ORIGINAL: m10bob
Hello..Dunno if this is possible, but I have a major irk since day one.
When building a combat naval TF, I pay extra to be able to acquire my own TF commanders. (Willis Lee is my favorite BB CO), but once that TF comes back to port, I lose the commander of that TF and am left to re-purchasing my CO's all over again.
Is there a way to make this "loss" or swap optional?
Thank you.
Moved to another Patch 06 - Public Beta - Build 1108p3 updated 10 July
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
- vonTirpitz
- Posts: 510
- Joined: Tue Mar 01, 2005 6:30 pm
- Location: Wilmington, NC
- Contact:
RE: Patch 06 - Public Beta - Build 1108j (build03)
Turn off auto-disband and manually transfer ships in and out of the TF when it reaches port. If you keep the TF alive the TF commander will always be in command of it and you can change missions or whatever ships you want without "paying" to reinstate the officer you want.

RE: Patch 06 - Public Beta - Build 1108j (build03)
ORIGINAL: vonTirpitz
Turn off auto-disband and manually transfer ships in and out of the TF when it reaches port. If you keep the TF alive the TF commander will always be in command of it and you can change missions or whatever ships you want without "paying" to reinstate the officer you want.
ORIGINAL: m10bob
Hello..Dunno if this is possible, but I have a major irk since day one.
When building a combat naval TF, I pay extra to be able to acquire my own TF commanders. (Willis Lee is my favorite BB CO), but once that TF comes back to port, I lose the commander of that TF and am left to re-purchasing my CO's all over again.
Is there a way to make this "loss" or swap optional?
Thank you.
I may have done something wrong when I tried this. I transferred my carrier and ships into port for repair/upgrade and left one DD with the TF Cmdr. When the ship came back into service, I could not make my DD TF into an Air Combat TF to transfer the CV into it and when I made a CV TF and transferred the DD into it , the DD TF Cmdr disappeared into the pool.
Greg
Man does not enter battle to fight, but for victory. He does everything that he can to avoid the first and obtain the second.
Ardant du Picq
Ardant du Picq
- Shellshock
- Posts: 571
- Joined: Fri Dec 31, 2010 2:23 pm
- Location: U.S.
RE: Patch 06 - Public Beta - Build 1108j (build03)
ORIGINAL: Lifer
I may have done something wrong when I tried this. I transferred my carrier and ships into port for repair/upgrade and left one DD with the TF Cmdr. When the ship came back into service, I could not make my DD TF into an Air Combat TF to transfer the CV into it and when I made a CV TF and transferred the DD into it , the DD TF Cmdr disappeared into the pool.
Greg
In order for it to remain a Air Combat TF it needs to have a least one carrier still in it. Otherwise, if left with just a surface ship, it becomes a surface combat TF. You can rotate all the other carriers out if you want to retain the original commander, but you need to keep at least one.
- vonTirpitz
- Posts: 510
- Joined: Tue Mar 01, 2005 6:30 pm
- Location: Wilmington, NC
- Contact:
RE: Patch 06 - Public Beta - Build 1108j (build03)
Yep. Keep a spare CVE or CVL around to transfer into the TF first if possible otherwise you can just keep one of the original CVs in the TF.
And as stated below
Great input wpurdom. I completely forgot about the escort workaround.
ORIGINAL: Shellshock
ORIGINAL: Lifer
I may have done something wrong when I tried this. I transferred my carrier and ships into port for repair/upgrade and left one DD with the TF Cmdr. When the ship came back into service, I could not make my DD TF into an Air Combat TF to transfer the CV into it and when I made a CV TF and transferred the DD into it , the DD TF Cmdr disappeared into the pool.
Greg
In order for it to remain a Air Combat TF it needs to have a least one carrier still in it. Otherwise, if left with just a surface ship, it becomes a surface combat TF. You can rotate all the other carriers out if you want to retain the original commander, but you need to keep at least one.
