Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)

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m10bob
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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

Post by m10bob »

Really a wild a** question..Would it ever be possible, (with the current engine), to differentiate ports as shallow water, and allow ships sunk there, to be raised and salvaged, as IRL??
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

Post by michaelm75au »

Don't think so off top of my head. There would a lot of variables to keep track of that could interfere with 'current design'.
Michael
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inqistor
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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

Post by inqistor »

ORIGINAL: michaelm
ORIGINAL: inqistor

Oh, one more thing.

Can we get back report about destroyed planes, when base with airgoups falls? Everytime I see only "no flights", and "No Allied losses", but planes, and its units are lost.
I don't see where this was ever reported in combat report.

[edit]
But it can be done.
I am not sure it was in AE, as I have never played unpatched game, but it surely worked this way in WITP. It reported exactly what planes were destroyed during base fall.
Also, there are extra lines ("no flights", and "No xxx losses"), so engine detects, that there are planes in base.

ORIGINAL: m10bob

Really a wild a** question..Would it ever be possible, (with the current engine), to differentiate ports as shallow water, and allow ships sunk there, to be raised and salvaged, as IRL??
Well, if there is "respawn" function already working, maybe by using it somehow? To respawn in port of sinking, with LOTS of damages?
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)

Post by michaelm75au »

Updated

[1108p6]
Fixed City attack industry not set when flights were split off from main attack [MEM]
Changed Added a nationality filter to device pool screen [MEM]
Tweaked Refined the static-attached units as added in previous beta p5 [MEM]
Fixed Access to random variable causing combat replay issues [MEM]
Fixed Manage ship repairs not showing weapon damage repair capability properly [MEM]
Fixed 'Active' filter not showing green initially for group and reserve pilot lists [MEM]
Changed Enabled reporting of non-air attack aircraft losses [MEM]
Fixed Planes with torpedo as primary weapon unable to be selected for port mining [MEM]
Added Mouse-over on bases/TF/LCUs will show range from the current hex (one with all white sides) [MEM]
Added Upgrade delay to TOE on 'View TOE' mouse over on LCU screen [MEM]
Added Coding of static/restricted group headquarters (like for LCU) [MEM]

Michael
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witpqs
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RE: Patch 06 - Public Beta - Build 1108p5 updated 24 July (2nd part)

Post by witpqs »

ORIGINAL: michaelm

ORIGINAL: Itdepends

Can't you just rename it to have a .pws extension?
No. When I click on it, my explorer wants to load it as an image.
I once could save it as a link and it would download the file. That does not seem to be the case anymore.

ZIP is a valid extentsion for this forum though.

"save image" might work then, but it is really weird your browser won't let you save it. Which browser do you use?
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PaxMondo
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RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)

Post by PaxMondo »

ORIGINAL: michaelm

Updated

[1108p6]
Fixed City attack industry not set when flights were split off from main attack [MEM]
Changed Added a nationality filter to device pool screen [MEM]
Tweaked Refined the static-attached units as added in previous beta p5 [MEM]
Fixed Access to random variable causing combat replay issues [MEM]
Fixed Manage ship repairs not showing weapon damage repair capability properly [MEM]
Fixed 'Active' filter not showing green initially for group and reserve pilot lists [MEM]
Changed Enabled reporting of non-air attack aircraft losses [MEM]
Fixed Planes with torpedo as primary weapon unable to be selected for port mining [MEM]
Added Mouse-over on bases/TF/LCUs will show range from the current hex (one with all white sides) [MEM]
Added Upgrade delay to TOE on 'View TOE' mouse over on LCU screen [MEM]
Added Coding of static/restricted group headquarters (like for LCU) [MEM]

Thanks for all the great support!!
Pax
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MAARTENR
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RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)

Post by MAARTENR »

In wich folder must i pute the beta in?
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Theages
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RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)

Post by Theages »

I stumbled across an issue when starting a new game under beta P6. The issue was caused by choosing extremely variable reinforcements.
Normally (during the game) there is code to prevent LCUs from appearing at not owned bases (eg. Hong Kong); the unit would appear at Tokyo.
In my newly started game the Hong Kong Defense Force is already on map at Hong Kong (which is still in British hands) immediately after starting the scenario 1. I expect it to be obliterated during 1st turn resolution.
It seems that at scenario start there is owner-check.
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inqistor
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RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)

Post by inqistor »

