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

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BigDuke66
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RE: Patch 06 - Public Beta - Build 1108p9b updated 23 August (2nd part)

Post by BigDuke66 »

ORIGINAL: michaelm

ORIGINAL: BigDuke66
ORIGINAL: michaelm
I was looking at the individual icon type popups. Didn't think you were referring to the lists.
I have had several attempts at getting that popup right.

[edit]
okay. I have tweaked this messages further for next time.
Hey thanks!


One question I have is, are the messages of the different phases during turn processing in anyway needed?
If not I would recommend to remove them as it would considerably speed up the processing of the turn if those messages don't even appear, some phases are so fast done that the message of the phase is longer on screen than the phases itself took to be calculated, sure you can turn off message delay but then all messages are skipped what is not helpful at all.
You can suppress almost all messages by hitting the space bar during the turn. It minimizes the message delay and flies thru any that are displayed.
Well that is the problem it simply rushed thru without giving the player a chance to see the interesting messages and even if he turns it back on the rest of the message bar when entering combat phases or when the processing is thru will clear them all so he can't even scroll back to check what he missed.


Besides that, would it be possible to give air groups and LCUs a text field similar to the name field on the TF screen?
Personally I use that field only to specify the job/target of the TF, making that possible for air groups and ground units would also be quite handy.
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108p9b updated 23 August (2nd part)

Post by michaelm75au »

Besides that, would it be possible to give air groups and LCUs a text field similar to the name field on the TF screen?
Personally I use that field only to specify the job/target of the TF, making that possible for air groups and ground units would also be quite handy.

The TF name field was never originally used so using it to put in a name was simple.
The name field for the others is already used; it shows currently the name of the group/LCU. It would not be a simple matter to add an additional name and display it.

This is like the original request that we add a Notes field to units. For whatever reason I can't recall, it was not done.
Michael
medicff
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RE: Patch 06 - Public Beta - Build 1108p9b updated 23 August (2nd part)

Post by medicff »

I am very appreciative of the Betas making game so much easier, squashing bugs, and getting some tweaks in.

Idk if you are working on the AI at all or if simple fix but speaking of river hex crossings.

The AI is continually throwing units two and three at a time at singers river crossing but easily destroyed in the combat and then retreating with no bridgehead established.

Can you get the AI to coordinate the attack better waiting for a large group to attack at once? At least after the first recon attempt. This is on scenario two with Betas updated.

Thanks
Pat
Alfred
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RE: Patch 06 - Public Beta - Build 1108p9b updated 23 August (2nd part)

Post by Alfred »

ORIGINAL: medicff

I am very appreciative of the Betas making game so much easier, squashing bugs, and getting some tweaks in.

Idk if you are working on the AI at all or if simple fix but speaking of river hex crossings.

The AI is continually throwing units two and three at a time at singers river crossing but easily destroyed in the combat and then retreating with no bridgehead established.

Can you get the AI to coordinate the attack better waiting for a large group to attack at once? At least after the first recon attempt. This is on scenario two with Betas updated.

Thanks
Pat

That is Andy Mac's territory.

Alfred
medicff
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RE: Patch 06 - Public Beta - Build 1108p9b updated 23 August (2nd part)

Post by medicff »

ORIGINAL: Alfred


That is Andy Mac's territory.

Alfred

Thanks

I have one interface request.

Viewing the Ground Units list screen where you can either switch from hard info to soft info (Exp, Mor, etc).

When you toggle the hard/soft it always resorts the units to a predefined filter. I would like to see that the unit sort stays as pretoggle so that if you want to see who is the most fatigued unit and sort in that manner when you switch back to hard they will stay at the top and you can change their ops/combat status easily.

Just a thought if easily possible.

Thanks
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PaxMondo
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RE: Patch 06 - Public Beta - Build 1108p9b updated 23 August (2nd part)

Post by PaxMondo »

ORIGINAL: medicff


I have one interface request.

Viewing the Ground Units list screen where you can either switch from hard info to soft info (Exp, Mor, etc).

When you toggle the hard/soft it always resorts the units to a predefined filter. I would like to see that the unit sort stays as pretoggle so that if you want to see who is the most fatigued unit and sort in that manner when you switch back to hard they will stay at the top and you can change their ops/combat status easily.

Just a thought if easily possible.

Thanks
Michael addressed this previously. It has to do with the fact that sorts occur based upon the columns. When you toggle back and forth the sort criteria is applied. He looked into it and I beleive there is nothing further he is able to do.

This is really old code by today's game standards. It miraculous some of the things Michael is able to achieve.
Pax
seille
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RE: Patch 06 - Public Beta - Build 1108p9b updated 23 August (2nd part)

Post by seille »

Michael,

I use this thread to report a bug since i use 1108p08 beta.

In my game i changed some late war R&D facs (still repairing, no producing) to mid war models.
I got some facs with 0(1) which is ok. But these factories i was NOT able to expand from industry screen
even HI and supply were available.
Sent a turn to Damian since he seem to be THE expert for R&D and economy and he figured out that you can expand these new 0(1) factories over
the base-factory screen, but not over industry screen.
After the initial 0(1) factory was expanded by the base-fac sreen expansion was possible over the "normal" way, the industry screen.
So obviously a bug.
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108p9b updated 23 August (2nd part)

Post by michaelm75au »

Can you please post a save for me to look at quickly?

