Moved to another Patch 06 - Public Beta - Build 1108p3 updated 10 July

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BigDuke66
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RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb

Post by BigDuke66 »

@michaelm
Regarding "PLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS.", how suitable is the exe by now?
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RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb

Post by michaelm75au »

I think it is close.
I just want to try some more old saves on to see how the LCU device upgrade/replacemets work.


Michael
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RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb

Post by viberpol »

ORIGINAL: michaelm

I think it is close.
I just want to try some more old saves on to see how the LCU device upgrade/replacemets work.

Changed: LCU rebuild requires same Op Mode and March parameters for all subunits [MEM]

Hi Michael,
I just upgraded with k5 and it seems that now the units are unable to rebuild. [&:]

Attaching a save to help you.
See the following units (restricted location as this is an ongoing PBEM].

3192/3193 6/7th Guards Inf. Regiments at XXX --> all necessary parts are in place, no problem with devices, all in the same modes and yet the "rebuild" button is greyed out.

and

4174 - 4178 11-13th Indpt Infantry units at XXX --> the same, even the plan for is the same location, and yet the button is greyed out.

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viberpol
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RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb

Post by viberpol »

If you can also please look at the SSXs in queue?

There's plenty of midget subs halted at 1 day before being ready,
but I cannot create any in ports (not even major ports such as Tokyo, Manila etc. or ports with naval HQ... none). [&:]
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb

Post by michaelm75au »

ORIGINAL: viberpol

ORIGINAL: michaelm

I think it is close.
I just want to try some more old saves on to see how the LCU device upgrade/replacemets work.

Changed: LCU rebuild requires same Op Mode and March parameters for all subunits [MEM]

Hi Michael,
I just upgraded with k5 and it seems that now the units are unable to rebuild. [&:]

Attaching a save to help you.
See the following units (restricted location as this is an ongoing PBEM].

3192/3193 6/7th Guards Inf. Regiments at XXX --> all necessary parts are in place, no problem with devices, all in the same modes and yet the "rebuild" button is greyed out.

and

4174 - 4178 11-13th Indpt Infantry units at XXX --> the same, even the plan for is the same location, and yet the button is greyed out.


Having multiple op modes and march distances can cause loopholes and funny results with parent unit. If unsure if March is causing issue, just set a march command and then cancel the move. This will clear out the march distance and direction.

One or more had a "March Direction". Doing the above (setting a march and then cancelling it), corrected the problem and enabled the button.

{edit}
I am going to remove the March Direction check as it seems not to be really needed.
Michael
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viberpol
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RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb

Post by viberpol »

ORIGINAL: michaelm


Having multiple op modes and march distances can cause loopholes and funny results with parent unit. If unsure if March is causing issue, just set a march command and then cancel the move. This will clear out the march distance and direction.

One or more had a "March Direction". Doing the above (setting a march and then cancelling it), corrected the problem and enabled the button.

{edit}
I am going to remove the March Direction check as it seems not to be really needed.

OK. Thank you.
This magic incantation works. [:D]
ORIGINAL: michaelm
I am going to remove the March Direction check as it seems not to be really needed.

Good move imho.
Because that must have been an "invisible march" -- none of the units was really moving.
Pointing direction and then cancelling the move enabled the button.
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb

Post by michaelm75au »

ORIGINAL: viberpol

ORIGINAL: michaelm
I am going to remove the March Direction check as it seems not to be really needed.

Good move imho.
Because that must have been an "invisible march" -- none of the units was really moving.
Pointing direction and then cancelling the move enabled the button.

The problem is that the March Direction was never cleared. So if at any time the units moved, there would have been a value there. But not all units would have necessarily moved in the same direction.
The latest code clears the March Direction (if move cancelled or unit end it's march) so as not to have any issues in future.
Michael
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RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb

Post by michaelm75au »

ORIGINAL: viberpol

If you can also please look at the SSXs in queue?

There's plenty of midget subs halted at 1 day before being ready,
but I cannot create any in ports (not even major ports such as Tokyo, Manila etc. or ports with naval HQ... none). [&:]

Which queue is this? Ship reinforcements??
Having trouble finding them. [&:]

The button is OFF as there are no available midget subs. There are some there but ship's class available date makes them unavailable.
Next available ships are in Jan 44.
Michael
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RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb

Post by dbmsts »

Hi Micheal,

I'm playing with Version 1.00.84e. Will your patch work with it or do I have to get the latest patch before your beta one?
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viberpol
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RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb

Post by viberpol »

ORIGINAL: michaelm
Which queue is this? Ship reinforcements??
Having trouble finding them. [&:]

The button is OFF as there are no available midget subs. There are some there but ship's class available date makes them unavailable.
Next available ships are in Jan 44.

