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

Post bug reports and ask for help with other issues here.

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

Alfred
Posts: 6683
Joined: Thu Sep 28, 2006 7:56 am

RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June

Post by Alfred »

ORIGINAL: asdicus

Using 1108m7 beta in my pbm game vs japs.

if you right click on pilots in the aircraft squadron screen you used to get a list of damaged aircraft repair times etc - with this new m7 beta it just displays the list of squadron pilots same as if you left click on pilots. This was working ok up to m6 beta.

Read post #807.

Alfred
asdicus
Posts: 260
Joined: Thu May 16, 2002 6:24 pm
Location: Surrey,UK

RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June

Post by asdicus »

ORIGINAL: Alfred

ORIGINAL: asdicus

Using 1108m7 beta in my pbm game vs japs.

if you right click on pilots in the aircraft squadron screen you used to get a list of damaged aircraft repair times etc - with this new m7 beta it just displays the list of squadron pilots same as if you left click on pilots. This was working ok up to m6 beta.

Read post #807.

Alfred
Oops sorry my mistake. Did not notice the new planes button with this info. Thanks.
User avatar
inqistor
Posts: 1813
Joined: Wed May 12, 2010 1:19 pm

RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June

Post by inqistor »

Is there a possibility to somehow show TFs with full speed on game map?


When I spread convoys, because of raiders, I frequently end with ships at destination, still set to full speed. It is pretty hard to trace all those TFs, when there is lots of raiders/KB in the area.
User avatar
BigDuke66
Posts: 2035
Joined: Thu Feb 01, 2001 10:00 am
Location: Terra

RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June

Post by BigDuke66 »

Is there anything that lifts the limit(Level 7 AF + 20k supply) of upgrading AGs?
If not than I wonder why I can upgrade a unit in Calcutta, supply is big enough but airfield is only level 4.
User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June

Post by michaelm75au »

ORIGINAL: BigDuke66

Is there anything that lifts the limit(Level 7 AF + 20k supply) of upgrading AGs?
If not than I wonder why I can upgrade a unit in Calcutta, supply is big enough but airfield is only level 5.

Air HQ in range of base will lower the min AF required
Michael
User avatar
BigDuke66
Posts: 2035
Joined: Thu Feb 01, 2001 10:00 am
Location: Terra

RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June

Post by BigDuke66 »

Ok got it, its in transfer range of the command level HQ sorry for the interruption.
But as you mention it, how much lower can the airfield be if the air HQ is within transfer range, the manual states that I still need an 7+ airfield for that, only the use of a command level HQ doesn't seem to have a minimum airfield required.


Any chance you could at a button for switching the views of AGs within an Air HQ between those based on land and those on a ship(AKs transporting them), I just realized that I can see the units on a ship if I use the Show XY from the screen of one of the loaded AGs, would be nice if we could simply switch it in the Air HQ screen, a button the click thru Land based, Ship based or both for example.
User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 06 - Public Beta - Build 1108m8 updated 12 June

Post by michaelm75au »


[1108m8]
Fixed Transfer carrier trained status when recombining split groups [MEM]
Fixed Ship due upgrade count could have a number but nothing in due lists. Upgrade ship was under repair [MEM]
(Combination of Ships under repair and Ships due upgrade shows those which are being repaired that might jump into an upgrade at same time)
Fixed Wrong pilot reserve being accessed when no pilots in replacement pool [MEM]
Fixed Pass over any TOE upgrade for Torpedo Ordnance device. Include HQ type/radius change [MEM]
Added Show speed mode in TF list [MEM]
Tweaked Message delays - space bar will turn toggle the general message delay off/on [MEM]
Tweaked No spoilage on excess supply/fuel at SPS level for bases in first week of scenario [MEM]

Michael
User avatar
PaxMondo
Posts: 10347
Joined: Fri Jun 06, 2008 3:23 pm

RE: Patch 06 - Public Beta - Build 1108m8 updated 12 June

Post by PaxMondo »

Thanks Michael!!!

