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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... - 10/21/2012 9:00:09 AM   
Mac Linehan

 

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Michael -

I am absolutely impressed beyond words at the level of support and new work you have done for AE - Thank You.

Gents - I am really missing the boat with reference to using the aircraft filter settings - is this done ingame (with 9e installed) or through the editor? Have spent 30 minutes trying to figure it out; and feel less than capable...

Thank You in advance

Mac

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RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/21/2012 9:52:00 AM   
PaxMondo


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Mac,

There's a good thread in the Modder sub-Forum on this.  Take a read there. 

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Post #: 242
RE: Patch 07 - Unofficial Public Beta - 1118 updated 03... - 10/21/2012 5:32:13 PM   
Mac Linehan

 

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Pax -

Found the thread - an outstanding discussion!

Thank You, Sir!

Mac

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Post #: 243
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 10/21/2012 5:45:58 PM   
Mac Linehan

 

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quote:

ORIGINAL: jmalter

well i was gonna say "t'ain't nothin' better than a new michaelm beta download posted in the tech-thread".

but there is something better - it's his ability to provide near-instantaneous solutions in response to bugh-reports.

yay michaelm!


jmalter -

Very well and accurately said. That thrill and expectation that comes when checking the forums is back again. I have been off on a tangent for a month or so, this is a very pleasant surprise.

Once again, Michael, we are so fortunate to have you and Andy Mac as a part of the AE Team. I recognize and respect your sacrifice and work ethic.

Mac

< Message edited by Mac Linehan -- 10/21/2012 6:15:15 PM >


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Post #: 244
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 10/21/2012 6:23:06 PM   
Sardaukar


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It is ondeed quite outstanding dedication.

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Post #: 245
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 10/21/2012 7:11:37 PM   
seille

 

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I can´t find the list of changes for these betas, but using the beta (1118e) i have problems to drop paras at dot bases using float transports.
Is this new or a bug ? Had that problem at various locations using two different para units. In my last game this worked.

It would be nice to provide the list of changes somewhere.

Then a question for the cracks here: When is the burma road definitely closed ?
Wasn´t this shown in Rangoon base screen ? I own everything in Burma except Myitkina and Bhamo. Isn´t this enough ?
Or am i wrong and the closed rpoad is not shown in Rangoon base info screen ?
Thanks in advance.

< Message edited by seille -- 10/21/2012 7:17:25 PM >

(in reply to PaxMondo)
Post #: 246
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 10/21/2012 11:58:53 PM   
kevin_hx


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21/10/12: 1109d - missed a change in "Split groups ... overloaded AF check"
21/10/12: 1109e - Burma road not open if Rangoon in enemy hands

————————————————————————————————————————
why the version become 1109?

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Post #: 247
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 10/22/2012 6:02:37 AM   
jmalter

 

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quote:

ORIGINAL: seille
Then a question for the cracks here: When is the burma road definitely closed ?
Wasn´t this shown in Rangoon base screen ? I own everything in Burma except Myitkina and Bhamo. Isn´t this enough ?
Or am i wrong and the closed rpoad is not shown in Rangoon base info screen ?
Thanks in advance.

look at lower left of either Rangoon or Tsuyung base screen, it will tell you if Burma Road is open/closed. if Bham/Myit are still occupied by IJ, there might be add'l undiscoved IJ LCUs still blocking the BurmaRoad, do you have air-recon in the area, or LCUs moving up from Rangoon, to look for blockading enemy LCUs?

(in reply to seille)
Post #: 248
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 10/22/2012 7:13:16 AM   
seille

 

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Sorry, i didn´t point that out clear enough. I´m the IJ army and captured all of Burma except Myitkina and Bhama.
Rangoon base screen doesn´t show any message that the road is closed. Maybe i need Myitkina ? Thought it is not needed.

That one i found for a older Patch, but i still look for the conditions:
243) Added message on base screen if Burma Road is open (on Ledo, Rangoon and Tsuyung)

That message is not there in Rangoon in my game. All these bases are under my (jap) control. Is Myitkina another one i need for closing the road
or is 1118e buggy here ?



< Message edited by seille -- 10/22/2012 8:30:52 AM >

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Post #: 249
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 10/22/2012 9:57:24 AM   
michaelm


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Japanese player wont see any message as the open road is only applicable to Allied player.

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Post #: 250
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 10/22/2012 11:13:51 AM   
seille

 

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Mhh, but for me as jap player it would be nice to know when i cut off the supply to China, or ?
I´m pretty sure that i saw this message during my last game as jap one year ago.

Can you at least give me the conditions when the road is definitely closed ?
Many thanks.

