New AE Update - Update

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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jwilkerson
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New AE Update - Update

Post by jwilkerson »

Reports of our demise are exaggerated ! :D

We are still working on beta-2 release and it should be out real soon !!!

Thanks for the feedback !
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Trugrit
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Re: New AE Update - Update

Post by Trugrit »

Thanks,

I really appreciate the hard work that has gone into this.

Just for me,

I think it is time we added actor Dennis Weaver to the navy pilot list.
Give him a chance to go overseas and fight the Japanese.

https://www.pinterest.com/pin/429601251930725047/

"I flew the Grumman F4F Wildcat, but I never got overseas, I fought the battles
of Baffin Bay, Alameda and Opa Locka. I had orders to go overseas but then
they dropped the bomb and the war was over."
...Dennis Weaver…

I liked Gunsmoke when I was a kid.
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Re: New AE Update - Update

Post by btd64 »

Trugrit wrote: Tue Jan 17, 2023 8:13 pm Thanks,

I really appreciate the hard work that has gone into this.

Just for me,

I think it is time we added actor Dennis Weaver to the navy pilot list.
Give him a chance to go overseas and fight the Japanese.

https://www.pinterest.com/pin/429601251930725047/

"I flew the Grumman F4F Wildcat, but I never got overseas, I fought the battles
of Baffin Bay, Alameda and Opa Locka. I had orders to go overseas but then
they dropped the bomb and the war was over."
...Dennis Weaver…

I liked Gunsmoke when I was a kid.
I liked Gunsmoke as well. It is still on if you have the channel....GP
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sstevens06
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Re: New AE Update - Update

Post by sstevens06 »

Wow, unexpected good news! Thank you for your efforts.
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Yaab
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Re: New AE Update - Update

Post by Yaab »

My enthusiasm is boundless.
Dewey169
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Re: New AE Update - Update

Post by Dewey169 »

jwilkerson wrote: Tue Jan 17, 2023 8:08 pm Reports of our demise are exaggerated ! :D

We are still working on beta-2 release and it should be out real soon !!!

Thanks for the feedback !
Hi,

Hope all is still well for the team and yourself! Anything to share about the beta-2 release?
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Re: New AE Update - Update

Post by jwilkerson »

Finish line for beta-2 in sight - rounding the 4th turn !!
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LongLance93
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Re: New AE Update - Update

Post by LongLance93 »

jwilkerson wrote: Mon Mar 13, 2023 8:51 pm Finish line for beta-2 in sight - rounding the 4th turn !!
Great news!

This will have revised supply production for both sides?
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Besmerello
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Re: New AE Update - Update

Post by Besmerello »

LongLance93 wrote: Tue Mar 14, 2023 4:48 am
jwilkerson wrote: Mon Mar 13, 2023 8:51 pm Finish line for beta-2 in sight - rounding the 4th turn !!
Great news!

This will have revised supply production for both sides?
I might be wrong but I assume this was already implemented in the current patch? (drastically reduced supply production for Allies)
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LongLance93
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Re: New AE Update - Update

Post by LongLance93 »

Besmerello wrote: Tue Mar 14, 2023 7:27 pm
LongLance93 wrote: Tue Mar 14, 2023 4:48 am
jwilkerson wrote: Mon Mar 13, 2023 8:51 pm Finish line for beta-2 in sight - rounding the 4th turn !!
Great news!

This will have revised supply production for both sides?
I might be wrong but I assume this was already implemented in the current patch? (drastically reduced supply production for Allies)
I have understood it is WIP and subject to change.
Skacee
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Re: New AE Update - Update

Post by Skacee »

Hello,

could anybody here explain me what is going on with the updates? Generally i am happy that is still some work on game engine but...

I have noticed that there is again another new stock map beside that one Andrew Brown did.

Who did it? Where i could get resources? Where is the list of changes to map?
I am lost, because i want to update (not only) my modded maps.

But it seems to me that the map is changing and changing which I am not happy about it as i have already redone twice my maps (!). And this is not an easy undertaking and i dont have enough time to do it as well.

And why do you keep changing it??? That is not good and practical idea for third parties. For me - big no,no sirs!!!
Pls change extended version, but do not touch stock, if you want to play with details.
Skacee
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LongLance93
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Re: New AE Update - Update

Post by LongLance93 »

Skacee wrote: Thu Mar 23, 2023 8:58 pm Hello,

could anybody here explain me what is going on with the updates? Generally i am happy that is still some work on game engine but...

I have noticed that there is again another new stock map beside that one Andrew Brown did.

Who did it? Where i could get resources? Where is the list of changes to map?
I am lost, because i want to update (not only) my modded maps.

But it seems to me that the map is changing and changing which I am not happy about it as i have already redone twice my maps (!). And this is not an easy undertaking and i dont have enough time to do it as well.

And why do you keep changing it??? That is not good and practical idea for third parties. For me - big no,no sirs!!!
Pls change extended version, but do not touch stock, if you want to play with details.
The beta map will be the last official map, I think.

