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

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zuluhour
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RE: Patch 06 - Public Beta - Build 1108q4 updated 18 September (2nd part)

Post by zuluhour »

It doesn't extract the way his weekend ones do. Just unzip the dll and exe to the WitPAE Beta2 folder.

How exactly do i do this? ref: mid week q5a

computer illiterate

Please disregard, it is in the past.[;)]
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Shark7
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RE: Patch 06 - Public Beta - Build 1108q4 updated 18 September (2nd part)

Post by Shark7 »

OK, ran into an issue with rebuilding ground forces:

Lost one of the RGC chinese units and rebuilt it. The problem is that this is a permanently restricted unit made up of chinese puppet squads, but reforms in Tokyo and can not be moved back to China where its HQ is, nor can its HQ be changed to allow it to move.

Suggestions:

1. Have these units reform where they HQ is located, not at Tokyo (or whatever the national arrival point is for Allied units).

or

2. Simply dissallow the reforming of permanently restricted units.

or

3. Reformed units set to a standard HQ (for example Southern Army) so they can be moved back to where they go.
Distant Worlds Fan

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Chris21wen
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RE: Patch 06 - Public Beta - Build 1108q5 updated 25 September (2nd part)

Post by Chris21wen »

Nadzab (98,125) has a port that you can't get to.
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RE: Patch 06 - Public Beta - Build 1108q5 updated 25 September (2nd part)

Post by Chris21wen »

Not sure if this is me or a bug but I can't get the two ships in the pic to use the repair ship. THe AR has 1 system damage , supply is around 23000, no port damage, port level 5, 44000 ton ship docked.



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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108q4 updated 18 September (2nd part)

Post by michaelm75au »

ORIGINAL: LowCommand


The save wpae190.zip should be attached

The total number of ships in the hex exceeds the size that the screen can handle (1300 is the magic number). The reason other TFs appear to work is that the ships in them are within the 1300 ceiling. Most of the ships in TF24 seem to be over the limit and can't be shown.
This limit (which was originally 1000) was raised to 1300 during beta.

[edit]
I have found a way to show all the ships in the TF.
Michael
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108q5 updated 25 September (2nd part)

Post by michaelm75au »

ORIGINAL: Chris H

Not sure if this is me or a bug but I can't get the two ships in the pic to use the repair ship. THe AR has 1 system damage , supply is around 23000, no port damage, port level 5, 44000 ton ship docked.
Can't really tell from picture.
Save?
Michael
LowCommand
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RE: Patch 06 - Public Beta - Build 1108q5 updated 25 September (2nd part)

Post by LowCommand »

We thank you so much for your work. I'm sorry that this is the workup for the last patch. Yea, it's got to end some time, but...

Still, you are doing great work. We all thak you!

From the way you fixed the problem I found, I guess that AE doesn't have any way to display a "Too Many Ships" error.

"Mines reported in the fairway,
"Warn all traffic and detain,
"'Sent up Unity, Cralibel, Assyrian, Stormcock, and Golden Gain."
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PaxMondo
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RE: Patch 06 - Public Beta - Build 1108q4 updated 18 September (2nd part)

Post by PaxMondo »

ORIGINAL: michaelm
ORIGINAL: LowCommand


The save wpae190.zip should be attached

[edit]
I have found a way to show all the ships in the TF.
Great News!!

[&o][&o][&o]
Pax
Chris21wen
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RE: Patch 06 - Public Beta - Build 1108q5 updated 25 September (2nd part)

Post by Chris21wen »

ORIGINAL: michaelm

ORIGINAL: Chris H

Not sure if this is me or a bug but I can't get the two ships in the pic to use the repair ship. THe AR has 1 system damage , supply is around 23000, no port damage, port level 5, 44000 ton ship docked.
Can't really tell from picture.
Save?

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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108q5 updated 25 September (2nd part)

Post by michaelm75au »

ORIGINAL: Chris H

ORIGINAL: michaelm

ORIGINAL: Chris H

Not sure if this is me or a bug but I can't get the two ships in the pic to use the repair ship. THe AR has 1 system damage , supply is around 23000, no port damage, port level 5, 44000 ton ship docked.
Can't really tell from picture.
Save?

Attached

The AR can't be used as it is under repairs - shows 4 days remaining in the repair screen.
Could it have been a conversion/upgrade?

[edit]
The 'Repair ship' option should not really be there as the AR should not be operational.
I have added the extra test that is being used when trying to assign the AR so it will not show up on the screen.
Michael
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RE: Patch 06 - Public Beta - Build 1108q5 updated 25 September (2nd part)

Post by Chris21wen »

ORIGINAL: michaelm
ORIGINAL: Chris H

ORIGINAL: michaelm



Can't really tell from picture.
Save?

Attached

The AR can't be used as it is under repairs - shows 4 days remaining in the repair screen.
Could it have been a conversion/upgrade?

[edit]
The 'Repair ship' option should not really be there as the AR should not be operational.
I have added the extra test that is being used when trying to assign the AR so it will not show up on the screen.

Partly me then. I did notice this but thought it had to have 50% total damage to stop functioning. It must have picked the damage up on route from Pago.
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JeffroK
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RE: Patch 06 - Public Beta - Build 1108q5 updated 25 September (2nd part)

Post by JeffroK »

ORIGINAL: Chris H

Nadzab (98,125) has a port that you can't get to.
Yeah, I saw this too but if you cant drive a ship there it doesnt hurt.
Probably more in Andrew Browns line of corrections.
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108q5 updated 25 September (2nd part)

Post by michaelm75au »

ORIGINAL: JeffK
ORIGINAL: Chris H

Nadzab (98,125) has a port that you can't get to.
Yeah, I saw this too but if you cant drive a ship there it doesnt hurt.
Probably more in Andrew Browns line of corrections.
I have posted this to the the Map thread.
Michael
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by michaelm75au »

There has been changes to rebuilding static groups, similar to LCUs.
Also if a static attached group or LCU arrives, and the national base is no longer available, it will usually be released from the static restriction (in the case of the LCU, it will be changed to 'temporary restricted') and arrive at the national base of the HQ it is attached to.
The cost to rebuild some restricted groups is high, and gets higher once the national base is no longer available.

