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

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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: jmalter

hi michaelm,

could you check out this prob? it occurs in all the stock & beta releases.

when a TF arrives or is created in a port, & gets refueled/rearmed (either automatically or manually), it uses a certain # of Ops points. But if that TF is just left to sit (not disbanded or sent somewhere), its TF display doesn't clear the Ops back to 0 on succeeding turns.

In the attached file, TF 42 in San Francisco has been sitting there for weeks, displaying the same 80 Ops.
The ship Ops gets reset twice a turn.

I would say it spending them on something. I'll have a look and see what.
Michael
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m10bob
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by m10bob »

Here is another "port-related" glitch I am encountering with the latest beta....

When I go to the ship repair screen and try to delegate "pierside, repair ship, shipyard", it now takes 16 to 18 seconds for the cpu to register my changes, each...(I timed them)..Just time-consuming.........Love the improvements though..
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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: michaelm

ORIGINAL: jmalter

hi michaelm,

could you check out this prob? it occurs in all the stock & beta releases.

when a TF arrives or is created in a port, & gets refueled/rearmed (either automatically or manually), it uses a certain # of Ops points. But if that TF is just left to sit (not disbanded or sent somewhere), its TF display doesn't clear the Ops back to 0 on succeeding turns.

In the attached file, TF 42 in San Francisco has been sitting there for weeks, displaying the same 80 Ops.
The ship Ops gets reset twice a turn.

I would say it spending them on something. I'll have a look and see what.

The TF is being refuelled at the end of each turn. All ships show 100% fuel.
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: m10bob

Here is another "port-related" glitch I am encountering with the latest beta....

When I go to the ship repair screen and try to delegate "pierside, repair ship, shipyard", it now takes 16 to 18 seconds for the cpu to register my changes, each...(I timed them)..Just time-consuming.........Love the improvements though..
Time is probably due to the fact the whole repair time has to be recalculated for all ships under repair in the base to get new repair times. It is a factor of number of ships under repair, resources in base, number of cycles it needs to go thru to get the timings.

Before the last build or two, it only re-calculated the repair times of the ship being changed. But the other ships under repair also could have had their times changed by re-allocation of resources, but this was not reflected in more up to date estimates for the other ships. Sometimes clicking on the ship would update the numbers but not always.

It might just be me, but I have noticed that it seems to be faster clicking on the words of the 'Repair estimates' row, than cycling thru the values in the 'Repair allocate' column.

If this is still a problem, then I can revert back to the old method as long as players realize that the estimates can be more wrong than now.
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: jmalter

hi bk19,

someone'll correct me if i'm wrong, but i believe that the sweep behavior michaelm described in post #494 is 'how it works now," he doesn't need to make a change, you do!

check the orders for your MSW TF - just t'other day i was getting exercised that an MSW TF of mine was slacking off its duty in Hong Kong - i admired its TF screen & discovered it was sitting in the hex w/ 'no destination set' & 'do not retire' - i set its destination to 'Hong Kong' & 'retirement allowed', and the TF swept the minefield during the following night turn & set sail back to Haiphong in the day turn.

Correct. The behaviour I mentioned IS the way it works and always has. Even back in the original.
Michael
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by Shark7 »

OK guys, I've got what is probably a stupid question about the stockpiling and how it works.

Basically, can I use the stockpiling function to set a port as the main pick-up location for an island IE, will it draw all the resource/oil to the location then let me load it? Or am I wrong in thinking how this works?

What I'm thinking is 1 large convoy to a single port as opposed to a bunch of little convoys to a bunch of ports (easier to protect 1 area).
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m10bob
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by m10bob »

ORIGINAL: michaelm

ORIGINAL: m10bob

Here is another "port-related" glitch I am encountering with the latest beta....

When I go to the ship repair screen and try to delegate "pierside, repair ship, shipyard", it now takes 16 to 18 seconds for the cpu to register my changes, each...(I timed them)..Just time-consuming.........Love the improvements though..
Time is probably due to the fact the whole repair time has to be recalculated for all ships under repair in the base to get new repair times. It is a factor of number of ships under repair, resources in base, number of cycles it needs to go thru to get the timings.

Before the last build or two, it only re-calculated the repair times of the ship being changed. But the other ships under repair also could have had their times changed by re-allocation of resources, but this was not reflected in more up to date estimates for the other ships. Sometimes clicking on the ship would update the numbers but not always.

It might just be me, but I have noticed that it seems to be faster clicking on the words of the 'Repair estimates' row, than cycling thru the values in the 'Repair allocate' column.

If this is still a problem, then I can revert back to the old method as long as players realize that the estimates can be more wrong than now.