Hmmm... I meant these.
Now, when you said this, I know that Type D are available only later. My bad. But there are still some Ko Gata Type A that are halted and seem to be stuck (I am not 100% sure of it) at a certain delay. Have to check it in the next turn, because tracker shows no history of naval production and I loaded the newest turn already).

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RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb

Post by viberpol »

ORIGINAL: viberpol

Hmmm... I meant these.
Now, when you said this, I know that Type D are available only later. My bad. But there are still some Ko Gata Type A that are halted and seem to be stuck (I am not 100% sure of it) at a certain delay. Have to check it in the next turn, because tracker shows no history of naval production and I loaded the newest turn already).

Yup. I confirm this.
Below please find a screen from a save a week earlier.
Those halted SSXs are stuck at the same delay of 15 days.

BTW: How many does a player have them?
I always thought they're respawned just like barges after some delay...

But there seem to be something wrong with the code because I also see a swarm of delayed/and halted and not producing LBs.
Those at a delay = 1 are readily available = 12 LBs. OK.
But take a look at LBs starting from ID1970. Those are also stuck at delay = 15.

Maybe that has sth to do with the respawning rule that had been modified in some former patch?



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RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb

Post by m10bob »

When applying any of these beta patches, should the "game version" comment on the scenario screen reflect the latest patch?..Mine still indicates the version from December?????....Thank you..[&:]
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RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb

Post by witpqs »

ORIGINAL: m10bob

When applying any of these beta patches, should the "game version" comment on the scenario screen reflect the latest patch?..Mine still indicates the version from December?????....Thank you..[&:]

Bob, I'm a little unsure of what you are asking... The Beta has not changed any scenarios.

Are you remembering to run the Beta from the special Beta shortcut? As long as the software version in the upper left-hand corner of the screen has the right version number, you should be running the Beta OK.
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RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb

Post by m10bob »

ORIGINAL: witpqs
ORIGINAL: m10bob

When applying any of these beta patches, should the "game version" comment on the scenario screen reflect the latest patch?..Mine still indicates the version from December?????....Thank you..[&:]

Bob, I'm a little unsure of what you are asking... The Beta has not changed any scenarios.

Are you remembering to run the Beta from the special Beta shortcut? As long as the software version in the upper left-hand corner of the screen has the right version number, you should be running the Beta OK.


When you first enter the game, a screen comes on asking if you wish to play an existing game, etc..On that screen, near the top, right hand side, in small letters, is a display in black letters indicating which version of the game is on the computer. (I believe it is the 1st screen after the viseo presentation screen).
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb

Post by michaelm75au »

ORIGINAL: viberpol

ORIGINAL: michaelm
Which queue is this? Ship reinforcements??
Having trouble finding them. [&:]

The button is OFF as there are no available midget subs. There are some there but ship's class available date makes them unavailable.
Next available ships are in Jan 44.

Hmmm... I meant these.
Now, when you said this, I know that Type D are available only later. My bad. But there are still some Ko Gata Type A that are halted and seem to be stuck (I am not 100% sure of it) at a certain delay. Have to check it in the next turn, because tracker shows no history of naval production and I loaded the newest turn already).

Image

I don't see any SSX in the game's ship reinforcement queue, at 1 day or 15 days.

Firstly, ships that can be bought by supply will sit a one day delay until they are so bought.
Respawning should give you the ability to keep re-using these "supply-generated" ships that get destroyed, unless the scenario respawn option is OFF.

I have found that the build rate on these ships has gone to '0', which gets deducted from the delay each turn.
So deducting 0 from the delay is not decreasing it.
BTW, build rate of 0 means HALTED which agrees with your screen shot of Tracker.

Can't see where it gets set to '0', though.
Michael
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viberpol
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RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb

Post by viberpol »

ORIGINAL: michaelm
I don't see any SSX in the game's ship reinforcement queue, at 1 day or 15 days.
BTW, build rate of 0 means HALTED which agrees with your screen shot of Tracker.

