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RE: v1.01.06c Public Beta Now Available! - 6/9/2010 1:19:37 PM   
Bullwinkle58


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quote:

ORIGINAL: n01487477


quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: n01487477

Erik,
would be nice if the CS transport return cargo option also has "none", once you change the option to something then you can't reassign it to "none" without returning to "human control" ... not a biggie but maybe some users might get a little confused.

Cheers for the great update

I assume you're talking about items #5 and #8?

I'm playing Allies, and I don't see any change to the interface. (It's possible th efix did that to the Allies' code, but the change notes don't specify.)

What I'd like is for Allied auto-convoys ot never back-haul anything. Unless I'm missing it, I don't see "None" as an option. Are you looking at the Japanese side?

I'm opening a new game, so not sure about ongoing games but it is there for both sides... Just when you click a cargo return option, you can't then make it none ... without going back to human control and cycling back to CS



Great answer. Thanks.

In my ongoing game I only, so far, after two turns post-patch, have old existing auto-convoys. They don't have the command you showed in your picture. I'll check if new ones do when they form. Or, I may need to wait for the next game.

But it's nice to know this was addressed. It was pesky housekeeping to constantly check-up on auto-convoys to find those had that orange "1" of oil or resources, and were never, ever coming home unless I intervenned.

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Post #: 31
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 1:21:22 PM   
Bullwinkle58


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Actually, just looked at your picture again, and I've been checking auto-convoy convoys, not CS convoys. Both #5 and #8 refer to CS only. I have trouble with auto-convoys from the Auto-Convoy tab, operating from either San Fran or Colombo. Hmm.

< Message edited by Bullwinkle58 -- 6/9/2010 1:22:39 PM >


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The Moose

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Post #: 32
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 1:29:59 PM   
Bullwinkle58


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These changes all make sense and should even the odds for those poor BB sailors. I especially like the variable supply destruction. Especially in late war against the Japanese AI, island supply levels are teetering on the edge of zero, and a good bombardment that can take them down to nothing will help make the Allied LCU dmage more reasonable when the landing comes.

Can't wait for fatigue effects to be added. Then I think bombardment will be as ready as the models can make it.


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Post #: 33
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 1:42:37 PM   
Swenslim

 

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Please someone place patch on torrent .

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Post #: 34
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 2:03:45 PM   
mbar


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quote:

ORIGINAL: jwilkerson


quote:

ORIGINAL: mbar

That all looks great. Has there been any evaluation of some Andy Mac scenarios being added to the official patch?


Yes


SWEET!! Thank you guys for your awesome support!!

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Post #: 35
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 2:07:55 PM   
Swenslim

 

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RRRRRRRRRRRRRRRRRRRRRRRRRR! I cant get patch !!! :(

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Post #: 36
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 3:49:58 PM   
guctony


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many many thanks Guys


The BB bombardment setting was the most need part of the game. It is a great addition to already great game. Your contributions makes the more and more replayable. its almost one year know that I did not play any other game. Which is very unusual for me.

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Post #: 37
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 4:50:05 PM   
RedMike


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I can't download the file, the link resets itself.

I know how to get to the private downloads link but when I click on it it fails...repeatably.

I can download stuff all day long but I always have trouble with Matrix downloads.

out

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Post #: 38
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 4:54:50 PM   
RedMike


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here's a pic when i use right click save link as...






Attachment (1)

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Post #: 39
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 4:56:51 PM   
castor troy


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Also tweaked Naval Bombardment

This will limit the pre-CAP AAA phase for Allied air attacks to what was originally intended


WOW

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Post #: 40
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 5:24:13 PM   
Methuen

 

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Ah, the Matrix's developers do it again. If there was a CMH for "dedication to game excellence and coding" you guys would all have won one by now!! Thanks all you're the best.

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Post #: 41
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 5:32:22 PM   
Swenslim

 

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People or developers... please check why some of others are unable to download or place it on any  free torrent.

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Post #: 42
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 5:37:09 PM   
Kwik E Mart


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quote:

ORIGINAL: michaelm

This is some of the tweaking done to Naval Bombardments:
----------------
Spotting:
All locations have a 'spotted' status which gets clear during the night phase.
If the ship has a float group and its mission is RECON - needs to be either a day or night mission so applicable flies - and the target has not been spotted yet, the group 'spots' for this ship and any others attacking the same target. A message shows up if this is the case.
To keep planes from flying RECON all over, just set the range to '0'. It doesn't matter how many planes are available, just that you have the mission.
Spotted targets at night don't have the weapon penalty for night naval bombardment attacks.

