Patch 07 - Unofficial Public Beta - 1126b updated 17 Sept 2016

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traskott
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RE: Patch 07 - Unofficial Public Beta - 1120 updated

Post by traskott »

Thanks ! Yeah, that's the problem. Acording to manual I would be only be allowed to disband IF located at any base, but currently I have troops in the middle of the jungle ( no hex base) with the disband buttom enabled.

I have even other troops on my bases without the button, so I'm a bit confused.
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RE: Patch 07 - Unofficial Public Beta - 1120 updated

Post by Oberst_Klink »

Hola!

Did you apply the latest 1120d beta and re-checked if it's still possible in your current game? If you don't want to apply the patch, just email me the save file and I'll check it up, aye?

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traskott
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RE: Patch 07 - Unofficial Public Beta - 1120 updated

Post by traskott »

Yes, applied el 1120d beta ( I've been employing all the patches ) and some LCU can still be disbanded at Burma, betwwen Shwebo and Mandalay.
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RE: Patch 07 - Unofficial Public Beta - 1120 updated

Post by Oberst_Klink »

Hola compadre,

send me the save and I'll have a look; so far (I am still playing around with Guadalcanal) I haven't noticed such a behaviour.

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witpqs
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RE: Patch 07 - Unofficial Public Beta - 1120 updated

Post by witpqs »

Michael,

What about possibly being able to toggle replacements and upgrades for individual devices within LCUs, something like this:

(I don't recall if this has been raised before. Please yell "Duck!" before throwing tomato! [:D])

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michaelm75au
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RE: Patch 07 - Unofficial Public Beta - 1120 updated

Post by michaelm75au »

For the next beta, I am making Replacements and Upgrades on the LCU screen independently selected.
At present, "No replacements" means both that and "No Upgrade".
There really isn't any reason to link the two as there may have been when first added.

Replacements and upgrades will now check the appropriate flag when applicable.
Michael
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witpqs
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RE: Patch 07 - Unofficial Public Beta - 1120 updated

Post by witpqs »

ORIGINAL: michaelm

For the next beta, I am making Replacements and Upgrades on the LCU screen independently selected.
At present, "No replacements" means both that and "No Upgrade".
There really isn't any reason to link the two as there may have been when first added.

Replacements and upgrades will now check the appropriate flag when applicable.
That's a big help - Thank You!!

The suggestion above still helps in a number of situations, but just decoupling upgrade and replacements is a big help.
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PaxMondo
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RE: Patch 07 - Unofficial Public Beta - 1120 updated

Post by PaxMondo »

ORIGINAL: witpqs
ORIGINAL: michaelm

For the next beta, I am making Replacements and Upgrades on the LCU screen independently selected.
At present, "No replacements" means both that and "No Upgrade".
There really isn't any reason to link the two as there may have been when first added.

Replacements and upgrades will now check the appropriate flag when applicable.
That's a big help - Thank You!!

The suggestion above still helps in a number of situations, but just decoupling upgrade and replacements is a big help.

+1

[&o][&o][&o]
Pax
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ny59giants
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RE: Patch 07 - Unofficial Public Beta - 1120 updated

Post by ny59giants »

Michael just tweaked the code to have a Cripple TF that reaches its home port disband if it arrives after the first Naval Movement phase. I had a damaged PB reach Darwin last turn and saw numerous messages of it unable to control its flooding and sink in port. Yes, its only a PB, but I had Wasp reach Vava'u after the night movement phase and sink in a prior game.

Now, if he can add my reply suggestion of getting any damaged ship to automatically go into pierside repair mode if flood damage is over 50, I'll be very happy. [:)] If your TF has "Do Not Disband" set then you ship can continue to move further without this happening.
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michaelm75au
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RE: Patch 07 - Unofficial Public Beta - 1120 updated

Post by michaelm75au »

I can change the Disband TF code to make a ship with 50+ float go to pier-side repairs, but it would apply to any mission TF being disbanded, which wouldn't necessarily be a bad thing.

If I did this, I would also like to have ships with 70+ system damage to do the same thing.
In addition, ships so actioned would not automatically re-arm when disbanded - save on supply, mines, etc - as would be tied up in repairs for some time presumably.
Michael
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Dan Nichols
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RE: Patch 07 - Unofficial Public Beta - 1120 updated

Post by Dan Nichols »

I almost hate to ask, but is there a possibility of having a toggle switch to turn off this function for a TF? One problem I see is a damaged TF that ends its movement at a dot base and disbands to pierside repair is not going to repair much and waste three days before it can be sent on its way to a larger port.
I think that the two obligations you have are to be good at what you do and then to pass on your knowledge to a younger person
Itdepends
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RE: Patch 07 - Unofficial Public Beta - 1120 updated

Post by Itdepends »

There may be circumstaces when you don't want this to happen though- it would mean if you were base hopping a damaged ship away from enemy air cover (where you have it disband in small/dot base ports to avoid enemy naval strikes)- you'd be stuck with it in pierside repair mode for 3 turns (getting it back to readiness).

Edit:- emu'd- should have read the next page
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ny59giants
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RE: Patch 07 - Unofficial Public Beta - 1120 updated

Post by ny59giants »

If you set your Escort TF (or Cripple) to "Do Not Disband" then you will not run into this problem. If they have either System or Float damage above those that Michael proposed, are in an Escort (or Cripple as subs don't have an Escort Sub TF) TF, have orders to Disband, and have reached their home port, then this option would happen. If there are other conditions (or a set that Michael lays out) that need to be met for a TF to Disband and go into pierside repair mode after reaching its home port at the end of either Naval Movement phase, then he can list them for us.
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michaelm75au
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RE: Patch 07 - Unofficial Public Beta - 1120 updated

Post by michaelm75au »

I think that a limit on port size should also apply (3 or higher).
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RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

Post by Chris21wen »

I think spliting LCU Upgrade from Replacement so both can be used independently needs somehow to be reflected in the LCU list, Maybe N-No, U-Upgrade Only, R-Replacement Only, or B-Both as oopesed to just Y and N.
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RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

Post by Chris21wen »

I also spotted another problem with LCU Upgrades and replacement. Fragments cannot recieve replacements, it's greyed out, but can upgrade. I think this should be the other way round. Removed the last sentence it was rubbish.


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michaelm75au
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RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

Post by michaelm75au »

I think that the upgrade button is there but it wont change to Upgrade Allowed.
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RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

Post by Chris21wen »

ORIGINAL: michaelm

I think that the upgrade button is there but it wont change to Upgrade Allowed.

OK
Jace11
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RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

Post by Jace11 »

Can you fix graphics bugs in these beta patches? If not no problem. There is a problem with strafing aircraft. They appear outside the combat dialogue box, not sure if its cause I run at a higher resolution. everything else that appears during combat is fine; ships, explosions etc. It's just planes that are strafing that leave the box...

They might have an incorrect position / scaling in relation to window size, I don't know.

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RE: Patch 07 - Unofficial Public Beta - 1120e updated 8 December 2012

Post by Oberst_Klink »

Michael,

slightly off-topic, alas... is it possible, like in Pacific War (WitP AE's grandfather) to computer control whole commands, e.g. ABDA, etc.or is it hard-coded in the game? Not that I shun micromanagement, but..

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