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

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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108k6

Post by michaelm75au »

ORIGINAL: vonTirpitz

Michael,

Just a little request.

Would it be possible to have the "temporary floatation repairs failing" messages from the combat replay added to the op report?

I tend to miss this message when it is displayed and it can sometimes be time consuming to figure out which ship was affected.

Appreciate your efforts. Thank you.


Repair failure that results in sinking is shown in the Ops report now. (1108f)
Michael
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castor troy
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RE: Patch 06 - Public Beta - Build 1108k6

Post by castor troy »

ORIGINAL: michaelm

ORIGINAL: vonTirpitz

Michael,

Just a little request.

Would it be possible to have the "temporary floatation repairs failing" messages from the combat replay added to the op report?

I tend to miss this message when it is displayed and it can sometimes be time consuming to figure out which ship was affected.

Appreciate your efforts. Thank you.


Repair failure that results in sinking is shown in the Ops report now. (1108f)


could the other ones show up too as it usually is too late anyway when the ship is sunk [:D] but if you miss it in the replay you can check the op report and perhaps save the ship by disbanding into a near port while it just travels on otherwise.
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108k6

Post by michaelm75au »

ORIGINAL: castor troy

ORIGINAL: michaelm

ORIGINAL: vonTirpitz

Michael,

Just a little request.

Would it be possible to have the "temporary floatation repairs failing" messages from the combat replay added to the op report?

I tend to miss this message when it is displayed and it can sometimes be time consuming to figure out which ship was affected.

Appreciate your efforts. Thank you.


Repair failure that results in sinking is shown in the Ops report now. (1108f)


could the other ones show up too as it usually is too late anyway when the ship is sunk [:D] but if you miss it in the replay you can check the op report and perhaps save the ship by disbanding into a near port while it just travels on otherwise.
As they are part of same function, it should be possible without having any impact on code.
Michael
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USSAmerica
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RE: Patch 06 - Public Beta - Build 1108k

Post by USSAmerica »

ORIGINAL: michaelm

ORIGINAL: USS America

ORIGINAL: michaelm

1108k6

Added Option to stockpile some devices in the Device Pool. LCUs wont be able to use them for upgrades or replacements [MEM]

Fantastic list of enhancements, Michael. Could you explain the intent of this one a little bit? Is this a way to help direct device replacements to higher priority units?
There were times where I wanted to build up my pool of devices say Inf Squads, but still wanted the other devices (like artillery) to fill out normally.

Turning off all replacements only got me partway - an 'all or nothing' hammer.
With this option, I can still have the LCU take replacements but not the Inf Squads. Later when I have a big enough pool of them to say fill out my Division of Infantry, I can turn off replacements on all units but my Division, turn off stockpiling and on the next turn the Infantry Div should be able to take an influx of replacements (assuming all other supply conditions are met).
Also handy to have a good pool on hand for those TOE upgrades.

It is something that can be used, but doesn't have to be. Just an other micro-hammer for those who want finesse.[:D]

I'm going to eat this up! [:D]

For some reason, I've always been fascinated with the Allied device replacement/TOE upgrade process. This will be a fantastic addition in my book. Thanks, Michael!
Mike

"Good times will set you free" - Jimmy Buffett

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ny59giants
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RE: Patch 06 - Public Beta - Build 1108k

Post by ny59giants »

Turning off all replacements only got me partway - an 'all or nothing' hammer.
With this option, I can still have the LCU take replacements but not the Inf Squads. Later when I have a big enough pool of them to say fill out my Division of Infantry, I can turn off replacements on all units but my Division, turn off stockpiling and on the next turn the Infantry Div should be able to take an influx of replacements (assuming all other supply conditions are met).
Also handy to have a good pool on hand for those TOE upgrades.

This will be very helpful as the Allied player when it comes to Australia and India infantry squads. I like to upgrade the BFs and some smaller LCUs, but want the infantry for the big divisions.
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oldman45
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RE: Patch 06 - Public Beta - Build 1108k

Post by oldman45 »

Thanks for all the work on this. The game just keeps getting better and better.
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foliveti
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RE: Patch 06 - Public Beta - Build 1108k

Post by foliveti »

I have noticed that seaplanes supported by tenders are not using any supply.  In fact supply seems like it is being added to the base.  I have two AVP at Baker Island with a squadron of PBYs.  It started out with 10 supply points at the base and 160 supply on each of the AVPs.  About ten turns later, I have 16 supply at the base and still have 160 on each AVP.  The squadron has been flying recon and search missions every turn.
 