Supply:
Supply loss points are a factor of the device(shell size) and damage inflicted, rather than by a fixed modifier. Smaller shell, less supply loss. Bigger shell, bigger loss.

Bombardment by ship:
Weapons get penalties;
(a) FLAK-type devices not as effective.
(b) devices firing at over 2/3rd of their max range are less effective.
Attack at night with the target not spotted are less effective. Moonlight helps offset this disadvantage.
Presence of friendly units in hex assists accuracy of the firing ships.
Hits are determined by turret rather than by total number of devices. Once a 'turret' hits, the barrels determine damage.

Return fire from shore guns:
Weapons get penalties;
(a) FLAK-type devices less effective.
(b) devices firing at over 2/3rd of their range less effective.
Attack at night and the target hasn't been spotted has the weapon accuracy lowered.
Supply and support state of the LCU can affect how many guns return fire.

Bombardment process change:
Rather than start the ship bombardment at a fixed range of 3 to 12 depending on the ship type, the start range is 30 for day and 15 for night.

As range closes, weapons become more accurate. This also means weapons become available to fire as range closes, rather than be mainly available immediately as currently.
If a minimum Bombardment Range is set, then the ships will outside that range of the shore and only guns with the range will fire. Setting the range to 0 will make the TF behave as now.

One change that missed this build was adding unit fatigue based on the effect of the shell not causing damage but impacting the LCU area. Higher fort and better terrain would lessen the impact of the 'shell shock'. This would be more obvious at night with higher fatigue generation.
-------

How well it does is up to you players.



does the shore battery tweak affect invasion routines as well, or just naval bombardment? thanks


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Post #: 43
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 6:26:43 PM   
Rob Brennan UK


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Just looked outside .. its sunny and warm .. why's santa come early mother ?

Thank you all ! amazing support as ever. Lest we ever get complacent about you.

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Post #: 44
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 7:47:13 PM   
Skacee

 

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Thank you! I thought that it is but these steps are great. Making this game more and more friendly!  

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Post #: 45
RE: v1.01.06c Public Beta Now Available! - 6/9/2010 11:52:56 PM   
jcjordan

 

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Thanks, especially for #37 (I think that's what fixed it) as my Chinese troops can fill out w/ the old squad while awaiting enough of the new squads to fill out. I even saw my first captured pilot come back on the very first turn using the new patch as well as a air unit that was stuck organizing due to no planes for it to come in.



< Message edited by jcjordan -- 6/9/2010 11:55:17 PM >

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Post #: 46
RE: v1.01.06c Public Beta Now Available! - 6/10/2010 12:32:38 AM   
DaveConn

 

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Given this change, does the "escorts bombard" setting do anything else? Or should we just keep escorts from bombarding by using the minimum range setting (that is, keeping the minimum longer than the escort's range)?

--Dave

quote:

ORIGINAL: michaelm

Bombardment process change:
Rather than start the ship bombardment at a fixed range of 3 to 12 depending on the ship type, the start range is 30 for day and 15 for night.

As range closes, weapons become more accurate. This also means weapons become available to fire as range closes, rather than be mainly available immediately as currently.
If a minimum Bombardment Range is set, then the ships will outside that range of the shore and only guns with the range will fire. Setting the range to 0 will make the TF behave as now.

(in reply to michaelm75au)
Post #: 47
RE: v1.01.06c Public Beta Now Available! - 6/10/2010 12:40:09 AM   
Bullwinkle58


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quote:

ORIGINAL: DaveConn

Given this change, does the "escorts bombard" setting do anything else? Or should we just keep escorts from bombarding by using the minimum range setting (that is, keeping the minimum longer than the escort's range)?

--Dave



An idea for the devs/Matrix for the final patch--any chance of getting a one-page Addendum in the Docs folder for the Bombard changes? I'm sure there will be dozens, or more, posts asking what those new buttons do over the next years.

Just a thought.

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Post #: 48
RE: v1.01.06c Public Beta Now Available! - 6/10/2010 2:09:02 AM   
Rob Brennan UK


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quote:

ORIGINAL: Bullwinkle58


quote:

ORIGINAL: DaveConn

Given this change, does the "escorts bombard" setting do anything else? Or should we just keep escorts from bombarding by using the minimum range setting (that is, keeping the minimum longer than the escort's range)?

--Dave



An idea for the devs/Matrix for the final patch--any chance of getting a one-page Addendum in the Docs folder for the Bombard changes? I'm sure there will be dozens, or more, posts asking what those new buttons do over the next years.