(in reply to michaelm)
Post #: 251
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 10/26/2012 5:45:54 AM   
Iridium


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It seems in the latest version, starting a PBEM, there are many buttons missing from the Intelligence screen. I did a fresh install, used the auto-updater, and then applied the unofficial public beta patch. Is this WAD or a new bug? While I'm at it, I would like to thank all involved in continuing to improve WitP: AE after so long.



- It's been a while, it's because the game is a PBEM isn't it?

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< Message edited by Iridium -- 10/26/2012 5:52:26 AM >


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Post #: 252
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 10/26/2012 5:53:04 AM   
n01487477


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quote:

ORIGINAL: Iridium

It seems in the latest version, starting a PBEM, there are many buttons missing from the Intelligence screen. I did a fresh install, used the auto-updater, and then applied the unofficial public beta patch. Is this WAD or a new bug? While I'm at it, I would like to thank all involved in continuing to improve WitP: AE after so long.



- It's been a while, it's because the game is a PBEM isn't it?

Yep - First turn of PBEM doesn't have those buttons enabled

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Post #: 253
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 10/27/2012 12:26:23 AM   
michaelm


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quote:

ORIGINAL: kevin_hx

21/10/12: 1109d - missed a change in "Split groups ... overloaded AF check"
21/10/12: 1109e - Burma road not open if Rangoon in enemy hands

————————————————————————————————————————
why the version become 1109?


Typo should be 1119

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Post #: 254
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 10/27/2012 12:32:37 AM   
michaelm


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quote:

ORIGINAL: seille

Mhh, but for me as jap player it would be nice to know when i cut off the supply to China, or ?
I´m pretty sure that i saw this message during my last game as jap one year ago.

Can you at least give me the conditions when the road is definitely closed ?
Many thanks.

Burma Road is closed if
1. Rangoon or Tsuyung is Japanese occupied or
2. a road/rail path can't be traced from Rangoon to Tsuyung by Allied player

The Japanese player seeing the message (road is open) was a bug, which has since been fixed.

< Message edited by michaelm -- 10/27/2012 12:33:13 AM >


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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 10/27/2012 12:35:13 AM   
michaelm


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Also, you never see a message saying "Burma road is closed" for either side.

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Post #: 256
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 10/27/2012 1:17:43 AM   
Numdydar

 

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Any chance to tweat the A2A routines to better reflect A2A combat rather than Altitude being the major effect?

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Post #: 257
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 10/27/2012 1:55:18 AM   
michaelm


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No such thing as tweaking A2A combat.

Changing a2a would be a (large impact) task outside the scope of what I am suppose to be doing.

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Post #: 258
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 10/27/2012 1:57:15 AM   
michaelm


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quote:

ORIGINAL: seille

I can´t find the list of changes for these betas, but using the beta (1118e) i have problems to drop paras at dot bases using float transports.
Is this new or a bug ? Had that problem at various locations using two different para units. In my last game this worked.


Do you have a save that shows this? As far as I know, it is working.
[edit]
Found a combination that does not work - will fix for next build (today?)
I added a new unit Commando that was allowed to use seaplanes to invade enemy bases. This broke normal Parachute units that use to be allowed.

< Message edited by michaelm -- 10/27/2012 2:43:52 AM >


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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 10/27/2012 2:28:10 AM   
n01487477


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Hi Michael -
I tried to help Traskott with this but came up empty. The save is included and he is having trouble being able to reload the BB's in port in Tokyo. I've done a number of things

This is from JuanG's mod which has high effect


quote:

ORIGINAL: n01487477
quote:

ORIGINAL: traskott

Ehmmmmm...yes... 480mm, 48cms....

Acording to the editor: Effect: 3969, penetration: 840, load cost 9999, although if I remember correctly, the load cost was modified by me because the field was empty.

So I see that, in the end, I would need a Port10 to reload plus naval support??

reArmCost = 3969 * 2 = 7938
So, Port 10 should do it. (p109)
quote:

NS = (int) Math.ceil((0.2*reArmCost)-(port_ReArmLevel[portSize-1]/5));

Size 9 + ((1587) - (6500/5))
= 287 NS
Size 8 + ((1587) - (6000/5))
= 387 NS


So should work ... but ...

quote:

ORIGINAL: n01487477

Okay traskott -
been playing around for a number of turns and there does indeed seem to be a problem. Even with an AKE and single BB TF at Tokyo and Fukuoka the op's limit comes into effect.
I'm not sure if this is a beta or mod problem. I would guess though that JuanG would have tested this and IF my calculations are correct; Port 10 should reload without a problem. And as you have 506 NS in Tokyo - I'm scratching my head



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< Message edited by n01487477 -- 10/27/2012 2:29:01 AM >


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Post #: 260
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 10/27/2012 3:11:09 AM   
witpqs


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Michael,

Running 1119e, USMC squadrons on board carriers are not able to take replacement planes (button is grayed out/absent). If they transfer to the base they are able to take replacements (same base the ship is at).

