request for patch 6. Too much data.


No worries - your "housekeeping" is MUCH appreciated!

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(in reply to michaelm)
Post #: 164
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/8/2012 10:26:23 AM   
Chris H

 

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From: Bexhill-on-Sea, E Sussex
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quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Chris H

Interface problem when forming TF.  Everytime I form a new TF and click done it selects some other TF in the base or if no TF, selects the base.  Because of this I've sending AMc out on air/surface/bombard is not a good idea.

Fixed in 1118e. Creating in base not opening the correct TF. Forming from another TF should work.



I've installed 1118e and it's still not working all the time. See attached and form a Japanese surface TF in Babeldaob.

Attachment (1)

(in reply to michaelm)
Post #: 165
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/8/2012 11:41:44 AM   
michaelm


Posts: 8844
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From: Sydney, Australia
Status: offline
Okay. It works from 'Anchored ships' screen but not the Base screen. Could have sworn that I fixed both.
Quick check and I'll update.
[edit]
Darn! I forgot to change it.

I update the installer here for now. This is a minor screen fix. I want to wait a few days in case anything else comes up before updating the main installer post.

Attachment (1)

< Message edited by michaelm -- 10/8/2012 12:04:34 PM >


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Michael

(in reply to Chris H)
Post #: 166
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/8/2012 10:17:15 PM   
Chris H

 

Posts: 3354
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From: Bexhill-on-Sea, E Sussex
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quote:

ORIGINAL: michaelm

Okay. It works from 'Anchored ships' screen but not the Base screen. Could have sworn that I fixed both.
Quick check and I'll update.
[edit]
Darn! I forgot to change it.

I update the installer here for now. This is a minor screen fix. I want to wait a few days in case anything else comes up before updating the main installer post.


OK, I can wait.

(in reply to michaelm)
Post #: 167
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/8/2012 10:38:58 PM   
thinz2

 

Posts: 55
Joined: 2/7/2004
From: Saskatchewan, Canada
Status: offline
Thanks for fixing this. It was annoying, but a minor glitch in the context of all the fantastic work you've done on this game.

Thanks for everything!

(in reply to michaelm)
Post #: 168
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/8/2012 10:54:04 PM   
jcjordan

 

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Michael just to get it straight that 1118e fixes the following problem. I downloaded file from post #1 on Sun & it said 1118e but version didn't seem to change when I loaded savegame - still said 1118 on desktop icon as well as in game & didn't come up w/ the popup saying game was saved under a previous version????

Problem - I form a TF from the base screen in Dutch Harbor & set it's destination & then I form a TF in Pearl the same way & it seems to go back to the first TF instead of the one in Pearl when I open the one in PH to give it it's destination so if I'm not paying close attention to what TF I'm actually in, I give the wrong destination to the wrong TF.

(in reply to thinz2)
Post #: 169
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/9/2012 5:03:13 AM   
aoffen

 

Posts: 364
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From: Brisvegas, Australia
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Michael
I just upgraded to the latest patch and have a question for you re the new AV support arrangements. At my largest airfield, I have 763 aircraft and 680 AV support. It is a level 9. The support required shows 762 and is in red. The airport next door is level 8 and has 43 fighters with AV support of 251. It also shows AV support required as 43. I thought level 8 and 9 airfields got a 2 points in support for every 1 AV support present effect on the AV required. Is that not the case?
Regards
Andrew

(in reply to jcjordan)
Post #: 170
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/9/2012 5:08:20 AM   
aoffen

 

Posts: 364
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To partly answer my own question....I actually only have 340 AV support at the field it seems so the 680 shown is in fact double what I have. The level 8 field next door though only has 250 AV support and shows 250 with 43 required. Seems odd they are different.Do level 8's get the same benefit?

(in reply to aoffen)
Post #: 171
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/9/2012 10:25:41 AM   
michaelm


Posts: 8844
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From: Sydney, Australia
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quote:

ORIGINAL: aoffen

To partly answer my own question....I actually only have 340 AV support at the field it seems so the 680 shown is in fact double what I have. The level 8 field next door though only has 250 AV support and shows 250 with 43 required. Seems odd they are different.Do level 8's get the same benefit?

yes, af greater than 7.

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Post #: 172
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/9/2012 10:28:09 AM   
michaelm


Posts: 8844
Joined: 5/5/2001
From: Sydney, Australia
Status: offline
quote:

ORIGINAL: jcjordan

Michael just to get it straight that 1118e fixes the following problem. I downloaded file from post #1 on Sun & it said 1118e but version didn't seem to change when I loaded savegame - still said 1118 on desktop icon as well as in game & didn't come up w/ the popup saying game was saved under a previous version????

Problem - I form a TF from the base screen in Dutch Harbor & set it's destination & then I form a TF in Pearl the same way & it seems to go back to the first TF instead of the one in Pearl when I open the one in PH to give it it's destination so if I'm not paying close attention to what TF I'm actually in, I give the wrong destination to the wrong TF.

Check the version and date on the main screen against post #2. I had a problem uploading the installer and had to do it again.
There is another installer with a fix to creating TFs in base that hasn't been released yet. It is attached to a post a couple before this (#166).
The main installer will be updated later after I check out a few saves of other possible issues.

< Message edited by michaelm -- 10/9/2012 11:17:36 AM >


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Michael

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Post #: 173
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/9/2012 11:52:08 AM   
aoffen

 

Posts: 364
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Seems like the descriptor in the Base screen doesn't show the effect at level 8 airfields or is that my imagination?

(in reply to michaelm)
Post #: 174
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/9/2012 12:30:23 PM   
KHawk

 

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Michael

It looks like the mouseover for ships in the task force screen are no longer working in 1118e anf 1118f. The mouseover use to give info like asw, speed and other helpful info for making a selection.

Thanks,

KHawk

(in reply to aoffen)
Post #: 175
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/9/2012 1:21:40 PM   
michaelm


Posts: 8844
Joined: 5/5/2001
From: Sydney, Australia
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quote:

ORIGINAL: aoffen

Seems like the descriptor in the Base screen doesn't show the effect at level 8 airfields or is that my imagination?

Attach a save and i'll have a look

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Michael

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Post #: 176
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/9/2012 1:28:54 PM   
michaelm


Posts: 8844
Joined: 5/5/2001
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: KHawk

Michael

It looks like the mouseover for ships in the task force screen are no longer working in 1118e anf 1118f. The mouseover use to give info like asw, speed and other helpful info for making a selection.

Thanks,

KHawk

Have you click on 'Mouseover On' button??

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Michael

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Post #: 177
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/9/2012 3:16:33 PM   
KHawk

 

Posts: 52
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My fault.

New game on a new install.

Thanks for all your support.

KHawk

(in reply to michaelm)
Post #: 178
RE: Patch 07 - Unofficial Public Beta - 1118 updated 07... - 10/10/2012 9:06:07 AM   
Chris H

 

Posts: 3354
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6 key (show patrol areas) intermittantly stops working.

Don't know if this is my machine or game problem. Anybody else seen this?

(in reply to michaelm)
Post #: 179
RE: Patch 07 - Unofficial Public Beta - 1118 updated 07... - 10/10/2012 3:05:39 PM   
witpqs

 

Posts: 14117
Joined: 10/4/2004
From: Argleton
Status: online

quote:

ORIGINAL: Chris H

6 key (show patrol areas) intermittantly stops working.

Don't know if this is my machine or game problem. Anybody else seen this?

Not so far.

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Post #: 180
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