Moved to another Patch 06 - Public Beta - Build 1108p3 updated 10 July
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June
1108m6
- Attachments
-
- AEupdate1108m6.zip
- (2.07 MiB) Downloaded 40 times
Michael
RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June
Thanks Michaelm and Viberpool
you guys rock
doc
you guys rock
doc
RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June
Michael;
Using the beta dated the 12th of June I believe I am seeing a TOE upgrade issue. Any unit at rest within the required distance to a headquarters unit is upgrading without "toggling" the TOE upgrade yellow text on the unit. I recently had two "suprise" TOE upgrades that dropped units AV strength from 45 to 3 given that there are no items of the appropriate new type to fill out the unit.
Attached is the save just prior to running the turn. The units are two Indian Lancers units, one in Silchar and one in Diamond Harbor. After you run the turn I believe the units will "auto upgrade".
Been awhile since I have tackled AE so perhaps my problem is a lack of understanding how TOE upgrades are currently implemented but it is my belief that the "yellow toggle" and "rest" were both prerequisites?
Thank you sir for all your efforts in improving AE!
All the best;
Gary
Using the beta dated the 12th of June I believe I am seeing a TOE upgrade issue. Any unit at rest within the required distance to a headquarters unit is upgrading without "toggling" the TOE upgrade yellow text on the unit. I recently had two "suprise" TOE upgrades that dropped units AV strength from 45 to 3 given that there are no items of the appropriate new type to fill out the unit.
Attached is the save just prior to running the turn. The units are two Indian Lancers units, one in Silchar and one in Diamond Harbor. After you run the turn I believe the units will "auto upgrade".
Been awhile since I have tackled AE so perhaps my problem is a lack of understanding how TOE upgrades are currently implemented but it is my belief that the "yellow toggle" and "rest" were both prerequisites?
Thank you sir for all your efforts in improving AE!
All the best;
Gary
- Attachments
-
- wpae129.zip
- (2.55 MiB) Downloaded 10 times
- Pascal_slith
- Posts: 1657
- Joined: Wed Aug 20, 2003 2:39 am
- Location: In Arizona now!
RE: Patch 06 - Public Beta - Build 1108j (build03)
Hi michealm,
a number of more minor ops messages appear on the screen during the running of a turn but do not appear in the Ops Report (an example is 'floatation repairs failing' messages among a few others).
Would it be possible to make sure all messages that appear on the screen during the running of a turn also appears in the Ops Report?
I ask this because sometimes these are important messages for a specific ship or unit but I cannot remember all of them after the turn run ends.
a number of more minor ops messages appear on the screen during the running of a turn but do not appear in the Ops Report (an example is 'floatation repairs failing' messages among a few others).
Would it be possible to make sure all messages that appear on the screen during the running of a turn also appears in the Ops Report?
I ask this because sometimes these are important messages for a specific ship or unit but I cannot remember all of them after the turn run ends.
So much WitP and so little time to play.... 



RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June
ORIGINAL: Gary D
Michael;
Using the beta dated the 12th of June I believe I am seeing a TOE upgrade issue. Any unit at rest within the required distance to a headquarters unit is upgrading without "toggling" the TOE upgrade yellow text on the unit. I recently had two "suprise" TOE upgrades that dropped units AV strength from 45 to 3 given that there are no items of the appropriate new type to fill out the unit.
Attached is the save just prior to running the turn. The units are two Indian Lancers units, one in Silchar and one in Diamond Harbor. After you run the turn I believe the units will "auto upgrade".
Been awhile since I have tackled AE so perhaps my problem is a lack of understanding how TOE upgrades are currently implemented but it is my belief that the "yellow toggle" and "rest" were both prerequisites?
Thank you sir for all your efforts in improving AE!
All the best;
Gary
AFAIK that bit about "toggling" the TOE upgrade text to yellow is just for display - it tells you that there is a TOE upgrade (either available now or in the future). If you have Replacements = On, then TOE upgrades are on also (same button controls both).
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June
I am trying this latest beta for the first time, but it seems to only open to a small screen, not full screen. The existing standard WITP-AE was full screen on my computer. Any advice on how to fix this? Thanks.
