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

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

Post by beppi »

I have a TF movement problem. Invaded Truk with an amph TF which included an AGC with an Amphib HQ on it. Everything worked fined (the Amphib HQ did not unload). After i captured the base the Amphib HQ started to unload (why ?). I stopped the unload process but since then the TF does not want to move back to ponape since 3 turns. Tried to unload/stop unload buttons but still no movement. I attached the current Turn.

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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by michaelm75au »

AGC wont unload the Amph Hq until the base is captured.

I wonder if the 'following and followed' may be the problem. One of those TFs has almost no endurance.
You could try canceling the tf route and just send the amph tf back to Ponape.

Nothing else stands out unless some un/load setting is still on.

Removing the 'followed by' from the amphib TF allowed it to retire. Probably amp tf is 'slowing down' to allow the following to catch up.[;)]
Also replenishing the fuel in both following TFs made the TFs retire.
Michael
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RE: Patch 06 - Public Beta - Build 1108q9b updated 26 October (2nd part)

Post by Chris21wen »

In the LCU lists I really wish there was some way to include the LCU opmode when you view the LCU stats. Possible squeezing it in where location would be on LCU base list?.
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108q9b updated 26 October (2nd part)

Post by michaelm75au »

It already shows that???
Or am I missing something??


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PaxMondo
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RE: Patch 06 - Public Beta - Build 1108q9b updated 26 October (2nd part)

Post by PaxMondo »

ORIGINAL: michaelm

It already shows that???
Or am I missing something??


Image
Pretty sure he is referring to the "soft" screen. You looked at this once before and did not think you had space ... it is a good idea though. you use the soft screen to see upgrade and FAT. now, you have to go into the unit to change the status. Be nice to change the status from the screen. But, understand there is only so many char's width ...
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RE: Patch 06 - Public Beta - Build 1108q9b updated 26 October (2nd part)

Post by Chris21wen »

ORIGINAL: michaelm

It already shows that???
Or am I missing something??


Image

The other screen that show the unit stats that you get when you press show soft. Only neccessary for a base generated LCU list.
Chris21wen
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RE: Patch 06 - Public Beta - Build 1108q9b updated 26 October (2nd part)

Post by Chris21wen »

ORIGINAL: PaxMondo

ORIGINAL: michaelm

It already shows that???
Or am I missing something??


Image
Pretty sure he is referring to the "soft" screen. You looked at this once before and did not think you had space ... it is a good idea though. you use the soft screen to see upgrade and FAT. now, you have to go into the unit to change the status. Be nice to change the status from the screen. But, understand there is only so many char's width ...

That's the one. The base LCU list looks as if it might have room, possibly shorten to two or three characters.
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108q9b updated 26 October (2nd part)

Post by michaelm75au »

The issue why we can't use existing list is when you swap back from 'soft', the sort reorders the list because it sorts on a particular visible colum.
Michael
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RE: Patch 06 - Public Beta - Build 1108q9b updated 26 October (2nd part)

Post by Chris21wen »

ORIGINAL: michaelm

The issue why we can't use existing list is when you swap back from 'soft', the sort reorders the list because it sorts on a particular visible colum.

Yes I appreciate that but that is not what I'm asking for. The show soft LCU list you get from a base does not have the location in the list. Could the opsmode not be added to it.



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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108q9b updated 26 October (2nd part)

Post by michaelm75au »

Repeating the columns in two view is not a good idea. It would need to be on one or the other.
Michael
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RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)

Post by witpqs »

ORIGINAL: witpqs
ORIGINAL: michaelm
ORIGINAL: witpqs



Michael, do you plan a hot key to display the actual stacking limit of each hex?

No. The limits are visible on the lcu list screen and the base screen.

Just had a thought that it probably wont be visible if the LCU is in a non-base screen. Unless the LCU list is shown.

Doing hotkey scans of the map seems to stretching the performance of this code at this time.

Understood. As an alternative, could the stacking limit for the currently selected hex be displayed somewhere on the screen? That would only be 1 hex at a time but would meet the need of a player who had to check on a hex (which I anticipate to be needed reasonably often until/unless people become very familiar with the limits in any given area of combat).

Michael, just in case you are entertaining this suggestion, here are a couple of possible locations:


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DmitryZ
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RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)

Post by DmitryZ »

Michael,
Trying to restore synchronisation at our campaign, we've decide to repeat some turns before the problem has appeared and have find out, that desynchronisation ever springing up at the same moment(at combat-save after the turn 172). At this turn I move my CV-TF near Cocos Islands with a lack of ops-points. Could it cause sync problems? File with a allies-turn 172 is attached.
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)

Post by michaelm75au »

ORIGINAL: witpqs
ORIGINAL: witpqs
ORIGINAL: michaelm



No. The limits are visible on the lcu list screen and the base screen.

