New Public Beta - v1128 Live Now!

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!

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

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Tanaka
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Re: New Public Beta - v1128 Live Now!

Post by Tanaka »

GivingUpTheGhost wrote: Tue Nov 12, 2024 9:32 pm
Tanaka wrote: Tue Nov 12, 2024 8:51 pm
Sardaukar wrote: Tue Nov 12, 2024 1:36 pm

I just added my usual switches and things work fine....but the old-style map is...fugly... 8-)
Yeah I used to love the Kamikaze Bellum Pacifica map but it is now outdated. It has take some getting used to returning to the old map style but it is growing on me I do like the richer darker colors...
Yeah, it's taking a little bit of time but I'm starting to get used to it
Something else I've noticed that is better about the new base map is fast response time and no glitches. For me Kamikaze Belllum Pacifica was very slow in responding and there were animation glitches...
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Sardaukar
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Re: New Public Beta - v1128 Live Now!

Post by Sardaukar »

Tanaka wrote: Wed Nov 13, 2024 7:05 am
GivingUpTheGhost wrote: Tue Nov 12, 2024 9:32 pm
Tanaka wrote: Tue Nov 12, 2024 8:51 pm

Yeah I used to love the Kamikaze Bellum Pacifica map but it is now outdated. It has take some getting used to returning to the old map style but it is growing on me I do like the richer darker colors...
Yeah, it's taking a little bit of time but I'm starting to get used to it
Something else I've noticed that is better about the new base map is fast response time and no glitches. For me Kamikaze Belllum Pacifica was very slow in responding and there were animation glitches...
That was happening to me by -dd_sw switch.
"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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Nazcatraz
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Re: New Public Beta - v1128 Live Now!

Post by Nazcatraz »

Is there any chance you guys could release a hot fix kind of thing for this patch that let us click on the Disband TF Y/N prompt with our mouse? PLEASE! I will thoroughly test this patch and report every single bug I find. :mrgreen:
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Sardaukar
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Re: New Public Beta - v1128 Live Now!

Post by Sardaukar »

Just man up and embrace the suck! 8-)
"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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bradfordkay
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Re: New Public Beta - v1128 Live Now!

Post by bradfordkay »

I know that it is far too late to ask for this, but I've always wished for a "set all aircraft in this bomber group" button on the aircraft screen. There are times I only want the squadrons in one bomber group to make the attack, not all the aircraft of the same type that are at one particular base.

I know... first world problems...
fair winds,
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Dewey169
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Re: New Public Beta - v1128 Live Now!

Post by Dewey169 »

Nazcatraz wrote: Wed Nov 13, 2024 8:18 pm Is there any chance you guys could release a hot fix kind of thing for this patch that let us click on the Disband TF Y/N prompt with our mouse? PLEASE! I will thoroughly test this patch and report every single bug I find. :mrgreen:
Everything you have said about this, has already been said. Go back and read the 11.27 beta comments about having to use the keyboard to disband task forces… A lot of people didn’t like it then, and you still have to use the stupid keyboard with 11.28

I doubt they’re gonna change it..
Dewey169
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Re: New Public Beta - v1128 Live Now!

Post by Dewey169 »

Also, been curious if anyone has done any testing with instructor losses in TRACOM??

V1.01.27– 05 March 2022 (Game version shown as 1.8.11.27)
4. Tweak what is an 'instructor' for TRACOM purposes and allow casualties to them

Your instructor losses for the month seem to be either all KIA or all WIA. playing allies vs A.I. game that started out 11.26 but copied in 11.27 exe have been playing it that way for a while. just found it strange that the losses aren’t a mix of both WIA n KIA ..
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Nazcatraz
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Re: New Public Beta - v1128 Live Now!

Post by Nazcatraz »

Dewey169 wrote: Thu Nov 14, 2024 3:24 am
Nazcatraz wrote: Wed Nov 13, 2024 8:18 pm Is there any chance you guys could release a hot fix kind of thing for this patch that let us click on the Disband TF Y/N prompt with our mouse? PLEASE! I will thoroughly test this patch and report every single bug I find. :mrgreen:
Everything you have said about this, has already been said. Go back and read the 11.27 beta comments about having to use the keyboard to disband task forces… A lot of people didn’t like it then, and you still have to use the stupid keyboard with 11.28

I doubt they’re gonna change it..
That is so whack. I refuse to stop fighting for it though. We must keep our voices raised. As long as this game exist and there is no sequel, I will keep asking for a change. :mrgreen:

BTW, is there an explanation why a lot the Japanese Army units in the game appear as a Corps unit (XXX) instead of an Army unit (XXXX)?
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Re: New Public Beta - v1128 Live Now!

