Patch 06 - Public Beta
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: Patch 06 - Public Beta
Thanks Dev's. Great present for Xmas[&o]
RE: Patch 06 - Public Beta
Aye I have the same bug with PTs. They reach 1 day remaining and then never get built.
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
Well, that's that settled then.
- Bullwinkle58
- Posts: 11297
- Joined: Tue Feb 24, 2009 12:47 pm
RE: Patch 06 - Public Beta
ORIGINAL: michaelm
I am hoping the changes made to Auto Convoy will make it a bit more useful now.[:)]
I noticed those, and as someone who uses AC extensively, I thank you.
Reading the change list my overall impression was "Look at all the little stuff I never knew didn't work." There are a few biggies in there (thanks very much for using color in the search arcs; color works for me and my non-engineering mind), but mostly this is nits & lice-level. That means the code is getting very near "done", and the game pretty well perfect. Given the spaghetti you started with this is a herculean feat. I'll join the others in saying "Bravo Zulu" and thanks.
The Moose
RE: Patch 06 - Public Beta
Again, THANKS for the DEVS for continued, awesome, support.
The search arcs ... THANK YOU!!! [&o] [&o] [&o] [&o] [&o]
I haven't been able to find the destroyed LCU screen yet ... is it off the main info screen? MAybe I don't have any?
The search arcs ... THANK YOU!!! [&o] [&o] [&o] [&o] [&o]
I haven't been able to find the destroyed LCU screen yet ... is it off the main info screen? MAybe I don't have any?
Pax
RE: Patch 06 - Public Beta
I have been waiting for every new patch as i was waiting for every new song of Elvis in the great sixties.
This is definitely the "big one" of wargames and we really are living history!
(Don't wait to account this when you will narrate these things to your grandchilds.)
Thanks boys!!! [8D]
This is definitely the "big one" of wargames and we really are living history!
(Don't wait to account this when you will narrate these things to your grandchilds.)
Thanks boys!!! [8D]
Three jet pilot useless things: Sky above you, airstrip behind you and half second ago.
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Sauvequipeut
- Posts: 79
- Joined: Sat Apr 07, 2007 6:09 pm
RE: Patch 06 - Public Beta
I haven't been able to find the destroyed LCU screen yet ... is it off the main info screen? MAybe I don't have any?
Shows up on mine on the info screen, underneath the Ground arrival and withdrawal buttons.
On the same subject - originally posted this on the other patch thread, but this seems a better place for it:
Scen 28, DaBigbabes Allies v AI currently @ 17-12-41
The destroyed LCU's list contains the usual suspects - Hong Kong, Wake units etc.
When the list first comes up, the PP cost to recall shows as 'not defined'. When the units are selected via left click, then back a PP cost shows.
However, the PP cost for units previously left-clicked changes as further units are selected. Select the Middlesex bn and the recall cost shows as 1pp. Select the Grenadiers of Winnipeg and both units show a cost of 2. Select the Rifles of Canada and the cost for the WG is now 3, although the Middlesex bn are still at 2.
The order in which units are selected on the list also has an effect. Select the units in order 'A' (as above) and the costs and changes will be the same if you reload and use the same order again.
However, if you use a different order ('B'), the costs to recall the units and the changes to them are different from order 'A'. eg select the Winnipeg Grenadiers first and the Middlesex second and the PP cost ends up as 5 and 1 respectively.
Is this just a glitch caused by applying the destroyed LCU recall to an ongoing game?
RE: Patch 06 - Public Beta
new LCU report is on Intelligence reports screen (hotkey I) as Ground units destroyed (below the original LCU reports)
- ny59giants
- Posts: 9902
- Joined: Mon Jan 10, 2005 12:02 pm
RE: Patch 06 - Public Beta
I have not been getting any Allied Ops or Intel reports since the patch. I'm playing the Allies in a Scenario 2 PBEM. I run the Combat Replay, and then immediately load up the game file.
Why not??
Why not??