[&o][&o][&o]

Tweaked Message delays - space bar will turn toggle the general message delay off/on [MEM]
This is a very nice UI feature addition. THANKS!!
Pax
User avatar
inqistor
Posts: 1813
Joined: Wed May 12, 2010 1:19 pm

RE: Patch 06 - Public Beta - Build 1108m8 updated 12 June

Post by inqistor »

ORIGINAL: michaelm

[1108m8]
Added Show speed mode in TF list [MEM]
Tweaked No spoilage on excess supply/fuel at SPS level for bases in first week of scenario [MEM]

GREAT!
Thanks!
User avatar
m10bob
Posts: 8583
Joined: Sun Nov 03, 2002 9:09 pm
Location: Dismal Seepage Indiana

RE: Patch 06 - Public Beta - Build 1108m8 updated 12 June

Post by m10bob »

Thank you Michaelm
Image

User avatar
Reg
Posts: 2790
Joined: Fri May 26, 2000 8:00 am
Location: NSW, Australia

RE: Patch 06 - Public Beta - Build 1108m8 updated 12 June

Post by Reg »


The man is a dynamo!!! [&o][&o]

Great stuff, keep them improvements coming!!! [:D][:D]

Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!
erstad
Posts: 1944
Joined: Mon Aug 02, 2004 11:40 pm
Location: Midwest USA

RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June

Post by erstad »

Do any of the beta updates affect the way a few units in an enemy hex will hog all of the supply, leaving other units in the stack in the red? I thought I had seen that somewhere as being addressed, but when I look at the beta fix list in post#1 I didn't see it.

One of my PBEM partners is being disadvantaged by this problem.
User avatar
littleike
Posts: 200
Joined: Wed Oct 03, 2007 10:25 am

RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June

Post by littleike »

Great support Michaelm!!


Please could you give me an update to a request i made sometime ago for a feature to know the hex coordinates of an
hex hovering with the mouse? You told me that you had to do some tests due to the game engine design but i have seen
nothing from that day on the various patches so i don't know if this implementation is not possible or you dont have had
yet the time to look at that request due all the other hard work you are doing for much important things than this.

In any case, because i would like to mantain things simplest as possible with the minimum effort for you i ask:

If the hovering with the mouse is not possible or too difficult to implement could it be possible to have a toggle key (like the 4 key for the supply)
to show/unshow the hex coordinates of the hexes on the map or (at least) to mark/unmark a single hex for subsequent reference?

Many thanks for your astounding support.
Three jet pilot useless things: Sky above you, airstrip behind you and half second ago.
User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June

Post by michaelm75au »

ORIGINAL: erstad

Do any of the beta updates affect the way a few units in an enemy hex will hog all of the supply, leaving other units in the stack in the red? I thought I had seen that somewhere as being addressed, but when I look at the beta fix list in post#1 I didn't see it.

One of my PBEM partners is being disadvantaged by this problem.
Yep. There was a tweak to how suppplies were distributed in a non-base hex between units.
This is usually after a landing or such where one unit tended to hog the unloading supplies. However, the check is part of the normal LCU supply/support phase for units on the map.
Tweaked Distribution of supplies to units unloading from ships. [MEM]
Michael
User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June

Post by michaelm75au »

ORIGINAL: littleike

Great support Michaelm!!


Please could you give me an update to a request i made sometime ago for a feature to know the hex coordinates of an
hex hovering with the mouse? You told me that you had to do some tests due to the game engine design but i have seen
nothing from that day on the various patches so i don't know if this implementation is not possible or you dont have had
yet the time to look at that request due all the other hard work you are doing for much important things than this.

In any case, because i would like to mantain things simplest as possible with the minimum effort for you i ask:

If the hovering with the mouse is not possible or too difficult to implement could it be possible to have a toggle key (like the 4 key for the supply)
to show/unshow the hex coordinates of the hexes on the map or (at least) to mark/unmark a single hex for subsequent reference?