[1108q6]
Fixed No planes, no torpedo ordnance available [MEM]
Tweak Added option to release most EXP pilots from group [MEM]
Tweak Limit offmap movement of restricted groups by ship to sea-locked base only [MEM]
Tweak Skip ACS loading if not at destination base [MEM]
Fixed Player's ACS TFs could be re-directed by AI [MEM]
Tweak Allow CS TF to leave base when not enough fuel if destination has fuel [MEM]
Fixed Suppress AR from being operational if AR has any repair delays [MEM]
Tweak Disbanding/withdrawing groups with no national home base will release static attachment [MEM]
Higher PP cost to reform some static/resticted destroyed groups; some can't be reformed [MEM]
Fixed Mouse over on Pilot List sometimes gave wrong info [MEM]
Tweak LCU arrival base when no national base [MEM]
Fixed Retained original delay on LCU if enemy still holds base at screnario start; random delay time could cause unit to return to national base [MEM]
Fixed Restored LCU image on small land unit screen (like reinforcements) [MEM]
Fixed Allow more ships to show in TF transfer screen [MEM]

Michael
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drw61
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RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by drw61 »

michaelm  once again thank you so much, your dedication is amazing!  [&o][&o][&o][&o]

Daryl
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Shark7
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RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by Shark7 »

ORIGINAL: michaelm

There has been changes to rebuilding static groups, similar to LCUs.
Also if a static attached group or LCU arrives, and the national base is no longer available, it will usually be released from the static restriction (in the case of the LCU, it will be changed to 'temporary restricted') and arrive at the national base of the HQ it is attached to.
The cost to rebuild some restricted groups is high, and gets higher once the national base is no longer available.

[1108q6]
Fixed No planes, no torpedo ordnance available [MEM]
Tweak Added option to release most EXP pilots from group [MEM]
Tweak Limit offmap movement of restricted groups by ship to sea-locked base only [MEM]
Tweak Skip ACS loading if not at destination base [MEM]
Fixed Player's ACS TFs could be re-directed by AI [MEM]
Tweak Allow CS TF to leave base when not enough fuel if destination has fuel [MEM]
Fixed Suppress AR from being operational if AR has any repair delays [MEM]
Tweak Disbanding/withdrawing groups with no national home base will release static attachment [MEM]
Higher PP cost to reform some static/resticted destroyed groups; some can't be reformed [MEM]
Fixed Mouse over on Pilot List sometimes gave wrong info [MEM]
Tweak LCU arrival base when no national base [MEM]
Fixed Retained original delay on LCU if enemy still holds base at screnario start; random delay time could cause unit to return to national base [MEM]
Fixed Restored LCU image on small land unit screen (like reinforcements) [MEM]
Fixed Allow more ships to show in TF transfer screen [MEM]


Glad to see the bolded part. Definately needed that change if restricted units were allowed to rebuild. [:)] The higher PP cost to rebuild a restricted unit also seems quite fair to me.
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PaxMondo
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RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by PaxMondo »

ORIGINAL: michaelm

There has been changes to rebuilding static groups, similar to LCUs.
Also if a static attached group or LCU arrives, and the national base is no longer available, it will usually be released from the static restriction (in the case of the LCU, it will be changed to 'temporary restricted') and arrive at the national base of the HQ it is attached to.
The cost to rebuild some restricted groups is high, and gets higher once the national base is no longer available.

[1108q6]
Fixed No planes, no torpedo ordnance available [MEM]
Tweak Added option to release most EXP pilots from group [MEM]
Tweak Limit offmap movement of restricted groups by ship to sea-locked base only [MEM]
Tweak Skip ACS loading if not at destination base [MEM]
Fixed Player's ACS TFs could be re-directed by AI [MEM]
Tweak Allow CS TF to leave base when not enough fuel if destination has fuel [MEM]
Fixed Suppress AR from being operational if AR has any repair delays [MEM]
Tweak Disbanding/withdrawing groups with no national home base will release static attachment [MEM]
Higher PP cost to reform some static/resticted destroyed groups; some can't be reformed [MEM]
Fixed Mouse over on Pilot List sometimes gave wrong info [MEM]
Tweak LCU arrival base when no national base [MEM]
Fixed Retained original delay on LCU if enemy still holds base at screnario start; random delay time could cause unit to return to national base [MEM]
Fixed Restored LCU image on small land unit screen (like reinforcements) [MEM]
Fixed Allow more ships to show in TF transfer screen [MEM]

AMAZING!!

Thanks Michael for the outstanding support.

"Fixed Allow more ships to show in TF transfer screen [MEM]"
This one in particular will really help late game turns. Much appreciated.
Pax
Chris21wen
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RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by Chris21wen »

Suggestion

When creating a TF is it possible for the ship mouseover to also show the air units (CV/CVL/CVE) stationed on the ship. Reason I ask is I have difficulty in remembering which CVEs have replacement groups and which don't.
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steamboateng
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RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by steamboateng »

This may be a dumb question, but how do I open the Beta dl files so that I only install changed files to the Beta2 folder. The dl is an exe. file after extracting, and wants to install all.
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mikkey
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RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by mikkey »

thanks michaelm for your amazing support
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