I love your work, I hope you have time to do one more version.
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Tanaka
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Re: New AE Update - Update

Post by Tanaka »

Skacee wrote: Thu Mar 23, 2023 8:58 pm Hello,

could anybody here explain me what is going on with the updates? Generally i am happy that is still some work on game engine but...

I have noticed that there is again another new stock map beside that one Andrew Brown did.

Who did it? Where i could get resources? Where is the list of changes to map?
I am lost, because i want to update (not only) my modded maps.

But it seems to me that the map is changing and changing which I am not happy about it as i have already redone twice my maps (!). And this is not an easy undertaking and i dont have enough time to do it as well.

And why do you keep changing it??? That is not good and practical idea for third parties. For me - big no,no sirs!!!
Pls change extended version, but do not touch stock, if you want to play with details.
Yes we are all hoping the map art modders such as yourself come back and update their excellent work. But I agree there is not a lot of documentation in the update patches other than code fixes. So far this is all we have:

V1.01.27– 05 March 2022 (Game version shown as 1.8.11.27)
1. Ninth Update – This release is a comprehensive release updating all previous versions to v1.01.27
2. Code Changes
1. Naval support not present at 0(0) port once port is built up
2. Another underway ammo replenishment issue if AE unable to reload the biggest weapon on ship
3. Drawing ship a/c from pool at base uses replacement group if nearby
4. Tweak what is an 'instructor' for TRACOM purposes and allow casualties to them
5. Tweak group training mission not getting many op losses for low experience pilots (increased fatigue of low experienced pilots and aircraft)
6. Aircraft upgrading to blank airframe
7. Mines not removed from ships in non-ML taskforce
8. Repair/maint of seaplane not expending supply (1 point per plane from tender supply if more than seaplane support at base). Exceeding support did expend normal supply.
9. Added confirmation to ‘Disband TF’ button

For map changes try Andrew's post here and his website:

https://www.matrixgames.com/forums/view ... 3&t=373754

https://sites.google.com/view/witp-ae-m ... ficial-map
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Sardaukar
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Re: New AE Update - Update

Post by Sardaukar »

Map mods and some drastic off-map changes (that I don't like at all) are reasons why I have 2 installations:

"Old one" using michaelm's unofficial patch: https://www.matrixgames.com/forums/view ... 3&t=386537
and Bellum Pacifica map mod.

And "modern one", recent beta with all changes. I rarely play this one, waiting to see how things turn out in future.

I just don't get why make all that off-map stuff more complicated. IMHO, it does add nothing into game.

I do appreciate on-map corrections, very welcome. But, why...oh why...make those additional off-map bases. Old system worked very well.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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Re: New AE Update - Update

Post by BBfanboy »

My feelings exactly Sardaukar!
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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Tanaka
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Re: New AE Update - Update

Post by Tanaka »

Sardaukar wrote: Sun Mar 26, 2023 8:06 am Map mods and some drastic off-map changes (that I don't like at all) are reasons why I have 2 installations:

"Old one" using michaelm's unofficial patch: https://www.matrixgames.com/forums/view ... 3&t=386537
and Bellum Pacifica map mod.

And "modern one", recent beta with all changes. I rarely play this one, waiting to see how things turn out in future.

I just don't get why make all that off-map stuff more complicated. IMHO, it does add nothing into game.

I do appreciate on-map corrections, very welcome. But, why...oh why...make those additional off-map bases. Old system worked very well.
Yes I think everyone should keep 2 installations like this so they can keep all of their old mods. What you can also do which what I am doing and have seen others do is just add the new exe to old one installation to also get michaelm's lastest code fixes as well without any of the other new changes like the map:
Nomad wrote: Tue Mar 07, 2023 1:46 am Both Xargun and I installed the 1127 beta in a new folder and then moved the exe only to our game folders. We did not use any of the new art work, map files, or scenario files.

You need to understand how all this works.

1. The map data is stored in three files, pwhexe.dat, pwzlink.dat, and pwzone.dat.
1a. pwehexe.dat contains the data on every hex in the game pertaining to roads, railroads, terrain, malaria, weather zone, etc.
1b. pwzlink.dat I think has the links for the off map movement and movement to and from the main map.
1c. pwzone.dat has the data for the entry zones you see along the edge of the main map.

2. The art work, all the bit map files for the map have no effect on the game at all, that is why you can use different art work with no problems.

3. The scenario file defines the bases present and the data for them. A base will only show up if it is in the scenario file.

4. The exe file only uses the data present in the files above and of course the current game file, it does not define any data on its own.
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pnzrgnral
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Re: New AE Update - Update

Post by pnzrgnral »

Tanaka wrote: Sun Mar 26, 2023 5:52 pm
Sardaukar wrote: Sun Mar 26, 2023 8:06 am Map mods and some drastic off-map changes (that I don't like at all) are reasons why I have 2 installations:

"Old one" using michaelm's unofficial patch: https://www.matrixgames.com/forums/view ... 3&t=386537
and Bellum Pacifica map mod.

And "modern one", recent beta with all changes. I rarely play this one, waiting to see how things turn out in future.

I just don't get why make all that off-map stuff more complicated. IMHO, it does add nothing into game.

