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

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seille
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RE: Patch 06 - Public Beta - Build 1108q3a updated 13 September (2nd part)

Post by seille »

I wish to remove the detection level bug in the current turn i have in my inbox (playing the japs).
In case i follow the PBEM update procedure i have to
-run the turn with q3
-save
-then apply q3a
-give orders etc.

But reading the comments here this won´t remove the bug for the current turn when i run the combat resolution with the
q3 patch.
Is it possible install the q3a fix BEFORE i run the current turn even my ally opponent saved with q3 or will this have negative consequences ?
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Oliver Heindorf
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RE: Patch 06 - Public Beta - Build 1108q3a updated 13 September (2nd part)

Post by Oliver Heindorf »

Hello, I run q3a.

The Pilots seem to have green improvements (showing improvements compared to the day before) but ALL my squads doesnt have any orange pilots showing Improvements received within some days) anymore. Instead, I see only green improvemnts no orange ones anymore.

And besides, range circles showing the extended range are still not drawn since Version P.

It does not matter if a P 38 has attached external fuel tanks - the range circle does not show the difference. P 38 CAN fly from PM to Rabaul however if they have attached them but the black range circle nor the red one doesnt move at all. It worked in version m8. Since P it is gone and never came back.


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

Post by FatR »

ORIGINAL: n01487477

You missed this post - Michael made a rare mistake and things are going back to normal. My thoughts were just something that I feel needs addressing in the future.
My bad! Sorry for not paying attention.



The Reluctant Admiral mod team.

Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/
medicff
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by medicff »

ORIGINAL: medicff

ORIGINAL: michaelm

ORIGINAL: medicff

While we are chasing bugs. While updating New Zealand INF groups the Dunedin base force was set to upgrade from the militia, changed from beta P9 to Q1 and made moves and ran turn. Next turn Dunedin BF shows lost the infantry/milita to an additional Aviation group and also additional Engineer line.

Ran next turn and upgraded another BF without any issues so either with Dunedin BF or changing betas??

Pic below, I have saves if you want.

Looking at the Dunedin BF in editor, the active weapons are slightly askewed with the TOE.
However I would have expected it to correct itself by merging the duplicated slots, and taking the normal TOE replacements, after a few days.

I will keep checking but so far three two day turns with no corrections. I do have the replacements off however I will try with them on. The TOE is correct when you click on it.


Ok the Dunedin BF finally corrected itself. It appears to change mid march 42 at the same time that the "MTD inf" start allowing the change to "NZ inf" in the armored units also. (note the squads were available with repl on long before they started upgrading)

Why do these armored units update later than other NZ inf units?

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

Post by Numdydar »

ORIGINAL: michaelm

In relation to the R&D, when the totals are displayed [like Aircaft Assembly: xxx + (yyyy - rd)], the RD number is the number of active devices without regard to non-active ones.

Shouldn't R&D be '0' unless there are no inactive devices? And why does damage to '1' factory from bombing stop ALL R&D from that city??
In other word for the R&D counts, if any disabled devices for the factory then all devices for that factory are not counted.


Seems wrong to me.

What should happen with R&D is the following:
All R&D factories at the start of the game should be fully repaired. Helen Ias (plus one I do not recall) and all engine factories already start out this way at the beginning of the game. Why all the rest are not fully repaired is a mystery that no one has been able to explain to date.

If the player makes NO changes to production at all they are ALWAYS able to get the airframes on the historical date. Matter of fact you can have zero R&D factories for an airframe and you still get the airframe on the historical date. Strange but true.

As most of the R&D factories start out at 5 or less per month, you are NOT going to get 1945 planes in 1943. Remember it takes 100 points of R&D production to advance just ONE month. So at 5 per month it will take 20 months to gain a one month advance. Wow. Impressinve isn't it.

Also remember that R&D factories do not repair at the same rate as production ones. So if you expand a 1945 R&D factory in 1941 it could take until 1944 before it was repaired fully in order to start producing R&D points toward acceleration. I am in 1943 and I still have 1945 R&D factories that have not fully repaired after I upgraded then at the start.

As an example let's use the A7M3-J Sam as an example. It starts the game with 2 R&D factories (that start damaged of course) so it shows as 0(2). It's availability is 1/1946. It is now 5/43 in my game and not a single one of these two factories have been reparied yet. So ZERO points have gone to acceleration. Even if R&D was left as you describe above. There would still be ZERO point towards acceleration. I should also point out that this R&D factory has NEVER been expanded in any way. It started the game like this and it is still that way in 5/43.

Even if these started out as repaired in 1941, I would not have gotten a single month of acceleration until 50 MONTHS have passed (100 points/2 per month). This is something to worry about? Really?