SSXs nor LBs AFAIK were never visible ingame in the queue of ships being built.
That's why, when you see some of them halted in Tracker, you cannot 'unhalt' them manually. That's beyond player's decision and that's why I think there is some problem with code.

ORIGINAL: michaelm
Firstly, ships that can be bought by supply will sit a one day delay until they are so bought.

This is clear. Those halted at day 1 can be bought for supplies. It works.
Some of them are produced and decrease their delay.
But those halted at 15 do not decrease their delay. See the below placed printscreen from two subsequent days.
ORIGINAL: michaelm
Respawning should give you the ability to keep re-using these "supply-generated" ships that get destroyed, unless the scenario respawn option is OFF.

I noticed that IDs of those halted and not produced units of SSXs and LBs begin with small numbers (1970 - 72 etc.), so that's why my guess this has sth to do with respawning problem...
It just a guess.

[EDIT]
Ha! I think I found out what's happening...
Those are units that are returned to the pool by players.
If you return a small craft (SSxs or LBs) to the pool you get a message "will be available in 15 days"
But it gets stuck at 15 days delay and never decreases it.



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RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb

Post by witpqs »

ORIGINAL: m10bob
ORIGINAL: witpqs
ORIGINAL: m10bob

When applying any of these beta patches, should the "game version" comment on the scenario screen reflect the latest patch?..Mine still indicates the version from December?????....Thank you..[&:]

Bob, I'm a little unsure of what you are asking... The Beta has not changed any scenarios.

Are you remembering to run the Beta from the special Beta shortcut? As long as the software version in the upper left-hand corner of the screen has the right version number, you should be running the Beta OK.


When you first enter the game, a screen comes on asking if you wish to play an existing game, etc..On that screen, near the top, right hand side, in small letters, is a display in black letters indicating which version of the game is on the computer. (I believe it is the 1st screen after the viseo presentation screen).

I think you are starting up the Beta wrong. Michael had the Beta installer create a separate shortcut so that people have a choice about running their official install or the patch.

Look on your desktop for that new shortcut.

--> If you can't find it or need help, PM me and I can help you create one.
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RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb

Post by m10bob »

Thank you..
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RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb

Post by m10bob »

ORIGINAL: witpqs
ORIGINAL: m10bob
ORIGINAL: witpqs



Bob, I'm a little unsure of what you are asking... The Beta has not changed any scenarios.

Are you remembering to run the Beta from the special Beta shortcut? As long as the software version in the upper left-hand corner of the screen has the right version number, you should be running the Beta OK.


When you first enter the game, a screen comes on asking if you wish to play an existing game, etc..On that screen, near the top, right hand side, in small letters, is a display in black letters indicating which version of the game is on the computer. (I believe it is the 1st screen after the viseo presentation screen).

I think you are starting up the Beta wrong. Michael had the Beta installer create a separate shortcut so that people have a choice about running their official install or the patch.

Look on your desktop for that new shortcut.

--> If you can't find it or need help, PM me and I can help you create one.


You were absolutely correct!..I was starting it using my original "shortcut icon" and the game was not getting the benefit of all the fixes!

This morning I started getting all those ressurected "killed" units and my "non-building" units started getting replacements like they were sponging up water!..WOW!!!!![:D]

Thank you to michaelm and my buddy WITPQS
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RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb

Post by BigDuke66 »

This turn a strange meeting happened, this was only the second or third turn with the latest K5 so I'm not sure if it has something to do with it but just in case I have attached the pre-turn save(I also have the auto-save for that turn if needed).

***
Day Time Surface Combat, near Carnarvon at 41,130, Range 19,000 Yards

Japanese Ships
PB Takunan Maru #2, Shell hits 1, and is sunk
xAK Arima Maru, Shell hits 26, and is sunk

Allied Ships
CL Hobart

Japanese ground losses:
1401 casualties reported
Squads: 31 destroyed, 44 disabled
Non Combat: 36 destroyed, 17 disabled
Engineers: 0 destroyed, 0 disabled
Guns lost 10 (5 destroyed, 5 disabled)
***

The location is roughly some hexes west of Australia's North-West end, the Arima Maru starts the scenario near Samah(Hainan) and should run to Singora(Thailand) to drop off troops and the Takunan Maru #2 is based in Truk, all this leads to the question how did they end up in that corner???

Before upgrading to K5 I used this beta Patch 06 - Public Beta - Build 1108c (build02).
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