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Mac Linehan
- Posts: 1518
- Joined: Sun Dec 19, 2004 9:08 pm
- Location: Denver Colorado
RE: Patch 06 - Public Beta
jwilkerson -
Am again absolutely delighted, astounded and impressed with the attention to detail that the AE Team continues to display with each successive patch. Thank You, Gentlemen - this level of support "Meets or Exceeds Expectations" - which, by the way, are very high.
El Mac (that's Mac in Spanish...)
Am again absolutely delighted, astounded and impressed with the attention to detail that the AE Team continues to display with each successive patch. Thank You, Gentlemen - this level of support "Meets or Exceeds Expectations" - which, by the way, are very high.
El Mac (that's Mac in Spanish...)
LAV-25 2147
RE: Patch 06 - Public Beta
ORIGINAL: ny59giants
I have not been getting any Allied Ops or Intel reports since the patch. I'm playing the Allies in a Scenario 2 PBEM. I run the Combat Replay, and then immediately load up the game file.
Why not??
Ditto. The files are there, you can go to the save directory and open them in notebook, but annoying.
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LowCommand
- Posts: 138
- Joined: Wed Aug 14, 2002 3:30 am
- Location: VA
RE: Patch 06 Dakota III Naval Attack??
My 62 Sqn Dakota III have the Naval Attack Mission. I haven’t checked this out enough, but I just had to “share.” EDIT: Whoops, It's in the unpatched version too. I think the 62 Sqn just arived as part of a bunch of reinforcements. Still, I wish they had this mission! Should I re-post this somewhere else?
Thanks for the continued support. The patch is a wonderful Christmas present!

Thanks for the continued support. The patch is a wonderful Christmas present!

- Attachments
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- DakotaIII..lAttack.jpg (76.44 KiB) Viewed 418 times
"Mines reported in the fairway,
"Warn all traffic and detain,
"'Sent up Unity, Cralibel, Assyrian, Stormcock, and Golden Gain."
"Warn all traffic and detain,
"'Sent up Unity, Cralibel, Assyrian, Stormcock, and Golden Gain."
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Flying Tiger
- Posts: 496
- Joined: Mon Mar 10, 2008 11:45 pm
- Location: ummmm... i HATE that question!
RE: Patch 06 Dakota III Naval Attack??
My 62 Sqn Dakota III have suddenly acquired the Naval Attack Mission.
i guess the Allies must be getting desperate - using Dakotas as Kamikaze bombers??!! Not sure how else a Dak would be useful in naval attack? maybe the drop crew could heave a few grenades out the door as they fly past?
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LowCommand
- Posts: 138
- Joined: Wed Aug 14, 2002 3:30 am
- Location: VA
RE: Patch 06 Dakota III Naval Attack??
I the dark days of '38-41 and in odd places today, C47's etc are/were used for attacks. Sometimes they rig bomb releases. Other times they just kick something out the door. Yes, the aircraft has to fly low and slow to actually hit anything but in many places, it has the desired effect. Helicopters are now more popular for such things however. Come to a hover and kick some Kablamo out.
"Mines reported in the fairway,
"Warn all traffic and detain,
"'Sent up Unity, Cralibel, Assyrian, Stormcock, and Golden Gain."
"Warn all traffic and detain,
"'Sent up Unity, Cralibel, Assyrian, Stormcock, and Golden Gain."
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Sauvequipeut
- Posts: 79
- Joined: Sat Apr 07, 2007 6:09 pm
RE: Patch 06 Dakota III Naval Attack??
Don't know if this is just me, but:
Playing Scen 288 DBB; Allied v AI.
When moving a TF from an offmap base to an on-map destination the option to set on-map route (and thus waypoints) is now greyed out. TF's now form with destination set to home port, but even when an alternative destination is set the routing option does not become available.
Playing Scen 288 DBB; Allied v AI.
When moving a TF from an offmap base to an on-map destination the option to set on-map route (and thus waypoints) is now greyed out. TF's now form with destination set to home port, but even when an alternative destination is set the routing option does not become available.
RE: Patch 06 Dakota III Naval Attack??