Post by RangerJoe »

Nazcatraz wrote: Thu Nov 14, 2024 5:14 am
Dewey169 wrote: Thu Nov 14, 2024 3:24 am
Nazcatraz wrote: Wed Nov 13, 2024 8:18 pm Is there any chance you guys could release a hot fix kind of thing for this patch that let us click on the Disband TF Y/N prompt with our mouse? PLEASE! I will thoroughly test this patch and report every single bug I find. :mrgreen:
Everything you have said about this, has already been said. Go back and read the 11.27 beta comments about having to use the keyboard to disband task forces… A lot of people didn’t like it then, and you still have to use the stupid keyboard with 11.28

I doubt they’re gonna change it..
That is so whack. I refuse to stop fighting for it though. We must keep our voices raised. As long as this game exist and there is no sequel, I will keep asking for a change. :mrgreen:

BTW, is there an explanation why a lot the Japanese Army units in the game appear as a Corps unit (XXX) instead of an Army unit (XXXX)?
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I, for one, get tired of people complaining about it here. They should have contacted the development team earlier in the process when things could have been easily changed. If necessary, I will quit responding to people who constantly complain and see about blocking them so I won't have to read the complaints. Then I also won't see their requests for assistance nor their questions.

As far as the IJA Army HQ being classified as a Corp HQ, that is how the Japanese did things back then. The IJA "Army" was equivalent to the American and Commonwealth "Corp" so that is how it is referred to in the game.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

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Tanaka
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Re: New Public Beta - v1128 Live Now!

Post by Tanaka »

Some people have mentioned other things left to address in Discord so I thought it was worth posting here as well:

https://www.matrixgames.com/forums/view ... 4&t=359863

Heclapar

Yesterday at 11:25 PM

Things that negatively impact the average user experience and should be semi easy to fix are reserve movement swap immunity, unsweepable training cap, AKE capacity stacking, 0 build up base weirdness with supply caps, autoflip heavy industry deletion, complete industry destruction on base captures due to engineer stacking/stupid crit mechanic, exploitation of reserve buttons to teleport pilots with no delay, offmap allied training bonus, kamikaze multistrike, general offmap movement weirdness (this one might have been fixed but I havent tested), base/offmap imbalance due to supply draw mechanics and irreducible lcu forts, maybe some kind of bandaid for stratosweeps (the code is too simple here)
JanSako wrote: Wed Nov 13, 2024 1:10 pm consider opening the exe to allow modding it. Especially if the latest update really is the latest update. Like forever.

1. In the last public beta update, what if any bugs exist that you find game-breaking or cause you to avoid that beta update? None that were not already in the earlier builds. This is my top list:

Reserve movement mode change immunity - Bombing LCU's does not flip them into Combat mode (minor bug)
unsweepable training cap - Air units on a 'training' mission avoid any sweeps but happily engage subsequent bomber raids (training flight caught up in raid- message). The issue when these 'trainees' are frontline fighters with elite pilots. (bug)
dot base weirdness with supply caps - dot bases have 1k supply cap until something is built, then the intended cap kicks in (minor bug)
base autoflip heavy industry deletion (bad) bug
complete industry destruction on base capture - due to engineer stacking crit mechanic bug
exploitation of reserve buttons to teleport pilots with no delay UI elements not behave consistently, one button insta-transfers a pilot with no loss of XP, the other has the 'normal' transfer delay & XP loss when transferring across 'types' UI bug, has major effect on pilot training
offmap allied training bonus - unless confirmed as intended
kamikaze multistrike (this one is really funny) - a kami has a chance for a hit for each bomb it carries, until it does hit. Kamis' are not meat to 'drop' the bombs, they are truly a one-shot weapon. late war bug
Bomb hit chance mechanics that calculate the hit chance of every one of the 16 bombs that a B-17 carries like it would not be the whole flight dumping all their ordinance & getting out of dodge! The request is to have a different hit chance & damage calculation for tactical bombing runs (e.g. trying to hit with each individual bombs) vs strategic raids where an entire raid unloads everything as soon as the flight leader does. (carpet bombing)
Last edited by Tanaka on Fri Nov 15, 2024 1:29 am, edited 2 times in total.
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RangerJoe
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Re: New Public Beta - v1128 Live Now!