And as stated below
ORIGINAL: wpurdom
The work around is to make your existing DD into an escort group. Voila! you can put the CV's into the new group and then can convert to an air group or it will on its own if you do nothing.
Great input wpurdom. I completely forgot about the escort workaround.

RE: Patch 06 - Public Beta - Build 1108j (build03)
The work around is to make your existing DD into an escort group. Voila! you can put the CV's into the new group and then can convert to an air group or it will on its own if you do nothing.
RE: Patch 06 - Public Beta - Build 1108j (build03)
Do ive need the previous beta patch ?
Amateurs study tactics, professionals study logistics.
"All warfare is based on deception. There is no place where espionage is not used. Offer the enemy bait to lure him."
"All warfare is based on deception. There is no place where espionage is not used. Offer the enemy bait to lure him."
-
- Posts: 2782
- Joined: Tue May 06, 2003 11:12 pm
RE: Patch 06 - Public Beta - Build 1108j (build03)
To get your carrier back into a Surface Combat group, first change the Mission of the SAG to Escort, then you can add CV's back into it.
RE: Patch 06 - Public Beta - Build 1108j (build03)
Do ive need the previous beta patch ?
I don't think so.
The patches replace the exe file (War in the Pacific Admiral Edition.exe) and the dll (pwsdll.dll), so it should be good to go with the latest (1108p1). No data files are affected with the patches.
EDIT: If you want to make sure you have all data base changes applied load a save, pull down (from within the game) the preferences menue and check the message in the left down corner. There a hint will be seen if data base changes are available or not.
WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid
WitW / Torch
1.01.37 - 1.01.44 beta
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid
WitW / Torch
1.01.37 - 1.01.44 beta
RE: Patch 06 - Public Beta - Build 1108j (build03)
Couple of issues using M9.
1.Low level kami attacks again appear much more interceptable. It isn't a clear bug as it was previously but it is something for people to look out for to see if there's a pattern.
2. Kamikaze units set to train for Kamikaze missions -Primary Mission TRAINING, Secondary Mission KAMIKAZE and set at 100 feet do NOT increase their LOW NAVAL strike capability. Instead the improve their strafing capability. Could the code be changed so that units which are kamikazes automatically just train their general experience and low naval skills as those are the ones they use?
3. In a current PBEM the IJAAF has suddenly become incapable of pulling replacement pilots from the pool into units. I have lots of replacement pilots in the pool and I don't think we should be near a pilot limit. I can provide a mid-turn save.
Is it possible to play a game which has run a few turns under M9 using M7? I'm thinking of rolling back to M7 which I found stable... but I don't want to screw any current games up.
1.Low level kami attacks again appear much more interceptable. It isn't a clear bug as it was previously but it is something for people to look out for to see if there's a pattern.
2. Kamikaze units set to train for Kamikaze missions -Primary Mission TRAINING, Secondary Mission KAMIKAZE and set at 100 feet do NOT increase their LOW NAVAL strike capability. Instead the improve their strafing capability. Could the code be changed so that units which are kamikazes automatically just train their general experience and low naval skills as those are the ones they use?
3. In a current PBEM the IJAAF has suddenly become incapable of pulling replacement pilots from the pool into units. I have lots of replacement pilots in the pool and I don't think we should be near a pilot limit. I can provide a mid-turn save.
Is it possible to play a game which has run a few turns under M9 using M7? I'm thinking of rolling back to M7 which I found stable... but I don't want to screw any current games up.
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.
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108j (build03)
ORIGINAL: Nemo121
Couple of issues using M9.
1.Low level kami attacks again appear much more interceptable. It isn't a clear bug as it was previously but it is something for people to look out for to see if there's a pattern.
2. Kamikaze units set to train for Kamikaze missions -Primary Mission TRAINING, Secondary Mission KAMIKAZE and set at 100 feet do NOT increase their LOW NAVAL strike capability. Instead the improve their strafing capability. Could the code be changed so that units which are kamikazes automatically just train their general experience and low naval skills as those are the ones they use?