Many thanks for your astounding support.
I had tried it but it displayed a popup everytime the mouse stopped moving. Apart from overriding normal popup boxes, it tended to leave a trail of popups across the map. In addition, the CPU ussage increased because of the extra activity of drawing/closing popups every second.
I was going to try something else but forgot to follow it up. Will so so at next opportunity.
Michael
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June

Post by witpqs »

This is a small request to help pilot management. Pilot management has been improved so much it's not a huge deal if this can't be squeezed in. I don't mean to be wordy, but to explain the request clearly:

In a squadron on the pilots list you can see the pilots assigned to that squadron. If a pilot has a delay of 0 or 1 you can send him to the general reserve (other conditions being met), but if a pilot has a delay of 2 or more you can not send them to the general reserve. Could this be changed so that you can send a pilot to the general reserve even if they are 'still in transit' to the squadron (have a delay 2 or greater)?

The reason that this would help is that many, many pilots arrive at squadrons long after the squadrons have been deployed to the front lines. Those pilots, while often good with Experience, are poor in skills (this is because the pilots do not have skills assigned in the database). This is just a natural consequence of the pilot skills and the way that players have evolved in their training habits. An example is that front line fighter pilots are considered 'fully trained' by most players when they have about 70 Air skill and some acceptable value of Experience and Def skill. But when a new pilot arrives directly to that front line squadron, the great majority of the time their Air skill is in the 50s (although sometimes in the low 60s or high 40s). Being in a squadron in combat, the player will send that pilot to the reserve as soon as he sees him, and later pull that pilot into a rear area squadron to get his Air skill trained up.

As the game gets into '43 and '44 there are many, many of these pilot arrivals and a lot of squadrons to check. So, the player will often see such a pilot but can not send him to the reserve because the delay is 2 or greater. This means that the player has to remember to go back to check that squadron on the correct turn to catch the pilot with a delay of 1 (before the pilot gets into combat and loses an air frame while getting KIA). Sometimes in fact a squadron will have a few pilots arriving over a few day period, resulting in even more visits to the squadron. If a pilot could be sent to the general reserve straight away regardless of delay then the player could deal with any such pilots as he finds them.

A lot of words to explain a simple concept, but I wanted to show why this proposed change would be of value to players. Thanks for considering it.

[8D]
User avatar
viberpol
Posts: 857
Joined: Thu Oct 20, 2005 3:16 pm
Location: Global village, Poland, EU

RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June

Post by viberpol »

ORIGINAL: michaelm
I think there are basically 2 DLLs - the one in the main game directory which should be last official one, and the one the beta2 directory off the game directory for m4+ games.
The beta one should be able to handle earlier games as it was  only updated to include an extra piece of data in the save.
The extra complication was that at about the same time Microsoft updated their 2005/8 C++ libraries which got built into the new DLL.

Michael, doesn't the problems with beta saves and Tracker stem from save file incompatibility? Or it's only because of different dlls used during save?

Something weird happened between m3/m4/m5 betas... previously it was possible to load up a save from beta (m3) with the engine of the latest official patch/official ongoing PBEM installation.
Now when you try to load a save under beta in latest official (it's v1.01.06i me thinks) you've got "save game failed to load" info. It's just a guess, but maybe this is why people have problems with Tracker and the latest betas... any way to fix this incompatibility?
Przy lackim orle, przy koniu Kiejstuta Archanioł Rusi na proporcach błysł
CV 2
Posts: 376
Joined: Sun Feb 20, 2011 11:56 pm

RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June

Post by CV 2 »

ORIGINAL: witpqs

This is a small request to help pilot management. Pilot management has been improved so much it's not a huge deal if this can't be squeezed in. I don't mean to be wordy, but to explain the request clearly:

In a squadron on the pilots list you can see the pilots assigned to that squadron. If a pilot has a delay of 0 or 1 you can send him to the general reserve (other conditions being met), but if a pilot has a delay of 2 or more you can not send them to the general reserve. Could this be changed so that you can send a pilot to the general reserve even if they are 'still in transit' to the squadron (have a delay 2 or greater)?