Also, it is great these changes are being done, but is there any sense of whether an official patch may come out soon? If so, I would prefer to hold off the PBEM I intended to start.
Also, it is great these changes are being done, but is there any sense of whether an official patch may come out soon? If so, I would prefer to hold off the PBEM I intended to start.
JVJ
RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June
Check the command line options, the Beta shortcut has only -w so the games starts in window mode, just copy the command line options from your original shortcut over to the new beta shortcut and everything should run like before.
RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June
AFAIK that bit about "toggling" the TOE upgrade text to yellow is just for display - it tells you that there is a TOE upgrade (either available now or in the future). If you have Replacements = On, then TOE upgrades are on also (same button controls both).
Thanks WITPQS for that lesson. I do not believe that replacements were set to "on" either, but I will have to go check that.
Gary
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June
TOE upgrade will happen when the unit is at REST in a friendly base within range (2 x the command radius) of a command level HQ.ORIGINAL: Gary D
Michael;
Using the beta dated the 12th of June I believe I am seeing a TOE upgrade issue. Any unit at rest within the required distance to a headquarters unit is upgrading without "toggling" the TOE upgrade yellow text on the unit. I recently had two "suprise" TOE upgrades that dropped units AV strength from 45 to 3 given that there are no items of the appropriate new type to fill out the unit.
Attached is the save just prior to running the turn. The units are two Indian Lancers units, one in Silchar and one in Diamond Harbor. After you run the turn I believe the units will "auto upgrade".
Been awhile since I have tackled AE so perhaps my problem is a lack of understanding how TOE upgrades are currently implemented but it is my belief that the "yellow toggle" and "rest" were both prerequisites?
Thank you sir for all your efforts in improving AE!
All the best;
Gary
There is no requirement to toggle anything else.
That said, I thought I had added a requirement that replacements need to be ON for TOE upgrade to happen. But I don't seem to be able to find it.
Michael
RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June
Michael,
Does the fortification level of a base affect the chances of enemy air and naval bombardment attacks achieving airbase supply hits and/or port supply hits?
Does the fortification level of a base affect the chances of enemy air and naval bombardment attacks achieving airbase supply hits and/or port supply hits?
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June
Hi,
If I start a PBEM with the beta, will we be able to update it with the offical patch when it comes out, or will we have to start over if we want to use the official. Thanks.
If I start a PBEM with the beta, will we be able to update it with the offical patch when it comes out, or will we have to start over if we want to use the official. Thanks.
RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June
ORIGINAL: DDLAfan
Hi,
If I start a PBEM with the beta, will we be able to update it with the offical patch when it comes out, or will we have to start over if we want to use the official. Thanks.
Unless something totally unanticipated happens I am sure you will be able to update and continue playing. They always have succeeded in doing it that way.
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June
Yes.ORIGINAL: witpqs
Michael,
Does the fortification level of a base affect the chances of enemy air and naval bombardment attacks achieving airbase supply hits and/or port supply hits?
Fort and terrain, plus amount of loss relative to device causing the damage.
The relative damage was in build 1104, and I think the terrrain/fort was sometime earlier (or at the start as there is no annotation as to the build it was updated in).
Michael
RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June
Thanks! [:)]ORIGINAL: michaelm
Yes.ORIGINAL: witpqs
Michael,
Does the fortification level of a base affect the chances of enemy air and naval bombardment attacks achieving airbase supply hits and/or port supply hits?
Fort and terrain, plus amount of loss relative to device causing the damage.
The relative damage was in build 1104, and I think the terrrain/fort was sometime earlier (or at the start as there is no annotation as to the build it was updated in).
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
-
- Posts: 2782
- Joined: Tue May 06, 2003 11:12 pm
RE: Patch 06 - Public Beta - Build 1108j (build03)
What does the exclamation mark after number of resources in an LCU mean?
RE: Patch 06 - Public Beta - Build 1108j (build03)
ORIGINAL: cfulbright
What does the exclamation mark after number of resources in an LCU mean?
See the version notes of Beta patches on first page:
Added Army screen shows a '+' next to under-strength devices that are in pool, a '!' next to device if upgrade in the pool. Helps to see what replacements can be used
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June
WOOHOO! I finally installed the beta (1108m8). It have not repaired broken TOEs (not, that I was counting on it [;)]).