ORIGINAL: Flying Tiger
My 62 Sqn Dakota III have suddenly acquired the Naval Attack Mission.
i guess the Allies must be getting desperate - using Dakotas as Kamikaze bombers??!! Not sure how else a Dak would be useful in naval attack? maybe the drop crew could heave a few grenades out the door as they fly past?
No 62 squadron starts the game with Blenheim I bombers and is withdrawn. It comes back with Dakotas likely with the mission the older squadron had when it left.
- michaelm75au
- Posts: 12463
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta
ORIGINAL: Sauvequipeut
I haven't been able to find the destroyed LCU screen yet ... is it off the main info screen? MAybe I don't have any?
Shows up on mine on the info screen, underneath the Ground arrival and withdrawal buttons.
On the same subject - originally posted this on the other patch thread, but this seems a better place for it:
Scen 28, DaBigbabes Allies v AI currently @ 17-12-41
The destroyed LCU's list contains the usual suspects - Hong Kong, Wake units etc.
When the list first comes up, the PP cost to recall shows as 'not defined'. When the units are selected via left click, then back a PP cost shows.
However, the PP cost for units previously left-clicked changes as further units are selected. Select the Middlesex bn and the recall cost shows as 1pp. Select the Grenadiers of Winnipeg and both units show a cost of 2. Select the Rifles of Canada and the cost for the WG is now 3, although the Middlesex bn are still at 2.
The order in which units are selected on the list also has an effect. Select the units in order 'A' (as above) and the costs and changes will be the same if you reload and use the same order again.
However, if you use a different order ('B'), the costs to recall the units and the changes to them are different from order 'A'. eg select the Winnipeg Grenadiers first and the Middlesex second and the PP cost ends up as 5 and 1 respectively.
Is this just a glitch caused by applying the destroyed LCU recall to an ongoing game?
The PP cost should be based on the Assault value, which is derived from devices that the unit will be rebuilt with. Once a unit is recalled, it wont change its setup or PP cost in repeated calls.
Calculating the values does depend on certain values being cleared for the destroyed unit. It could be that those areas aren't set up on older saves.
Michael
- michaelm75au
- Posts: 12463
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta
ORIGINAL: CV2
ORIGINAL: ny59giants
I have not been getting any Allied Ops or Intel reports since the patch. I'm playing the Allies in a Scenario 2 PBEM. I run the Combat Replay, and then immediately load up the game file.
Why not??
Ditto. The files are there, you can go to the save directory and open them in notebook, but annoying.
I'll have a look.
I am guessing this is a problem with WHO is trying to look at WHICH player's reports.
I know at one stage, the Japanese player could see the Allied reports.
Could you send me a save (the one you are immediately loading up) so I can see if the files are there to begin with?
Michael
- michaelm75au
- Posts: 12463
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 Dakota III Naval Attack??
ORIGINAL: Sauvequipeut
Don't know if this is just me, but:
Playing Scen 288 DBB; Allied v AI.
When moving a TF from an offmap base to an on-map destination the option to set on-map route (and thus waypoints) is now greyed out. TF's now form with destination set to home port, but even when an alternative destination is set the routing option does not become available.
Most likely.
There are some limitations of a TF behaving properly when going from off-map base to an on-map destination. Adding routing/way-points for on-map sometimes causes issues, especially if they are changed while still in the off-map pipeline.
TFs did not appear to be set up correctly if they didn't have a destination to start with. Simply setting one automatically eliminated that twist for other problems.
Michael
- michaelm75au
- Posts: 12463
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 Dakota III Naval Attack??
ORIGINAL: LowCommand
My 62 Sqn Dakota III have the Naval Attack Mission. I haven’t checked this out enough, but I just had to “share.” EDIT: Whoops, It's in the unpatched version too. I think the 62 Sqn just arived as part of a bunch of reinforcements. Still, I wish they had this mission! Should I re-post this somewhere else?
Thanks for the continued support. The patch is a wonderful Christmas present!
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The 62 Sqn has Blenheim bombers according to the editor for scenario #1.
Did you upgrade the group to a different aircraft type??
I see someone else has said this.
I'll check to ensure the group mission profile is being updated when the group is withdrawn. I think it is but I may have missed it.
Michael