The reason that this would help is that many, many pilots arrive at squadrons long after the squadrons have been deployed to the front lines. Those pilots, while often good with Experience, are poor in skills (this is because the pilots do not have skills assigned in the database). This is just a natural consequence of the pilot skills and the way that players have evolved in their training habits. An example is that front line fighter pilots are considered 'fully trained' by most players when they have about 70 Air skill and some acceptable value of Experience and Def skill. But when a new pilot arrives directly to that front line squadron, the great majority of the time their Air skill is in the 50s (although sometimes in the low 60s or high 40s). Being in a squadron in combat, the player will send that pilot to the reserve as soon as he sees him, and later pull that pilot into a rear area squadron to get his Air skill trained up.

As the game gets into '43 and '44 there are many, many of these pilot arrivals and a lot of squadrons to check. So, the player will often see such a pilot but can not send him to the reserve because the delay is 2 or greater. This means that the player has to remember to go back to check that squadron on the correct turn to catch the pilot with a delay of 1 (before the pilot gets into combat and loses an air frame while getting KIA). Sometimes in fact a squadron will have a few pilots arriving over a few day period, resulting in even more visits to the squadron. If a pilot could be sent to the general reserve straight away regardless of delay then the player could deal with any such pilots as he finds them.

A lot of words to explain a simple concept, but I wanted to show why this proposed change would be of value to players. Thanks for considering it.

[8D]

What I do in this situation is transfer the guy to a "training" squadron (by going to that squadron and selecting "get veteran"). The reason for putting him in the pool is to put him in a training squadron anyway I assume. But I cant say that it wouldnt be nice to be able to move them regardless of delay.

In that same vein, would be nice if the delay was moved to the other side of the display (since you select by pilot name) or the color was changed so it is easier to identify (maybe light blue instead of a slightly different shade of white?). Also in the "get veteran" list again, the squadron would be better nearer the name since that is what you are selecting from. In both these cases, you look at the far right column, then try to trace across to the far left to select the pilot. Hard on these old eyes. [:'(]
User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June

Post by michaelm75au »

ORIGINAL: viberpol
ORIGINAL: michaelm
I think there are basically 2 DLLs - the one in the main game directory which should be last official one, and the one the beta2 directory off the game directory for m4+ games.
The beta one should be able to handle earlier games as it was  only updated to include an extra piece of data in the save.
The extra complication was that at about the same time Microsoft updated their 2005/8 C++ libraries which got built into the new DLL.

Michael, doesn't the problems with beta saves and Tracker stem from save file incompatibility? Or it's only because of different dlls used during save?

Something weird happened between m3/m4/m5 betas... previously it was possible to load up a save from beta (m3) with the engine of the latest official patch/official ongoing PBEM installation.
Now when you try to load a save under beta in latest official (it's v1.01.06i me thinks) you've got "save game failed to load" info. It's just a guess, but maybe this is why people have problems with Tracker and the latest betas... any way to fix this incompatibility?
Firstly, the saves from m4 onwards have an extra item saved. Earlier EXEs would not be able to read a m4+ save as it would not recognize the new saved item. However, saves from before m4 can be read by m4+ EXEs as a missing saved item does not cause an error reading the save.

Likewise for Tracker, new DLL is required in order to read the m4+ saves, otherwise you would get an error.
It should have been a case of just copying the new DLL from the beta2 directory to the Tracker install directory. If you had multiple installs, then each would need to have the copy done.
Like the new EXE, the new DLL can read older pre-m4 saves.

A major hassle is that Microsoft patched the 2005/8 C++ libraries to fix a security bug at the same time the new DLL came online. They did the same thing as well last year (at start of year IIRC) when the DLL got updated.
Thus the patch had to be applied as well in order to use the DLL.

BTW, the DLL is NOT used by the game EXE. The game EXE handles all the loading and saving. The DLL is only used read the save for externally to the game.
Michael
User avatar
DOCUP
Posts: 3109
Joined: Wed Jul 07, 2010 7:38 pm

RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June

Post by DOCUP »

Hi guys, need some help my computer crashed or something. I got most of my files back but AE was corrupted. Does anyone have the beta 1108m6. That is the one me and my PBEM opponent are using. Please help me

doc
Post Reply

Return to “Tech Support”