What I would suggest is to allow R&D factories to produce as the production ones do. So if a R&D factory is 5(2) for example the 5/month would accumulate toward the 100 point threashold. Again remember it would still take 20 months for a one month advance. This is much more realistic as in RL, a factory would not stop all research while the factory was expanded. It's not like they tore the existing structure down and then rebuilt it everytime an expansion occured. Also, the production factories work this way, so why is the R&d factories treated so differently? If a production factory is 5(2), it keeps producing planes and does not have to wait for the damaged to be repaired.

I much prefer the way it is now in the p2 beta so will not be upgrading any more as this seems to make much more sense and matchs the way the other systems work. If people think Japan is going to get super planes in years early, it is not going to happen as shown by my example above.

As far as allowing the R&D factories to switch without penility to the next plane in squence is also fine as is. Why? Because those factories are not available to produce planes that can be used. They are tied up for much longer having to do more R&D versus production. While this can be made up by expanding production factory's capacities, this takes HI, supply, and, importantly time to get production up to where it would be if the R&D factories switched automaticly. For those that have not played Japan, this is a huge decision and one that should not be taken lightly. More production right now instantly or a better plane 3-6 months earlier a year from now.

I have done extensive testing and analysis on Japan's production system and can provide any type of data about airframe production and R&D that anyone could possiblely want lol. Both with PDU On and Off. So if you have any questions, I'll be glad to answer then. I also have an extensive thread called 'Accelerating Japanese Airframes' that goes into even more detail than what I posted here.

Edit: Added link to posting
tm.asp?m=2825013
Chris21wen
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RE: Patch 06 - Public Beta - Build 1108q3a updated 13 September (2nd part)

Post by Chris21wen »

Small cosmetic change.

Could you please change the colour of the 'Flying night operations - change to day' message to blue. This would then macth the colour of the air units flying night ops in the list of air units.
beppi
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RE: Patch 06 - Public Beta - Build 1108q3a updated 13 September (2nd part)

Post by beppi »

I have a problem in my PBEM. The current turn stops processing during the turn resolution phase. The current Patch is 1108p9b (so i know it is not the MOST recent beta patch). Michaelm could you take a look ? I have attached the save which should dump.

And i have a second little problem which is not a show stopper but at least it disables a navy squad. If you take a look at the 36 fighter planes F4F Navy squad which should be dumped in Almend (or somewhere in the east USA, it is the only 36 Planes F4F Navy squad in the USA). It bought it back from a Sunk carrier and when i try to upgrade the planes i get the information that some parts of the squad are missing. But there is nothing to buy back and all other parts of the squad are marked as destroyed. In the same base there should be a SBD Squad with the same problem. I cannot upgrade it.
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108q3a updated 13 September (2nd part)

Post by michaelm75au »

ORIGINAL: beppi

I have a problem in my PBEM. The current turn stops processing during the turn resolution phase. The current Patch is 1108p9b (so i know it is not the MOST recent beta patch). Michaelm could you take a look ? I have attached the save which should dump.

And i have a second little problem which is not a show stopper but at least it disables a navy squad. If you take a look at the 36 fighter planes F4F Navy squad which should be dumped in Almend (or somewhere in the east USA, it is the only 36 Planes F4F Navy squad in the USA). It bought it back from a Sunk carrier and when i try to upgrade the planes i get the information that some parts of the squad are missing. But there is nothing to buy back and all other parts of the squad are marked as destroyed. In the same base there should be a SBD Squad with the same problem. I cannot upgrade it.
What does it stop on?
Air combat near Pegu??
Michael
beppi
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RE: Patch 06 - Public Beta - Build 1108q3a updated 13 September (2nd part)

Post by beppi »

ORIGINAL: michaelm

ORIGINAL: beppi

I have a problem in my PBEM. The current turn stops processing during the turn resolution phase. The current Patch is 1108p9b (so i know it is not the MOST recent beta patch). Michaelm could you take a look ? I have attached the save which should dump.

And i have a second little problem which is not a show stopper but at least it disables a navy squad. If you take a look at the 36 fighter planes F4F Navy squad which should be dumped in Almend (or somewhere in the east USA, it is the only 36 Planes F4F Navy squad in the USA). It bought it back from a Sunk carrier and when i try to upgrade the planes i get the information that some parts of the squad are missing. But there is nothing to buy back and all other parts of the squad are marked as destroyed. In the same base there should be a SBD Squad with the same problem. I cannot upgrade it.
What does it stop on?
Air combat near Pegu??

Yes, i checked it and it acutally gets stuck.
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108q3a updated 13 September (2nd part)

Post by michaelm75au »

Good.
It is repeatable under the current beta.
However, I can only fix it with the current code. Not older one.

The issue was a combination of number of aircraft in the air combat.
One of those 'the right combination of events'.
Michael
beppi
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RE: Patch 06 - Public Beta - Build 1108q3a updated 13 September (2nd part)

Post by beppi »

ORIGINAL: michaelm

Good.
It is repeatable under the current beta.
However, I can only fix it with the current code. Not older one.

The issue was a combination of number of aircraft in the air combat.
One of those 'the right combination of events'.