Just had a thought that it probably wont be visible if the LCU is in a non-base screen. Unless the LCU list is shown.

Doing hotkey scans of the map seems to stretching the performance of this code at this time.

Understood. As an alternative, could the stacking limit for the currently selected hex be displayed somewhere on the screen? That would only be 1 hex at a time but would meet the need of a player who had to check on a hex (which I anticipate to be needed reasonably often until/unless people become very familiar with the limits in any given area of combat).

Michael, just in case you are entertaining this suggestion, here are a couple of possible locations:


Image
That sounds okay.
Will need to see if I can find the space.
Normal problem is the altFont setting - will need to use that as the max space to use.
Michael
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)

Post by michaelm75au »

ORIGINAL: DmitryZ

Michael,
Trying to restore synchronisation at our campaign, we've decide to repeat some turns before the problem has appeared and have find out, that desynchronisation ever springing up at the same moment(at combat-save after the turn 172). At this turn I move my CV-TF near Cocos Islands with a lack of ops-points. Could it cause sync problems? File with a allies-turn 172 is attached.
Can't see why that should cause a problem. But I'll replay this save and try to see when the sync "goes out of sync".
Michael
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Bliztk
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by Bliztk »

Hi michael, we are experiencing overkill ratios with night bombers:

tm.asp?m=2941270

Can you check if anything got changed recently ?

We are recently upraded from mid August to 26th Oct Beta
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SuluSea
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by SuluSea »

I don't want to rain on anyones parade and appreaciate greatly Michealm and his tremendous support but I see daily requests being made for new features. I fear at some point if new features keep being added the game may be unplayable to the new player . Again thanks Micheal for the outstanding support.[:)][:)]
"There’s no such thing as a bitter person who keeps the bitterness to himself.” ~ Erwin Lutzer
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witpqs
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RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)

Post by witpqs »

ORIGINAL: michaelm
ORIGINAL: witpqs
ORIGINAL: witpqs



Understood. As an alternative, could the stacking limit for the currently selected hex be displayed somewhere on the screen? That would only be 1 hex at a time but would meet the need of a player who had to check on a hex (which I anticipate to be needed reasonably often until/unless people become very familiar with the limits in any given area of combat).

Michael, just in case you are entertaining this suggestion, here are a couple of possible locations:


Image
That sounds okay.
Will need to see if I can find the space.
Normal problem is the altFont setting - will need to use that as the max space to use.

Even though I didn't show it in the screen shot, "Option 1" has lots of free space to the right of it, basically limited by the monitor size.
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Andrew Brown
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RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)

Post by Andrew Brown »

ORIGINAL: witpqs
Even though I didn't show it in the screen shot, "Option 1" has lots of free space to the right of it, basically limited by the monitor size.

"Option 1" looks like the right place. Great idea by the way.

Andrew
Information about my WitP map, and CHS, can be found on my WitP website

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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108q9 updated 24 October (2nd part)

Post by michaelm75au »

ORIGINAL: DmitryZ

Michael,
Trying to restore synchronisation at our campaign, we've decide to repeat some turns before the problem has appeared and have find out, that desynchronisation ever springing up at the same moment(at combat-save after the turn 172). At this turn I move my CV-TF near Cocos Islands with a lack of ops-points. Could it cause sync problems? File with a allies-turn 172 is attached.
I have found the problem.
There is a difference in one of the player's options that should be the same. Not sure how/why they are different.
I will see if it can spot how it happens.

Worst case is that I have to patch your game to have the same option for both sides.

[edit]
The option being test is the player's "AutoUprade" that is only used to set the initial 'doNotUpgrade' values on ships/groups.
Where the test is failing is on subs due an upgrade. Depending on what each players setting was, the same sub might or might not be held back for a pending upgrade. Sound familiar. IIRC, there has been complaints about auto sub missions and pending upgrades.

This option should not be tested here. The test should only be looking at the current setting of the sub - is IT'S upgrade allowed??

[edit2]
Looks like I introduced this bug right at the start of this 'patch' series (Dec 2010). Took long enough for someone to find it[:D]

[edit3]
Updated EXE (1108q9c) to allow game to be get back in to sync. Both players need to install this into the Beta2 directory.
I'll update the installer over the weekend.
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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: Bliztk

Hi michael, we are experiencing overkill ratios with night bombers:

tm.asp?m=2941270

Can you check if anything got changed recently ?

We are recently upraded from mid August to 26th Oct Beta
No changes to Night air combat apparent in current betas.

[edit]
attach a save with bad combat and I'll see if any of the other changes might have had a knock on effect.
Michael
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