I do appreciate on-map corrections, very welcome. But, why...oh why...make those additional off-map bases. Old system worked very well.
Yes I think everyone should keep 2 installations like this so they can keep all of their old mods. What you can also do which what I am doing and have seen others do is just add the new exe to old one installation to also get michaelm's lastest code fixes as well without any of the other new changes like the map:
Nomad wrote: Tue Mar 07, 2023 1:46 am Both Xargun and I installed the 1127 beta in a new folder and then moved the exe only to our game folders. We did not use any of the new art work, map files, or scenario files.

You need to understand how all this works.

1. The map data is stored in three files, pwhexe.dat, pwzlink.dat, and pwzone.dat.
1a. pwehexe.dat contains the data on every hex in the game pertaining to roads, railroads, terrain, malaria, weather zone, etc.
1b. pwzlink.dat I think has the links for the off map movement and movement to and from the main map.
1c. pwzone.dat has the data for the entry zones you see along the edge of the main map.

2. The art work, all the bit map files for the map have no effect on the game at all, that is why you can use different art work with no problems.

3. The scenario file defines the bases present and the data for them. A base will only show up if it is in the scenario file.

4. The exe file only uses the data present in the files above and of course the current game file, it does not define any data on its own.
Ok, I'm getting a bit antsy, having read these posts. I understand the reasoning behind keeping the 'old" version to run "old" mods, then installing a "new" game just to run the "new" updates. I get it.
HOWEVER....count me out. If the "new" update will corrupt pre-existing map data or other data, OOB etc, then I won't bother doing the "new" update. My preference in playing this fantastic game is to do historically accurate OOB's, in which the Babes scenarios fill the bill - to include my own changes, assisted by the uncounted help of so many people contributing to the forum. For new players this won't be an issue - except they won't be able to play the pre-exisitng mods with the "new" update. I may very well be the ONLY player who won't install the "new" update and I'll be fine with it, because I don't want to re-do the countless hours of updates to the mod I play. Don't get me wrong, I sincerely wish this update comes out with all the bells and whistles and vitamin-enriched goodness we want and love. Keep up the good work, and maybe SOME day, 100 years from now, the descendants of Gary Grigsby (aided by Chat-whatever version 30.7abcd) will come out with WITP 2. Of course, I'll be dead then, but I'm 63 anyway, so no big deal.
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Alpha77
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Re: New AE Update - Update

Post by Alpha77 »

Death is WAD anyways.....

I must say I am now also a bit bothered, even if I wrote that AI is better, however only the land AI it seems...as the sea and air AI seem still "dumb as a rock" :evil: It now shows I am in June 42 and somehow the Allied AI seems to have gone to "sleep" so to speak. And I also found stuff and ships at the new bases ...sitting for weeks there already( :?: ) I hope this will be used by the AI eg. the stuff at Suez and DDs at New orleans / they sit there for at least a month or so.
Yes- I checked the other side :mrgreen: I am a despicably spy :!: But this is a BETA ofc and not official, so installing it was my own risk - this is clear :idea:

Also we have now so many versions and mods and it gets confusing, I just watched some AARs at YT and there the guy has totally different armor values and I ask about it and say in scen1 and 2 STOCK they are different, but he insists he as a STOCK scen ... not the best for newbies I would say...even I am confused. :mrgreen: Eg. in his version the Stuart has anti armor of 70 / should be around 42
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Re: New AE Update - Update

Post by RangerJoe »

The .exe just runs the game, it has nothing to do with the map changes nor the data changes. It will execute what ever data is there with the map that is there. So you can use the new .exe with the old mods, data, and/or maps. The "new" AI is for the new scenarios, it probably has been adjusted for the maps.
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Re: New AE Update - Update

Post by BBfanboy »

Alpha77 wrote: Mon Mar 27, 2023 6:56 pm Death is WAD anyways.....

I must say I am now also a bit bothered, even if I wrote that AI is better, however only the land AI it seems...as the sea and air AI seem still "dumb as a rock" :evil: It now shows I am in June 42 and somehow the Allied AI seems to have gone to "sleep" so to speak. And I also found stuff and ships at the new bases ...sitting for weeks there already( :?: ) I hope this will be used by the AI eg. the stuff at Suez and DDs at New orleans / they sit there for at least a month or so.
Yes- I checked the other side :mrgreen: I am a despicably spy :!: But this is a BETA ofc and not official, so installing it was my own risk - this is clear :idea:

Also we have now so many versions and mods and it gets confusing, I just watched some AARs at YT and there the guy has totally different armor values and I ask about it and say in scen1 and 2 STOCK they are different, but he insists he as a STOCK scen ... not the best for newbies I would say...even I am confused. :mrgreen: Eg. in his version the Stuart has anti armor of 70 / should be around 42
The developers made clear that the scripts that determine targets for the AI to try and seize or defend were primarily for the Japanese AI. The Allied ones are much less complete for the early game when the Allies had little extra strength to send anywhere. The AI will wait with loaded ships for some base to start running low on supplies and only then will it dispatch a TF to resupply it. It sounds like the idea of getting forward supply hubs set up was not written into the scripts. So yes, the AI is dumb as a brick because there was simply not enough time, money or hard drive space to create a more aggressive one through scripting.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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