I am using the 1108c beta I believe. 
Frank
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topeverest
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RE: Patch 06 - Public Beta - Build 1108k

Post by topeverest »

Taking the plunge...going back to the last official patch in my game is...undesirable to be sure.
Andy M
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PaxMondo
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RE: Patch 06 - Public Beta - Build 1108k

Post by PaxMondo »

ORIGINAL: topeverest

Taking the plunge...going back to the last official patch in my game is...undesirable to be sure.
You won't regret it. Michael and the dev team has done some amazing work here.
Pax
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108k

Post by michaelm75au »

ORIGINAL: foliveti

I have noticed that seaplanes supported by tenders are not using any supply.  In fact supply seems like it is being added to the base.  I have two AVP at Baker Island with a squadron of PBYs.  It started out with 10 supply points at the base and 160 supply on each of the AVPs.  About ten turns later, I have 16 supply at the base and still have 160 on each AVP.  The squadron has been flying recon and search missions every turn.

I am using the 1108c beta I believe. 
Save?
Nothing changed there but fixing one thing could have 'unfix'ed another.[:D]

Not sure where search planes get their "support/supply". There might be some conflict in whether the planes are "on the ship" (and thus no supply needed) or at the base (where supply needed).
I am leaning towards the fact that the AVP ships might be supporting the float planes (out of their organic AV support) rather than the base.
Michael
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littleike
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RE: Patch 06 - Public Beta - Build 1108k

Post by littleike »

First of all thanks to you Michaelm for all you are doing in fixing errors and also improving this outstanding game.

I see you are so nice with all that i attempt another request.


"""1. When mouse is over the map and you don't move it for a second or so, the hex coordinates for the mouse location will show on the map.
They will go away when you move the mouse again
.""""

This in an implementation made on combat reporter that i would like very much to see also in our Witp-AE because, specially when i have to select a specific hex (example for TF meeting) where there are no other references near it,
(think to an open sea hex) i always need to repeat the set TF destination sequence till my right mouse click say that it is really the
right hex i would select.

Thanks again.
Three jet pilot useless things: Sky above you, airstrip behind you and half second ago.
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108k

Post by michaelm75au »

The old game engine isn't really up to that, but I'll have a look to see if anything can be done.
But my current change brief is NOT play with the current game engine itself in case it breaks.
Michael
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PaxMondo
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RE: Patch 06 - Public Beta - Build 1108k

Post by PaxMondo »

Michael,
 
Where is fixing the table on the info screen/ac&engines page on your list?  It is one char too short for the engine names and so won't sort correctly.  A very annoying thing.  Hopefully starting to surface.
 
Thanks for all your great work!!
Pax
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108k

Post by michaelm75au »

ORIGINAL: PaxMondo

Michael,

Where is fixing the table on the info screen/ac&engines page on your list?  It is one char too short for the engine names and so won't sort correctly.  A very annoying thing.  Hopefully starting to surface.

Thanks for all your great work!!
I thought it had been fixed. Can you put up a screenshot?
Michael
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PaxMondo
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RE: Patch 06 - Public Beta - Build 1108k

Post by PaxMondo »

ORIGINAL: michaelm

ORIGINAL: PaxMondo

Michael,

Where is fixing the table on the info screen/ac&engines page on your list?  It is one char too short for the engine names and so won't sort correctly.  A very annoying thing.  Hopefully starting to surface.

Thanks for all your great work!!
I thought it had been fixed. Can you put up a screenshot?
Latest beta patch k6. here you go. Note under the engine col on the far right, the mitsu engines are 1 letter short ... means they can't sort and all the a/c just get put together ...




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Pax
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108k

Post by michaelm75au »

Ah you're using the alternate font?
Michael
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108k

Post by michaelm75au »

Because of the larger font, I might need to change this screen slightly.
The Supply and Fuel totals are not really useful on this screen, so I will remove them and move up the other two lines.
Then I can expand the scroll box another few colums to fit in the engine name in the larger font.


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Michael
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PaxMondo
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RE: Patch 06 - Public Beta - Build 1108k

Post by PaxMondo »

Yes, sorry.  Old geezer disease ... even with a 28" widescreen and BIG glasses, I need the alt font.  :)

And there was a time I could ....

EDIT: agreed: supply info of no real value here.

THANKS very much for the change.

[&o][&o][&o] 
Pax
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108k7

Post by michaelm75au »

The next beta will address a the Ship Arrival menu.
Currently it shows ships in TFs with build rates, which is not really applicable as the ships are in delayed TFs.
Also it not easy to understand why build rate can;t be changed sometimes.
1. Removed build rate from TF-delayed ships
2. The build rate will be greyed out if it can't be changed (halted or accelerated).
3. The yellow build rates will show if it can't be halted or accelerated.


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Michael
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PaxMondo
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RE: Patch 06 - Public Beta - Build 1108k7

Post by PaxMondo »

ORIGINAL: michaelm

The next beta will address a the Ship Arrival menu.
Currently it shows ships in TFs with build rates, which is not really applicable as the ships are in delayed TFs.
Also it not easy to understand why build rate can;t be changed sometimes.
1. Removed build rate from TF-delayed ships
2. The build rate will be greyed out if it can't be changed (halted or accelerated).
3. The yellow build rates will show if it can't be halted or accelerated.


Image
Sweet! This will make handling ship production SO much easier ....
Pax
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