Post by RangerJoe »

Tanaka wrote: Thu Nov 14, 2024 5:30 am Some people have mentioned other things left to address in Discord so It thought it was worth posting here as well:

https://www.matrixgames.com/forums/view ... 4&t=359863

Heclapar

Yesterday at 11:25 PM

Things that negatively impact the average user experience and should be semi easy to fix are reserve movement swap immunity, unsweepable training cap, AKE capacity stacking, 0 build up base weirdness with supply caps, autoflip heavy industry deletion, complete industry destruction on base captures due to engineer stacking/stupid crit mechanic, exploitation of reserve buttons to teleport pilots with no delay, offmap allied training bonus, kamikaze multistrike, general offmap movement weirdness (this one might have been fixed but I havent tested), base/offmap imbalance due to supply draw mechanics and irreducible lcu forts, maybe some kind of bandaid for stratosweeps (the code is too simple here)
JanSako wrote: Wed Nov 13, 2024 1:10 pm I know most people would want a 100% product out of the box. IMO stuff that can be modded, meaning 'stats' or map properties/bases can be done by modders & you do not need to focus on that. The game mechanics/code stuff what modders cannot affect is what should matter. If you do not have the capability do do such (understandable), consider opening the exe to allow modding it. Especially if the latest update really is the latest update. Like forever.

1. In the last public beta update, what if any bugs exist that you find game-breaking or cause you to avoid that beta update? None that were not already in the earlier builds. This is my top list:

Reserve movement mode change immunity - Bombing LCU's does not flip them into Combat mode (minor bug)
unsweepable training cap - Air units on a 'training' mission avoid any sweeps but happily engage subsequent bomber raids (training flight caught up in raid- message). The issue when these 'trainees' are frontline fighters with elite pilots. (bug)
dot base weirdness with supply caps - dot bases have 1k supply cap until something is built, then the intended cap kicks in (minor bug)
base autoflip heavy industry deletion (bad) bug
complete industry destruction on base capture - due to engineer stacking crit mechanic bug
exploitation of reserve buttons to teleport pilots with no delay UI elements not behave consistently, one button insta-transfers a pilot with no loss of XP, the other has the 'normal' transfer delay & XP loss when transferring across 'types' UI bug, has major effect on pilot training
offmap allied training bonus - unless confirmed as intended
kamikaze multistrike (this one is really funny) - a kami has a chance for a hit for each bomb it carries, until it does hit. Kamis' are not meat to 'drop' the bombs, they are truly a one-shot weapon. late war bug
Bomb hit chance mechanics that calculate the hit chance of every one of the 16 bombs that a B-17 carries like it would not be the whole flight dumping all their ordinance & getting out of dodge! The request is to have a different hit chance & damage calculation for tactical bombing runs (e.g. trying to hit with each individual bombs) vs strategic raids where an entire raid unloads everything as soon as the flight leader does. (carpet bombing)
I wonder why they won't post their concerns here . . . :roll:
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AndrewV
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Re: New Public Beta - v1128 Live Now!

Post by AndrewV »

RangerJoe wrote: Thu Nov 14, 2024 5:22 am I, for one, get tired of people complaining about it here. They should have contacted the development team earlier in the process when things could have been easily changed. If necessary, I will quit responding to people who constantly complain and see about blocking them so I won't have to read the complaints. Then I also won't see their requests for assistance nor their questions.
Saying people should have complained earlier is a little unfair, since as Dewey 169 mentioned, lots of people did complain earlier, and the response was that the addition of the confirmation dialog was intentional, because some users had asked for it, because they sometimes clicked the wrong button and disbanded a TF by accident, wasting the PP they had spent choosing a commander.

But as far as I can recall, complaints about needing to use the keyboard instead either of keyboard or mouse to confirm were entirely ignored, and never actually responded to by anyone associated with development of the patch. As far as I can recall, no-one at all has suggested that needing to use the keyboard to confirm was intentional or desirable. However, lots of comments from the previous beta clearly assumed that the keyboard only confirmation was an obvious bug, and assumed (or at least hoped) that it would be addressed in the new beta patch.