Wow that was quick, and thanks a lot for the quick fix. Should we install the newest beta patch prior to your new .exe or is it enough to just copy it over ? We have 1108p9b.
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guctony
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RE: Patch 06 - Public Beta - Build 1108q3a updated 13 September (2nd part)

Post by guctony »

Michaelm I would like to thank you for your effort. It is making this great game more and more playable for me.

And how can you be able to do it. Its beyond my scope. All that code stuff is beyond my understanding.
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SuluSea
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RE: Patch 06 - Public Beta - Build 1108q3a updated 13 September (2nd part)

Post by SuluSea »

Ditto, Michealm's dedication is very much appreaciated and more than what anyone could expect. I'm positive everyone in the community feels the same way about his efforts.
"There’s no such thing as a bitter person who keeps the bitterness to himself.” ~ Erwin Lutzer
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RE: Patch 06 - Public Beta - Build 1108q3a updated 13 September (2nd part)

Post by bbbf »

I've tried reading through the patch notes, but can't find this request, my apologies if it is already in there somewhere.

Is it possible to have the aircraft (& engine) pool numbers shown in the industry management screen somewhere? Even if it only comes up when you click on the aircraft/engine and it appears in the change box.

It would make management a lot easier.

Thanks.
Robert Lee
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108q3a updated 13 September (2nd part)

Post by michaelm75au »

ORIGINAL: beppi

ORIGINAL: michaelm

Good.
It is repeatable under the current beta.
However, I can only fix it with the current code. Not older one.

The issue was a combination of number of aircraft in the air combat.
One of those 'the right combination of events'.

Wow that was quick, and thanks a lot for the quick fix. Should we install the newest beta patch prior to your new .exe or is it enough to just copy it over ? We have 1108p9b.

You can download and unzip into the beta directory to replace the EXE. No need to run the intermediate installer.
It should also address the VF-6 issue too.
Michael
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PaxMondo
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RE: Patch 06 - Public Beta - Build 1108q3a updated 13 September (2nd part)

Post by PaxMondo »

ORIGINAL: michaelm

Good.
It is repeatable under the current beta.
However, I can only fix it with the current code. Not older one.

The issue was a combination of number of aircraft in the air combat.
One of those 'the right combination of events'.
Great fix Michael!!

[&o][&o][&o]
Pax
seille
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RE: Patch 06 - Public Beta - Build 1108q3a updated 13 September (2nd part)

Post by seille »

Ok, next try to get an answer.

I have q3 installed and want to update my PBEM as japs to Q3a. (could i also just replace my current (q3) exe with the latest one you
posted here ?

Can i do this BEFORE i run the turn or do i have to follow the recomeneded update procedure ?

I would like to continue my game without giving away the position of the half IJN [:(]
Please tell me what to do.
Many thanks.
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108q3a updated 13 September (2nd part)

Post by michaelm75au »

ORIGINAL: seille

Ok, next try to get an answer.

I have q3 installed and want to update my PBEM as japs to Q3a. (could i also just replace my current (q3) exe with the latest one you posted here ?
Yes, you can copy the EXE into the beta directory. Both players would need to do so of course.
Can i do this BEFORE i run the turn or do i have to follow the recomeneded update procedure ?

I would like to continue my game without giving away the position of the half IJN [:(]
Please tell me what to do.
Many thanks.

Changing the EXE will not make the high DL go away (return to 0) if you have already run one or more complete turns under q3. Installing q3a will stop the DL from staying inflated, but DL will decrease normally from turn to turn.

To go back to "no DL" on some TFs would require you to go back to a save from before running the first turn under q3. And then playing from that point.

Both sides would have been affected by this error. So you should see some of the Allied TFs too.
Michael
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108q3a updated 13 September (2nd part)

Post by michaelm75au »

ORIGINAL: bbbf

I've tried reading through the patch notes, but can't find this request, my apologies if it is already in there somewhere.

Is it possible to have the aircraft (& engine) pool numbers shown in the industry management screen somewhere? Even if it only comes up when you click on the aircraft/engine and it appears in the change box.

It would make management a lot easier.

Thanks.
IIRC, the 'In pool' totals for Engines and Air are the totals from the pool.
Michael
bbbf
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RE: Patch 06 - Public Beta - Build 1108q3a updated 13 September (2nd part)

Post by bbbf »

ORIGINAL: michaelm

ORIGINAL: bbbf

I've tried reading through the patch notes, but can't find this request, my apologies if it is already in there somewhere.

Is it possible to have the aircraft (& engine) pool numbers shown in the industry management screen somewhere? Even if it only comes up when you click on the aircraft/engine and it appears in the change box.

It would make management a lot easier.

Thanks.
IIRC, the 'In pool' totals for Engines and Air are the totals from the pool.

Sorry, didn't make myself clear - I am talking about the actual airframe/engine numbers per type, i.e. A6M2 172 in pool.

I don't believe that information is in the overall industry management screen - but Ihave been badly wrong more than once before!
Robert Lee
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