Just a thought.


and the moaning and wailing and gnashing of teeth . It'll be up there with the manouver bands and pre-cap flak, oh and lets not forget strato weeps [;) (not misspelt) ]<ducks behind sofa>

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sorry for the spelling . English is my main language , I just can't type . and i'm too lazy to edit :)

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Post #: 49
RE: v1.01.06c Public Beta Now Available! - 6/10/2010 6:11:23 PM   
Andy Mac

 

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But if we do I need to stop tinkering with them which means they need to be finished...

And it also means I need to get all the text files finished etc etc...


quote:

ORIGINAL: jwilkerson


quote:

ORIGINAL: mbar

That all looks great. Has there been any evaluation of some Andy Mac scenarios being added to the official patch?


Yes


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Post #: 50
RE: v1.01.06c Public Beta Now Available! - 6/10/2010 8:18:39 PM   
pad152

 

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47. Added hooks for revolving ship art similar to aircraft.

Can someone explain this one?

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Post #: 51
RE: v1.01.06c Public Beta Now Available! - 6/11/2010 12:23:14 AM   
jcjordan

 

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quote:

ORIGINAL: pad152

47. Added hooks for revolving ship art similar to aircraft.

Can someone explain this one?



If I understood Michael's post in the art mod topic, it allows for the changing of the bitmaps to match the progression of paint schemes throughout the war ie the way the Allied planes changed the national id markings going from the star roundel to stars & bars to the red outline stars & bars etc. At least that's the way I take his post on this but look under the art mod thread in the Scen & Mods section.

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Post #: 52
RE: v1.01.06c Public Beta Now Available! - 6/11/2010 3:22:43 AM   
wpurdom

 

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Could you explain #43?

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Post #: 53
RE: v1.01.06c Public Beta Now Available! - 6/13/2010 12:51:06 PM   
jhdeerslayer


Posts: 1184
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From: Michigan
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quote:

ORIGINAL: DaveConn

Given this change, does the "escorts bombard" setting do anything else? Or should we just keep escorts from bombarding by using the minimum range setting (that is, keeping the minimum longer than the escort's range)?

--Dave

quote:

ORIGINAL: michaelm

Bombardment process change:
Rather than start the ship bombardment at a fixed range of 3 to 12 depending on the ship type, the start range is 30 for day and 15 for night.

As range closes, weapons become more accurate. This also means weapons become available to fire as range closes, rather than be mainly available immediately as currently.
If a minimum Bombardment Range is set, then the ships will outside that range of the shore and only guns with the range will fire. Setting the range to 0 will make the TF behave as now.



Yea not sure how this setting works other than 0 is like the current method.

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Post #: 54
RE: v1.01.06c Public Beta Now Available! - 6/13/2010 9:39:06 PM   
latosusi

 

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You are firing .50 MG and oerlikons from miles away...

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Post #: 55
RE: v1.01.06c Public Beta Now Available! - 6/14/2010 5:18:37 AM   
sdevault


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Millions of thanks for the AE squad!  You have shown your dedication to me through support and I will remain a loyal customer.





< Message edited by sdevault -- 12/24/2011 3:18:34 AM >


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Post #: 56
RE: v1.01.06c Public Beta Now Available! - 6/14/2010 1:43:40 PM   
jomni


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So when's the official release?

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Post #: 57
RE: v1.01.06c Public Beta Now Available! - 6/14/2010 3:26:01 PM   
santino250

 

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Where can I download this Beta??? 

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Post #: 58
RE: v1.01.06c Public Beta Now Available! - 6/14/2010 3:58:56 PM   
hunchback77

 

Posts: 189
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From: Whitby, Ontario, Canada
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quote:

ORIGINAL: santino250

Where can I download this Beta??? 


Link is below, log into members club first.
http://www.matrixgames.com/community/privateDL.asp?gid=351

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Post #: 59
RE: v1.01.06c Public Beta Now Available! - 6/16/2010 5:54:53 PM   
Zebedee


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Status: offline
Thanks guys. :)

Couple of quick questions (new rig and trying to optimise the command line switches - the ability to change resolution is heaven sent, very much appreciate you putting these features in as it's been fantastic having no problems with this game on Win 7 64-bit).

Are four cores currently the maximum supported by the game?
The command switch to force the game to use one core during orders phase is confusing me a little - what benefit would this have on a system with 6 cores?

Sorry if they're dumb questions.

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Post #: 60
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