Is that WAD? I recall it being mentioned a while back on the forum but I've forgotten if it was a bug or WAD.

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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 10/27/2012 3:24:22 AM   
michaelm


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I think the problem is that it doesn't have enough Ops points to load ALL the needed ammo in one go. There is a partial load check but this is not kicking in because of the large ops point requirement to load 13 big shells per ship.
I have modified the partial load and it can now load up to the ops limit of the ship - about 11 shells per ship.

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Post #: 262
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 10/27/2012 4:15:27 AM   
michaelm


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quote:

ORIGINAL: witpqs

Michael,

Running 1119e, USMC squadrons on board carriers are not able to take replacement planes (button is grayed out/absent). If they transfer to the base they are able to take replacements (same base the ship is at).

Is that WAD? I recall it being mentioned a while back on the forum but I've forgotten if it was a bug or WAD.

Post a save and the CV in question.
I know I fixed one issue about replacements being taken on CV vs base.

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(in reply to witpqs)
Post #: 263
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 10/27/2012 6:24:09 AM   
witpqs


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quote:

ORIGINAL: michaelm

quote:

ORIGINAL: witpqs

Michael,

Running 1119e, USMC squadrons on board carriers are not able to take replacement planes (button is grayed out/absent). If they transfer to the base they are able to take replacements (same base the ship is at).

Is that WAD? I recall it being mentioned a while back on the forum but I've forgotten if it was a bug or WAD.

Post a save and the CV in question.
I know I fixed one issue about replacements being taken on CV vs base.

Sent via email.

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Post #: 264
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 10/27/2012 2:05:29 PM   
Saros

 

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There still seems to be some effect on air co-ordination. Seems like every bomber group now comes in separately and only 1-2 are escorted whereas previously There would only be 1-2 large strikes at the same target.

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Post #: 265
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 10/27/2012 4:26:40 PM   
Numdydar

 

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quote:

ORIGINAL: michaelm

No such thing as tweaking A2A combat.

Changing a2a would be a (large impact) task outside the scope of what I am suppose to be doing.


Well as a project manager in RL, I would be happy to provide you with a Change Request to add this to your Scope of Work

(in reply to michaelm)
Post #: 266
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 10/27/2012 5:48:46 PM   
bk19@mweb.co.za

 

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HI Michaelm,

I wish to check a small difference in my experience of your beta installers.

I have just run the '1119e install which claims that a reboot is required to complete the install.

Is this true, or is this just an oversight in the build of the installer?


(in reply to Numdydar)
Post #: 267
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22... - 10/27/2012 7:31:27 PM   
witpqs


Posts: 15190
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quote:

ORIGINAL: witpqs

quote:

ORIGINAL: michaelm

quote:

ORIGINAL: witpqs

Michael,

Running 1119e, USMC squadrons on board carriers are not able to take replacement planes (button is grayed out/absent). If they transfer to the base they are able to take replacements (same base the ship is at).

Is that WAD? I recall it being mentioned a while back on the forum but I've forgotten if it was a bug or WAD.

Post a save and the CV in question.
I know I fixed one issue about replacements being taken on CV vs base.

Sent via email.

Solved:

quote:

(from email)

Hi
yep. It only expects replacements on CV if group carrier-trained.

Removing that might cause unwanted affects.

Michael


As the USMC groups in question are carrier capable but not carrier trained, it's normal that they have to put ashore to get replacements.

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Post #: 268
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 10/27/2012 9:10:50 PM   
michaelm


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From: Sydney, Australia
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quote:

ORIGINAL: bk19@mweb.co.za

HI Michaelm,

I wish to check a small difference in my experience of your beta installers.

I have just run the '1119e install which claims that a reboot is required to complete the install.

Is this true, or is this just an oversight in the build of the installer?



Doesn't do that for my install.
Did something else install like Microsoft patches around same time?

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Post #: 269
RE: Patch 07 - Unofficial Public Beta - 1119e updated 2... - 10/27/2012 9:37:14 PM   
LargeSlowTarget


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Have seen the reboot message twice with earlier beta patch versions. No other installs at same time. Ignored it and game worked fine.

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Post #: 270
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