Now the new patch has arrived, and we still don't actually know whether the keyboard only confirmation is intentional, or a bug.
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Wild
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Re: New Public Beta - v1128 Live Now!

Post by Wild »

This is 2024. You should not need to use the keyboard to confirm dialog boxes. If people click the wrong button by mistake that's on them. Man up and except the loss of PP. Don't subject everyone to this nonsense because of your mistake.
JanSako
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Re: New Public Beta - v1128 Live Now!

Post by JanSako »

It is 2024. the UX design progressed past the point where one solution fits all and where every user has to accept the same solution.

Just make it a darn setting & everyone will be happy...
OTOH if a silly little confirmation dialog is the thing that is the most wrong with the game then I think we are in a pretty good shape!
Cavalry Corp
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Re: New Public Beta - v1128 Live Now!

Post by Cavalry Corp »

Hi Guys

Can I assume the map changes affect the stock map? So to add the changes in we can only play with the stock maps?

Can i assume I can add in the DB changes to my mod? But there is not a full list - quite understand how tiresome that could be.

Hard-coded game functions and changes would work in standard and modded games without issue.

Please advise.

Cav
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Re: New Public Beta - v1128 Live Now!

Post by RangerJoe »

Cavalry Corp wrote: Thu Nov 14, 2024 2:31 pm Hi Guys

Can I assume the map changes affect the stock map? So to add the changes in we can only play with the stock maps?
From what I have seen, yes the new maps are different. Are you asking about different map looks or different map data? As far as I know, how the map looks should not be a problem but changes in the map data could be. But the flooding in China wiping out the bridges including railroad bridges affect the movement of units but not the movement of supplies, fuel, resources, and/or oil. The same thing for Kyshu and Honshu which are no longer connected.

Can i assume I can add in the DB changes to my mod? But there is not a full list - quite understand how tiresome that could be.
I do not know if there is a full list of the DB changes, I found some errors in my play testing and reported those that I had found. But I only went so far. That is what my sole AAR was based upon, my play testing as the Allies. I did not do extensive research on units as to their locations but having a B-29 unit entering the war in 1942 was reported as well as ships coming in too early as well as ships coming in too early with an upgrade that wasn't done yet.
So for the DB changes, you may have to ask the developer lead for assistance and/or the person doing the updates to the DB. There may have more than one person working on the DB changes as well.


Hard-coded game functions and changes would work in standard and modded games without issue.
Probably so unless there is a new AI script targeting a base that is not on an older map used.
Please advise.

Cav
You can just change the .exe in the older version for the new one, I suggest saving the older .exe to a .bak or a .exe.bak so you would still have it if it is needed. You can use different maps if you do your own AI scripts including just adjust some of the older AI scripts while adding new one since the different maps may not have all of the bases in the new scripts. I do not know if the base being non-existant would break the game.. There actually is a thread somewhere about writing new AI scripts. So maybe the CEA will actually send LCUs to attack Auckland! :twisted:
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homer82
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Re: New Public Beta - v1128 Live Now!

Post by homer82 »

RangerJoe wrote: Thu Nov 14, 2024 5:22 am I, for one, get tired of people complaining about it here. They should have contacted the development team earlier in the process when things could have been easily changed. If necessary, I will quit responding to people who constantly complain and see about blocking them so I won't have to read the complaints. Then I also won't see their requests for assistance nor their questions.
Well self-flattery is the highest form of praise. You show 'em!
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Dewey169
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Re: New Public Beta - v1128 Live Now!

Post by Dewey169 »

RangerJoe wrote: Thu Nov 14, 2024 5:22 am
Nazcatraz wrote: Thu Nov 14, 2024 5:14 am
Dewey169 wrote: Thu Nov 14, 2024 3:24 am

Everything you have said about this, has already been said. Go back and read the 11.27 beta comments about having to use the keyboard to disband task forces… A lot of people didn’t like it then, and you still have to use the stupid keyboard with 11.28

I doubt they’re gonna change it..
That is so whack. I refuse to stop fighting for it though. We must keep our voices raised. As long as this game exist and there is no sequel, I will keep asking for a change. :mrgreen:

BTW, is there an explanation why a lot the Japanese Army units in the game appear as a Corps unit (XXX) instead of an Army unit (XXXX)?
Image
I, for one, get tired of people complaining about it here. They should have contacted the development team earlier in the process when things could have been easily changed. If necessary, I will quit responding to people who constantly complain and see about blocking them so I won't have to read the complaints. Then I also won't see their requests for assistance nor their questions.

