Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
- Mike Solli
- Posts: 16103
- Joined: Wed Oct 18, 2000 8:00 am
- Location: the flight deck of the Zuikaku
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)
Amazing feature. Too bad there's not room on the screen to add a box to check to harvest pilots. Then you could pick and choose who you wanted.
Created by the amazing Dixie
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)
I think it will only release '0' delay pilots. Need to check but it will need to wait till tomorrow before I can look at code again.ORIGINAL: ny59giants
Michael - Thanks for the new feature of being able to harvest pilots 5 or 10 at a time. In my game as Japan, I have many air groups in Japan that have a few highly skilled pilots. If I use this feature, then they would end up at TRACOM or Reserve pool. Some also include the leader as an active pilot. If I was to make these few pilots inactive (shows up as 1 in "Delay" column), can I then withdraw the 5 or 10 pilots?? Thus, any pilot which shows any number besides a 0 in the "Delay" column cannot be withdrawn using this feature.
Edit: Added a screenshot. I want to keep the two pilots in yellow and the leader (shows asterisk next to name) and harvest about 15 to 20 other pilots.
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Michael
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)
ORIGINAL: michaelm
I think it will only release '0' delay pilots. Need to check but it will need to wait till tomorrow before I can look at code again.ORIGINAL: ny59giants
Michael - Thanks for the new feature of being able to harvest pilots 5 or 10 at a time. In my game as Japan, I have many air groups in Japan that have a few highly skilled pilots. If I use this feature, then they would end up at TRACOM or Reserve pool. Some also include the leader as an active pilot. If I was to make these few pilots inactive (shows up as 1 in "Delay" column), can I then withdraw the 5 or 10 pilots?? Thus, any pilot which shows any number besides a 0 in the "Delay" column cannot be withdrawn using this feature.
Edit: Added a screenshot. I want to keep the two pilots in yellow and the leader (shows asterisk next to name) and harvest about 15 to 20 other pilots.
![]()
It's always been that only 0 delay pilots can be sent to reserve. It would be a good change if any delay pilots could be redirected toward the reserve.
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
- SqzMyLemon
- Posts: 4239
- Joined: Fri Oct 30, 2009 2:18 pm
- Location: Alberta, Canada
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)
Disregard.
Luck is the residue of design - John Milton
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
Don't mistake lack of talent for genius - Peter Steele (Type O Negative)
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)
Finally saw reply to it - ignore
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)
I've said it before but I'll say it again. You are a god, Michael [&o][&o][&o][&o]
- ny59giants
- Posts: 9893
- Joined: Mon Jan 10, 2005 12:02 pm
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)
It's always been that only 0 delay pilots can be sent to reserve. It would be a good change if any delay pilots could be redirected toward the reserve.
I set the three pilots with the best "Air" to inactive and they still went into reserve as a test (didn't save the changes, so it never happened). If Michael changes the code to do what you want, then you cannot use this new feature on a significant number of air groups. Many of Japan's Home Island groups have a few highly skilled pilots to train up to green pilots.
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[/center]RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)
In the interests of further reducing clicking would it be possible to have a button on the pilot screen of airgroups to automatically accept pilots from the reserve?
What happens at the moment is that when I pull pilots from the reserve into the airgroup those pilots get a delay between 1 and 7 days. I then have to go back and check that airgroup every day to make the pilots who arrived that day active.
If we could automate this so that all pilots who reached a delay of 0 were automatically activated it would reduce another huge cause of button clicking and unnecessarily repetitive checking.
Personally my preferred solution would just be to not have this toggle at all but just automatically make all pilots active once they reach a delay of 0. After all the commander's intent when sending pilots to airgroups is that those pilots should be active. Some may want to try to tweak things by filling airgroups with inactive pilots but 99% of the time you want them to be activated when delay hits 0. Could we make this the automatic default for the game? It would save a lot of clicking.
What happens at the moment is that when I pull pilots from the reserve into the airgroup those pilots get a delay between 1 and 7 days. I then have to go back and check that airgroup every day to make the pilots who arrived that day active.
If we could automate this so that all pilots who reached a delay of 0 were automatically activated it would reduce another huge cause of button clicking and unnecessarily repetitive checking.
Personally my preferred solution would just be to not have this toggle at all but just automatically make all pilots active once they reach a delay of 0. After all the commander's intent when sending pilots to airgroups is that those pilots should be active. Some may want to try to tweak things by filling airgroups with inactive pilots but 99% of the time you want them to be activated when delay hits 0. Could we make this the automatic default for the game? It would save a lot of clicking.
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
Well, that's that settled then.
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)
ORIGINAL: ny59giants
It's always been that only 0 delay pilots can be sent to reserve. It would be a good change if any delay pilots could be redirected toward the reserve.
I set the three pilots with the best "Air" to inactive and they still went into reserve as a test (didn't save the changes, so it never happened). If Michael changes the code to do what you want, then you cannot use this new feature on a significant number of air groups. Many of Japan's Home Island groups have a few highly skilled pilots to train up to green pilots.
Why would you not be able to use the feature on some air groups?
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
- ny59giants
- Posts: 9893
- Joined: Mon Jan 10, 2005 12:02 pm
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)
I'm trying to harvest the 'best' pilots with a particular skill like "Air." The three best from those shown in my screenshot, I want to remain with the air group to train up the new pilots. So, I want a way to allow them to stay. Also, there are some air groups that have the leader as an active pilot. I don't want them to go away and have to use PP to get a new leader.