[EDIT]
Never mind it is already fixed in next build.
Michael
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n01487477
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RE: Patch 06 - Public Beta - Build 1108p9b updated 23 August (2nd part)

Post by n01487477 »

Michael -
I'm sending on behalf of Seille ... PM sent with other details...

[edit] That was quick ...[;)]
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108p9b updated 23 August (2nd part)

Post by michaelm75au »

Issue was that it didn't handle a industry of size 1 on the IM screen.
It has logic now to work out what the maximum increase can be, and starts checking from 2 to that value to see what the real max value is before it can't expand.
And then subtracts one from the number it failed on.

So in this case it didn't need to do the test as 1 was the starting maximum, but it still did the minimum test (max = min(max, 1-1)) which made it zero.


Michael
seille
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RE: Patch 06 - Public Beta - Build 1108p9b updated 23 August (2nd part)

Post by seille »

You guys are both VERY fast. Many thanks.

@Damian
Pls do not forget to look at my economy.
R&D is important to me.
AND maybe you can explain why the global tab of tracker shows other HI surplus than the Chart tab.
There is always a big difference. Actually about 2500 Hi plus the turn in "Chart" vs. about 1700 in "Global"
Shouldn´t be both values the same ? Where do i "lose" the difference in HI points ?
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108p9b updated 23 August (2nd part)

Post by michaelm75au »

I just ran the save and those factories along with a number of other (1)0 factories are all showing the expand buttons.
Michael
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PaxMondo
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RE: Patch 06 - Public Beta - Build 1108p9b updated 23 August (2nd part)

Post by PaxMondo »

ORIGINAL: michaelm

I just ran the save and those factories along with a number of other (1)0 factories are all showing the expand buttons.
THANKS!!

I never even had a chance to post the error! <again>

[&o][&o][&o]
Pax
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cantona2
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RE: Patch 06 - Public Beta - Build 1108p9b updated 23 August (2nd part)

Post by cantona2 »

Hi  A few questions if I may

Hoplosternum and I are playing a Babes game under 1108p7 version and I/We have several questions.

1) No matter what settings Hoplo or myself put for the speed of messages (the ones detailing the air searches and spotting ones) whizz through at 0.1 speed. Any change in the settings results in changes in game at all. Is this patch related?
2) I no longer have a bombing accuracy % for my bomber units, again is this patch related?

Thanks
1966 was a great year for English Football...Eric was born

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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108p9b updated 23 August (2nd part)

Post by michaelm75au »

ORIGINAL: cantona2
1) No matter what settings Hoplo or myself put for the speed of messages (the ones detailing the air searches and spotting ones) whizz through at 0.1 speed. Any change in the settings results in changes in game at all. Is this patch related?

Not due to patch.
The "Message Delay" setting (2nd one in the list in the in-game preferences) controls these. The Japanese player's setting controls this from memory in a PBEM. The Allied player should, I think, be able to set his during his orders turn to take affect in the replay.
2) I no longer have a bombing accuracy % for my bomber units, again is this patch related?

Not due to patch.
The % shows up after turn 30 and if the unit has dropped bombs. Not sure if fragments have this, though.

Michael
FatR
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by FatR »

I've encountered a strange thing during resolution of the turn attached to this post - mines at Bataan that just damaged my LSD seems unsweepable. At least, the minesweeper TF that hangs there tried to find them for over a week. Is this a bug?

Also, is it intentional that "Show ships due upgrade button" now shows only ships in port with upgrades set to "Yes"?
The Reluctant Admiral mod team.

Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108q1 updated 28 August (2nd part)

Post by michaelm75au »

[1108q1]
Fixed Bug not letting land based groups see all plane upgrades [MEM]
Tweaked River crossing for total hex control [MEM]
Added Stacking limit check to army lists - RED location for overstacked [MEM]
Added Show current stacking level if max stack value applies to player on mouseover [MEM]
Fixed Industry Management not expanding (1)x0 size industry [MEM]
Fixed Carry over withdraw type to editor subunits [MEM]
Michael
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by michaelm75au »

ORIGINAL: FatR
Also, is it intentional that "Show ships due upgrade button" now shows only ships in port with upgrades set to "Yes"?

The upgrades has another set of filters ("Allowed to upgrade/Not allowed to upgrade) that show those set to Yes, or those set to No.
Michael
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by michaelm75au »

ORIGINAL: FatR

I've encountered a strange thing during resolution of the turn attached to this post - mines at Bataan that just damaged my LSD seems unsweepable. At least, the minesweeper TF that hangs there tried to find them for over a week. Is this a bug?

Also, is it intentional that "Show ships due upgrade button" now shows only ships in port with upgrades set to "Yes"?

I have tried to download this file 4 times, but it can't be found for some reason.
Can you try attaching again?
Michael
Theages
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by Theages »

Using latest beta (q1).
There seems to be display bug on the task force creation screen.
Adding previously converted APDs (standard DDs or CL, CA are OK) to a fast transport TF doesn't increase the shown troop and cargo capacity.
When you try to load troops on the created TF, the correct values are shown.


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