As far as the IJA Army HQ being classified as a Corp HQ, that is how the Japanese did things back then. The IJA "Army" was equivalent to the American and Commonwealth "Corp" so that is how it is referred to in the game.
RJ you make a lot of good comments and help people but why is it your way is the only way? I recall the Task force conversation, what three years ago , and the only viable solution that you were for was forcing people to use the keyboard.. Others disagreed but your view prevailed with the Devs.

So now after playing the 11.27 beta for two years and hating having to hunt for the keyboard, is it wrong to ask for a solution that fits your needs as well as others? I wear tri-focals but I don't have any issue using the mouse, but I understand losing PP like this is a pain in the ... Personally, I don't think you should lose a TF leader if you disband it but it is what it is...

Since this is leading up to the "final update" for the game, why can't we suggest a working solution that causes as little pain to all..

Why can't the Devs put two exe's out, one for use of the keyboard, the other for the mouse. There's no more code to keep in sync in the future so that should be simple solution for the Devs ..

Another option, there's already plenty of command line switches.. Add one to control the use of the keyboard or mouse when disbanding a task force. The exe can default to using the keyboard and if command line switch is there use the mouse... No screen changes so again it should simplify the code change for the Devs..

Surely the Devs could find a simple way to appease everyone about this.
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Re: New Public Beta - v1128 Live Now!

Post by RangerJoe »

Dewey169 wrote: Thu Nov 14, 2024 4:24 pm
RangerJoe wrote: Thu Nov 14, 2024 5:22 am
Nazcatraz wrote: Thu Nov 14, 2024 5:14 am
That is so whack. I refuse to stop fighting for it though. We must keep our voices raised. As long as this game exist and there is no sequel, I will keep asking for a change. :mrgreen:

BTW, is there an explanation why a lot the Japanese Army units in the game appear as a Corps unit (XXX) instead of an Army unit (XXXX)?
Image
I, for one, get tired of people complaining about it here. They should have contacted the development team earlier in the process when things could have been easily changed. If necessary, I will quit responding to people who constantly complain and see about blocking them so I won't have to read the complaints. Then I also won't see their requests for assistance nor their questions.

As far as the IJA Army HQ being classified as a Corp HQ, that is how the Japanese did things back then. The IJA "Army" was equivalent to the American and Commonwealth "Corp" so that is how it is referred to in the game.
RJ you make a lot of good comments and help people but why is it your way is the only way? I recall the Task force conversation, what three years ago , and the only viable solution that you were for was forcing people to use the keyboard.. Others disagreed but your view prevailed with the Devs.

So now after playing the 11.27 beta for two years and hating having to hunt for the keyboard, is it wrong to ask for a solution that fits your needs as well as others? I wear tri-focals but I don't have any issue using the mouse, but I understand losing PP like this is a pain in the ... Personally, I don't think you should lose a TF leader if you disband it but it is what it is...

Since this is leading up to the "final update" for the game, why can't we suggest a working solution that causes as little pain to all..

Why can't the Devs put two exe's out, one for use of the keyboard, the other for the mouse. There's no more code to keep in sync in the future so that should be simple solution for the Devs ..

Another option, there's already plenty of command line switches.. Add one to control the use of the keyboard or mouse when disbanding a task force. The exe can default to using the keyboard and if command line switch is there use the mouse... No screen changes so again it should simplify the code change for the Devs..

Surely the Devs could find a simple way to appease everyone about this.
I am not a developer, I only playtested for awhile. I don't think that my way is the only way. I have stated that people could suggest something be put into the preferences as far as using the keyboard for the Y or N, or not doing so. But unless the development team was contacted and posting here may not have been enough as far as that goes, then they may not have been aware of that. A poll by Matrix could have been done.

As far as having two .exes go, I think that the better solution would be to have a switch in the preferences much like the computer controlling the submarine ops although being able to change the preference not only in the current game but for each player in a PBEM game as well.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
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actrade
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Re: New Public Beta - v1128 Live Now!

Post by actrade »

This is a question for a dev or someone else who might know. If I go ahead and set up for the GC, will subsequent patches be compatible with my 1.28 initial beta save?
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