3. In a current PBEM the IJAAF has suddenly become incapable of pulling replacement pilots from the pool into units. I have lots of replacement pilots in the pool and I don't think we should be near a pilot limit. I can provide a mid-turn save.
Is it possible to play a game which has run a few turns under M9 using M7? I'm thinking of rolling back to M7 which I found stable... but I don't want to screw any current games up.
1. Nothing has been changed in kami attacks since m7
2. Kamikaze set to train Kami should improve skills (general and low level nav bomb). Putting them at 100' is triggering the straffe skill.
3. There was a bug to do with pulling replacements introduced sometime in m7(?), that was corrected as 7a the following day or so. There is a ceiling on the first 3 months of trainees, if the trained replacement pool is empty. These pilots will only come in with exp of very low (below 10 in most cases) but the code promotes these to over 10 EXP due to other limitations in the code. Thus they look more like 4-5 month trained pilots.
m9 save is readable and is playable by m7.
Michael
RE: Patch 06 - Public Beta - Build 1108j (build03)
I'm about to start a new PBEM, should we use the BETA patch?
Bob
Bob
RE: Patch 06 - Public Beta - Build 1108j (build03)
I recommend it. And keep up with new versions as they are released. Opinions may vary, but that's mine! [8D]
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Patch 06 - Public Beta - Build 1108j (build03)
i agree w/ witpqs, Bob.
the beta provides many fixes for probs in the existing game, and introduces lotsa kewl new stuff (such as anti-clockwise air-search patterns) to the UI tool-kit. and if a bug shows up, michealm is ultra-fast to issue a correction.
so i would say, start your new PBEM w/ the current beta, but wait 7-10 days before you & your opponent upgrade to each new release.
the beta provides many fixes for probs in the existing game, and introduces lotsa kewl new stuff (such as anti-clockwise air-search patterns) to the UI tool-kit. and if a bug shows up, michealm is ultra-fast to issue a correction.
so i would say, start your new PBEM w/ the current beta, but wait 7-10 days before you & your opponent upgrade to each new release.
RE: Patch 06 - Public Beta - Build 1108j (build03)
+1I recommend it. And keep up with new versions as they are released. Opinions may vary, but that's mine!
Although I have to admit I'm playing versus AI.
WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid
WitW / Torch
1.01.37 - 1.01.44 beta
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid
WitW / Torch
1.01.37 - 1.01.44 beta
RE: Patch 06 - Public Beta - Build 1108j (build03)
And where do I get it? The first page of this thread?
RE: Patch 06 - Public Beta - Build 1108j (build03)
ORIGINAL: rev rico
And where do I get it? The first page of this thread?
Yes. Michael has been replacing the file attached to that first post with the latest as he releases them.
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Patch 06 - Public Beta - Build 1108j (build03)
+1 to this, too. The beta patch series has really improved my enjoyment of the game in all sorts of ways. I don't think I could go back to the "official" version.ORIGINAL: Rainer
+1I recommend it. And keep up with new versions as they are released. Opinions may vary, but that's mine!
Although I have to admit I'm playing versus AI.
Never hold discussions with the monkey when the organ grinder is in the room.
RE: Patch 06 - Public Beta - Build 1108j (build03)
Does the latest version work with WitPTracker?
Keep Moving and Keep your Head DOWN!!
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108j (build03)
Yes. But you need to copy the DLL in the beta2 directory to the tracker install directory.
Michael
- CaptBeefheart
- Posts: 2601
- Joined: Fri Jul 04, 2003 2:42 am
- Location: Seoul, Korea
RE: Patch 06 - Public Beta - Build 1108j (build03)
I also am an AI weenie, but have to say the beta is a great improvement over an already good game. I wouldn't go back. Good idea from Jmalter on waiting a few days after each beta update as well if you're in a PBEM.
Cheers,
CC
Cheers,
CC
Beer, because barley makes lousy bread.