ORIGINAL: michaelm
Added Mouse-over on bases/TF/LCUs will show range from the current hex (one with all white sides) [MEM]
Oh, this is great! At last I do not have to count hexes during long range air transfers!
ORIGINAL: Theages

I stumbled across an issue when starting a new game under beta P6. The issue was caused by choosing extremely variable reinforcements.
Normally (during the game) there is code to prevent LCUs from appearing at not owned bases (eg. Hong Kong); the unit would appear at Tokyo.
In my newly started game the Hong Kong Defense Force is already on map at Hong Kong (which is still in British hands) immediately after starting the scenario 1. I expect it to be obliterated during 1st turn resolution.
It seems that at scenario start there is owner-check.
Actually I have observed this in modified Scenarios. If date is set to begin Scenario later, there are already LCUs, which should appear at enemy-held bases (as reinforcements). Frequently there are both side forces in one base!
jmalter
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RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)

Post by jmalter »

ORIGINAL: michaelm
Updated
[1108p6]
Added Mouse-over on bases/TF/LCUs will show range from the current hex (one with all white sides)

much appreciated / many thanks!

this feature will be invaluable for strategic planning.
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Pascal_slith
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RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)

Post by Pascal_slith »

ORIGINAL: MAARTENR

In wich folder must i pute the beta in?

I keep them in a "Patches" folder. When you install the beta patch, it creates (if it doesn't already exist) a "Beta" folder. A separate icon using the patch filename path is created. Check the messages throughout the Beta thread for a full explanation.
So much WitP and so little time to play.... :-(

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Pascal_slith
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RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)

Post by Pascal_slith »

Thanks, as always, michealm for your incredible work and responses.
So much WitP and so little time to play.... :-(

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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)

Post by michaelm75au »

ORIGINAL: Theages

I stumbled across an issue when starting a new game under beta P6. The issue was caused by choosing extremely variable reinforcements.
Normally (during the game) there is code to prevent LCUs from appearing at not owned bases (eg. Hong Kong); the unit would appear at Tokyo.
In my newly started game the Hong Kong Defense Force is already on map at Hong Kong (which is still in British hands) immediately after starting the scenario 1. I expect it to be obliterated during 1st turn resolution.
It seems that at scenario start there is owner-check.

This is not an issue with beta.
The HK Defense Force is broken down by its subunits in scenario #1, so it would not show up in hex.
Michael
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MAARTENR
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RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)

Post by MAARTENR »

I get this how goes it further on? Could someone explain it in easy English?
Must i copy theese files and paste them in a folder of witp-ae main game?
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)

Post by michaelm75au »

Running the install program in post#1 will put the beta into its own directory (beta2) and create a shortcut on the desktop.

Add your favorite command line options to the new shortcut.
Michael
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MAARTENR
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RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)

Post by MAARTENR »

ORIGINAL: michaelm

Running the install program in post#1 will put the beta into its own directory (beta2) and create a shortcut on the desktop.

Add your favorite command line options to the new shortcut.
Michaelm must i change the beta where it's file end with .exe from the properties into where i've got a copy of the main game left?
Must i target the main game in properties? See picture.
Could you maybe help me with pictures, that would be great.
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MAARTENR
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RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)

Post by MAARTENR »

Can someone help me in Dutch?
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)

Post by michaelm75au »

If you click on the Beta shortcut, does the game play?
Michael
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MAARTENR
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RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)

Post by MAARTENR »

Yes it works now, great!!!!!!!!!!the screen size is allright also.
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Theages
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RE: Patch 06 - Public Beta - Build 1108p6 updated 31 July (2nd part)

Post by Theages »

ORIGINAL: michaelm

ORIGINAL: Theages

I stumbled across an issue when starting a new game under beta P6. The issue was caused by choosing extremely variable reinforcements.
Normally (during the game) there is code to prevent LCUs from appearing at not owned bases (eg. Hong Kong); the unit would appear at Tokyo.
In my newly started game the Hong Kong Defense Force is already on map at Hong Kong (which is still in British hands) immediately after starting the scenario 1. I expect it to be obliterated during 1st turn resolution.
It seems that at scenario start there is owner-check.

This is not an issue with beta.
The HK Defense Force is broken down by its subunits in scenario #1, so it would not show up in hex.

You are correct. I made a mistake. It is the Hong Kong Det, that is at Hong Kong at the beginning of the scenario (unmodified).
See attachment
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