Patch 07 - Unofficial Public Beta - 1126b updated 17 Sept 2016
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
- michaelm75au
- Posts: 12467
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 07 - Unofficial Public Beta - 1123h updated 01 April 2013
Correct.
The numbers you see are 'comparative' for players to compare to other units/devices.
What is used in the game calculations is more complex.
I may add an extra value to units to hold the raw AAA guns and the AAA value separately and just report the raw AAA on screen, and keep the AAA value for game calculations (so not to upset its current use)
The numbers you see are 'comparative' for players to compare to other units/devices.
What is used in the game calculations is more complex.
I may add an extra value to units to hold the raw AAA guns and the AAA value separately and just report the raw AAA on screen, and keep the AAA value for game calculations (so not to upset its current use)
Michael
RE: Patch 07 - Unofficial Public Beta - 1123h updated 01 April 2013
So whose base flak values are correct - Japanese or Allies? If we use these values as a "shorthand" for approximate flak strenght at a given base, then it would be nice to have the numbers right.
RE: Patch 07 - Unofficial Public Beta - 1123h updated 01 April 2013
Both are correct.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


RE: Patch 07 - Unofficial Public Beta - 1123h updated 01 April 2013
Just asking. Is the Air Coordination issue being looked at?
“No” is an answer. So is “Go Away” or “Not At This Time” [;)] It just makes this hard towards end game.
“No” is an answer. So is “Go Away” or “Not At This Time” [;)] It just makes this hard towards end game.
If it ain't broke, don't fix it!
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Chris21wen
- Posts: 7876
- Joined: Thu Jan 17, 2002 10:00 am
- Location: Cottesmore, Rutland
RE: Patch 07 - Unofficial Public Beta - 1123h updated 01 April 2013
Got an odd little quirk for you. I ordered the SE Area Fleet to load at Madang but next turn IJNAF Bn were due a TOW update and as I had a few within range of of the SEA Fleet I decided to unloaded it so the TOE dould update. Problem was the HQ had only patially unload so when it unloaded it created a fragment. The quirk is the fragment has an HQ symbol as highight in picture when it should have a fleet symbol.


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RE: Patch 07 - Unofficial Public Beta - 1123h updated 01 April 2013
ORIGINAL: Chris H
The quirk is the fragment has an HQ symbol as highight in picture when it
should have a fleet symbol.
Hi, you'll have the right HQ picture (fleet HQ symbol) when you rebuild
your LCU.
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Chris21wen
- Posts: 7876
- Joined: Thu Jan 17, 2002 10:00 am
- Location: Cottesmore, