New v1.01.06g Public Beta Now Available!

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

Czert3
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Joined: Sat Jul 22, 2006 5:56 pm

RE: New v1.01.06g Public Beta Now Available!

Post by Czert3 »

In boosted japanese scenario - full campaign is shinano (ship) wrongly setuped as taiho class and not shinano (but it is mayby scenario decisn). For xxxxxx maru, which have capacity 12/8 planes, all have same squads setuped 3 claude /15 vals. Same problem is for converted spips from tenders (chitose,mizuhi, niishin) to carriers - they have setuped more planes than thier capacity. How it is handled ?
Same pronlem with Ise BB - he have setuped 22 E16A1 paul.

Have I corruped database in some way ?
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michaelm75au
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RE: New v1.01.06g Public Beta Now Available!

Post by michaelm75au »

ORIGINAL: scout1
v1.01.06g

Sorry if this has been asked, but if this is v1.01.06g, why doesn't it list this on the start screen ... have another version listed .....?

On the main start-up screen, it shows an internal version number 1.0.4.1106g. This originally meant build 1106 for the 4th patch. The last part of the internal version (1106g) became the game version as 1.01.06g.
Michael
Rainer
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RE: New v1.01.06g Public Beta Now Available!

Post by Rainer »

This IS confusing, isn't it?
What do you devs prefer to be stated when sending questions/reports?
WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta
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michaelm75au
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Location: Melbourne, Australia

RE: New v1.01.06g Public Beta Now Available!

Post by michaelm75au »

The version as stated for the patch 1.01.06g. The WhatsNew information file also refers to the number that is used by Matrix.

(You may notice that there is some connection between the short version and the internal build: 1.01.06g ---> x.x.x.1^1^06g
Michael
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michaelm75au
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RE: New v1.01.06g Public Beta Now Available!

Post by michaelm75au »

Reasoning behind Min Bombardment range:
All naval, DP and AAA guns are valid for use by ships in a Bombardment TF against the shore.
Several times this leads to these TFs becoming fairly toothless against attacking planes as the AAA levels are low, being used up against shore targets.

The idea of the button is allow the player to limit how short the bombardment range can become, thus trading off using the AAA against the shore or against the possible plane attacks.
By not setting the range to default (0), each ship in TF will close with the shore to use all possible guns. This has no bearing on Escort ships if the "Escort don't bombard" option is set.

I have tried to minimize the amount of ammo used by AAA in these attacks, but the button allows a further control on AAA usage.

Michael
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witpqs
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RE: New v1.01.06g Public Beta Now Available!

Post by witpqs »

ORIGINAL: michaelm

By not setting the range to default (0), each ship in TF will close with the shore to use all possible guns.

Michael,

The wording on this one is confusing me.
By not setting the range to default (0), each ship will use all possible guns.

Does "all possible guns" mean within the range limitation set by the player?

Second, the above was by "not setting the range to default (0)". What if you do set the range to default (0)?

Sorry for being a bit thick-headed, I want to make sure I understand it. [:)]
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michaelm75au
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RE: New v1.01.06g Public Beta Now Available!

Post by michaelm75au »

Not setting a range (ie leaving it as 0), makes the naval bombardment behave as it always has. The ships will close with the shore in an attempt to fire all available naval, DP and AAA guns. As the AAA have the shorter range, this is usually the limiting factor.
Say the AAA has a range of 4K yards ( range of 4 in game terms), the ship will need to close to a range of 4 of the shore in order to fire these guns. And the ship will be in range of any land guns of range 4+.

Setting the minimum range to say 6 (6k yards), then the ships will be out of range for the AAA to fire. But they might be able to fire all the other naval and DP guns, assuming their range is 6+.

This leaves the AAA for any possible air action. Plus could keep a less heavily armored ship out of harm's way for awhile.

Note that for an Amphibious TF or any transport TF landing forces, the ships will close with the shore as required as are not constrained by the Min Bombardment Range.

Michael
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witpqs
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RE: New v1.01.06g Public Beta Now Available!

Post by witpqs »

Thanks!
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