Never even considered that michael, but that port DID have a lot of ships with damage, maybe near 30?..Stands to reason..I live in a world of instant gratification!!!![:D]
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witpqs
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by witpqs »

I also would vote for keeping it the way it is. As Bob points out, when you know there are a lot of ship being repaired, that will take a few seconds. I would rather have good info and wait the seconds.
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by PaxMondo »

ORIGINAL: witpqs

I also would vote for keeping it the way it is. As Bob points out, when you know there are a lot of ship being repaired, that will take a few seconds. I would rather have good info and wait the seconds.
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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: Shark7

OK guys, I've got what is probably a stupid question about the stockpiling and how it works.

Basically, can I use the stockpiling function to set a port as the main pick-up location for an island IE, will it draw all the resource/oil to the location then let me load it? Or am I wrong in thinking how this works?

What I'm thinking is 1 large convoy to a single port as opposed to a bunch of little convoys to a bunch of ports (easier to protect 1 area).

Stockpiling refers to not releasing any surplus supply/resource/etc. If any is pulled to the base, it will stay there.
Michael
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by pws1225 »

Tracker Question - My opponent and I are considering moving up to the latest beta for our ongoing PBEM game. Before we do, however, I would like to make sure that the latest beta is happily compatible with Tracker. I downloaded an earlier beta version a couple of months ago and couldn't get Tracker to read the game files. Has anyone here had experience using the latest beta with Tracker?

Regards, Paul
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by Cavalry Corp »

in my game P6 tracker does NOT work but that maybe me. I assume when the official patch comes out it maybe checked etc.

My number one concern is there are so many excellent revisions but still no new proper PDF manual to explain them all - i am getting totally lost.

Cav.
rev rico
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by rev rico »

Quick ? - In the Industry/Production window, what does it mean if a Air type is in blue?
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ny59giants
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by ny59giants »

I have a PBEM game as Japan using Q1 and one as Allies using P6. I use Tracker for both. You need to copy the DLL file from the 'Beta 2' folder in the game folder into Tracker. If you have successfully gotten Tracker to run with earlier versions of Beta, but having problems now. Then, the most likely problem is the correct DLL file.
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by Cavalry Corp »

thanks,
I did that but it says earlier turn than already loaded?

so how can you delete later turns from tracker from an old game. the 007 file is not in the tracker folder so ho can it read it???

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

Post by pws1225 »

Disregard my earlier question. After getting home from work I downloaded the newest beta version of the game and Tracker. I took ny59giants advice and moved the .dll from the Beta2 game folder to the tracker folder. I also copied the 32 bit version of Java into the tracker directory. After making sure all the batch files were pointing to the right directories, I ran a few turns against the AI and saved to the designated Tracker slot. Tracker loaded the turn and performed as advertised. Life is good!

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

Post by Cavalry Corp »

I did that but it does not work, i cannot see how you can edit BAT files either.

it loads ok but when I load it says turn is earlier than already there, from a deleted game , so how I delete a turn from tracker????

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

Post by Strike502 »

I just got done loading the latest Beta patch. And the game starts in window mode. I got the window to max. but the graphics part only shows in less than half the area. How do I fix this?
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pws1225
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by pws1225 »

ORIGINAL: cavalry

I did that but it does not work, i cannot see how you can edit BAT files either.

it loads ok but when I load it says turn is earlier than already there, from a deleted game , so how I delete a turn from tracker????

cav

To 'edit' a batch file, right click the icon on your desktop that launches the batch file, then select 'Properties' from the menu that comes up on your screen. On the panel that appears, select the Shortcut this tab, there will appear be two fields that you can edit: Target and Start In. Target is the full path name and file name of the batch file, while Start In is the path name to the directory where the batch file is located. Both the Target and Start In must be enclosed in double quotes. For example, on my system, Target is "C:\Tracker 1.8\WitPTracker.bat" and Start In is "C:\Tracker 1.8".

When I finally got everything running and tried loading the save from turn 2 (after first making sure I had deleted the 4 db files from earlier attempts), Tracker told me that Turn 3 was already loaded. I looked at the Sunk Ships list and they were the ships sunk from a prior game. Very odd. So I just played a few more turns against the AI to get passed Turn 3, then loaded a save from Turn 6 into Tracker and everything from the ealier game was gone and Tracker's data was specific to my new game. Not very elegant, but it worked.

Hope this helps.
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m10bob
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by m10bob »

Sometimes when I am building a transport or cargo convoy, the cpu will ask if I want to "add more ships", and it adds more AK/AP types.

I wonder if we might have a button at the bottom of that screen saying "Add escort"(for DD, DE types we might find need for at the last minute?)
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