Was there any changes in ASW code? I had subs, which lurked, literally for weeks in enemy bases, and routes, and had like 1 serious ASW attack every 3 days. Now, in one turn, I had to send 4 subs to repair yards. Not, that I am complaining, just observation.
Was there any Scenario data changes? Will there be any Scenario bug fixes in official release?
ANYWAY,
new button which suppose to fill air unit with extra pilots, seems to NOT take into consideration pilots already in unit reserve. Take a look at picture. Indeed unit needs 3 pilots to be full, however, when I click this "Get 3 Pilots" button, first two pilots already in reserve will be changed into Active status, and only 1 EXTRA pilot will be added to group. Then unit is still short 2 pilots, and button will be still active with 2.
There is identical situation, when there is only 1 pilot needed, but group have 9 pilots in reserve. You just need to click 10 times for adding 1 pilot.

Was there any changes in ASW code? I had subs, which lurked, literally for weeks in enemy bases, and routes, and had like 1 serious ASW attack every 3 days. Now, in one turn, I had to send 4 subs to repair yards. Not, that I am complaining, just observation.
Was there any Scenario data changes? Will there be any Scenario bug fixes in official release?
ANYWAY,
new button which suppose to fill air unit with extra pilots, seems to NOT take into consideration pilots already in unit reserve. Take a look at picture. Indeed unit needs 3 pilots to be full, however, when I click this "Get 3 Pilots" button, first two pilots already in reserve will be changed into Active status, and only 1 EXTRA pilot will be added to group. Then unit is still short 2 pilots, and button will be still active with 2.
There is identical situation, when there is only 1 pilot needed, but group have 9 pilots in reserve. You just need to click 10 times for adding 1 pilot.

- Attachments
-
- 02Jun.1412.43.jpg (51.17 KiB) Viewed 176 times
RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June
I'm not the programmer but I believe I know the answers, so here you are:
Hope this helps.
Someone asked this a while back, and the answer they were given was no, no changes to ASW. There have been changes where Search Arcs (and ASW Arcs) got fixed (versus the latest official release), so it is possible that your opponent is getting better search and more able to zero in on your subs.ORIGINAL: inqistor
WOOHOO! I finally installed the beta (1108m8). It have not repaired broken TOEs (not, that I was counting on it [;)]).
Was there any changes in ASW code? I had subs, which lurked, literally for weeks in enemy bases, and routes, and had like 1 serious ASW attack every 3 days. Now, in one turn, I had to send 4 subs to repair yards. Not, that I am complaining, just observation.
No scenario changes - code only.
Was there any Scenario data changes? Will there be any Scenario bug fixes in official release?
The button has never been only for adding 'extra' pilots. They did change how many pilots the button will ask for, but not 'how' it works. It will always make active pilots that have 1-day delay first and get new pilots if there are not enough of those (1-day delay pilots).
ANYWAY,
new button which suppose to fill air unit with extra pilots, seems to NOT take into consideration pilots already in unit reserve. Take a look at picture. Indeed unit needs 3 pilots to be full, however, when I click this "Get 3 Pilots" button, first two pilots already in reserve will be changed into Active status, and only 1 EXTRA pilot will be added to group. Then unit is still short 2 pilots, and button will be still active with 2.
There is identical situation, when there is only 1 pilot needed, but group have 9 pilots in reserve. You just need to click 10 times for adding 1 pilot.
![]()
Hope this helps.
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June
Hmm, I doubt AI uses search arcs, but it is possible this also somehow increased detection. Not that they earlier were not regularly detected.
You can see in picture, that unit is already "standard full" (it have 16 pilots), so button is only for filling extra. Button should show 5, just like in case of filling "standard".
You can see in picture, that unit is already "standard full" (it have 16 pilots), so button is only for filling extra. Button should show 5, just like in case of filling "standard".
RE: Patch 06 - Public Beta - Build 1108m7 updated 5 June
As I wrote, he changed the number of pilots that the button will call for.
Intel Monkey: https://sites.google.com/view/staffmonkeys/home