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[/center]- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)
You shouldn't have to 'activate' delay 1 pilots. They are there to be pulled into the group as needed.ORIGINAL: Nemo121
In the interests of further reducing clicking would it be possible to have a button on the pilot screen of airgroups to automatically accept pilots from the reserve?
What happens at the moment is that when I pull pilots from the reserve into the airgroup those pilots get a delay between 1 and 7 days. I then have to go back and check that airgroup every day to make the pilots who arrived that day active.
If we could automate this so that all pilots who reached a delay of 0 were automatically activated it would reduce another huge cause of button clicking and unnecessarily repetitive checking.
Personally my preferred solution would just be to not have this toggle at all but just automatically make all pilots active once they reach a delay of 0. After all the commander's intent when sending pilots to airgroups is that those pilots should be active. Some may want to try to tweak things by filling airgroups with inactive pilots but 99% of the time you want them to be activated when delay hits 0. Could we make this the automatic default for the game? It would save a lot of clicking.
If the group had more pilots than it needed, then the delay '1' guys would need to be manually managed.
Michael
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)
ORIGINAL: michaelm
I think it will only release '0' delay pilots. Need to check but it will need to wait till tomorrow before I can look at code again.ORIGINAL: ny59giants
Michael - Thanks for the new feature of being able to harvest pilots 5 or 10 at a time. In my game as Japan, I have many air groups in Japan that have a few highly skilled pilots. If I use this feature, then they would end up at TRACOM or Reserve pool. Some also include the leader as an active pilot. If I was to make these few pilots inactive (shows up as 1 in "Delay" column), can I then withdraw the 5 or 10 pilots?? Thus, any pilot which shows any number besides a 0 in the "Delay" column cannot be withdrawn using this feature.
Edit: Added a screenshot. I want to keep the two pilots in yellow and the leader (shows asterisk next to name) and harvest about 15 to 20 other pilots.
![]()
The release of the pilots applies to both delay 0 and 1 pilots.
Leader/pilot should have been excluded from being released. Will fix in next build.
I can added a 'retain pilot' option. But it will only be affective until one of the release buttons is pressed. After processing the button, the pilot list needs to be rebuilt and thus the 'retension' flag is nolonger aligned with correct pilot as the list has changed.
Michael
- TulliusDetritus
- Posts: 5581
- Joined: Thu Apr 01, 2004 1:49 am
- Location: The Zone™
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)
First of all, many many thanks to Michaelm. The list of improvements is simply amazing. We really owe you many beers (minimum 3 or 4, each of us)! Literally [:)]
Ok, let's see if someone can clarify this thing, please. In the bases menu we have some yellow "NO" or "YES", and above it's written "Stockpiling". "NO" means these bases will NOT try for example to absorb supplies, etc. from surrounding bases?

Ok, let's see if someone can clarify this thing, please. In the bases menu we have some yellow "NO" or "YES", and above it's written "Stockpiling". "NO" means these bases will NOT try for example to absorb supplies, etc. from surrounding bases?

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"Hitler is a horrible sexual degenerate, a dangerous fool" - Mussolini, circa 1934
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)
Stockpiling means (loosely) "keep them and don't share them".
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- TulliusDetritus
- Posts: 5581
- Joined: Thu Apr 01, 2004 1:49 am
- Location: The Zone™
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)
ORIGINAL: witpqs
Stockpiling means (loosely) "keep them and don't share them".
If "YES" is selected then we have your "keep them and don't share them" [:)]
"NO" therefore means "don't be a cheap greedy bastard and share them".
Is that correct?
Thank you [:)]
"Hitler is a horrible sexual degenerate, a dangerous fool" - Mussolini, circa 1934
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)
ORIGINAL: TulliusDetritus
ORIGINAL: witpqs
Stockpiling means (loosely) "keep them and don't share them".
If "YES" is selected then we have your "keep them and don't share them" [:)]
"NO" therefore means "don't be a cheap greedy bastard and share them".
Is that correct?
Thank you [:)]
Right! [:)]
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)
Michael,
A quick question not strictly related to the Beta:
Naval HQs - do they help speed ship repair independent of any Naval Support Squads they have?
A quick question not strictly related to the Beta:
Naval HQs - do they help speed ship repair independent of any Naval Support Squads they have?
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
- khyberbill
- Posts: 1941
- Joined: Tue Sep 11, 2007 6:29 pm
- Location: new milford, ct
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)
I am patched up to q7 but suddenly can not transfer air squadrons from East Coast to Capetown-I have not tried LCUs yet. It doesnt matter if the squadron is restricted or not. Save attached.
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- wpae004.zip
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"Its a dog eat dog world Sammy and I am wearing Milkbone underwear" -Norm.
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)
3 groups restricted and 1 group with no flyable planes = no movement out of base to CT.
I tried CT to EC and the groups can do that.
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I will treat the 'no-fly' group differently for offmap movement; as if they could fly, rather than wait for 1 to be ready.
I tried CT to EC and the groups can do that.
[edit]
I will treat the 'no-fly' group differently for offmap movement; as if they could fly, rather than wait for 1 to be ready.
Michael
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)
The Naval HQ is usually only going to count if it does have any Naval Support in it.ORIGINAL: witpqs
Michael,
A quick question not strictly related to the Beta:
Naval HQs - do they help speed ship repair independent of any Naval Support Squads they have?
Shore Parties as part of the overall Naval Support for repairs, count separately.
So a base containing Naval HQs with just Shore Parties will assist in repairs in SAME hex, but those same HQs cannot support repairs outside of the base. They would need Nav Support squads present to use the command radius to affect other bases in range.
Michael







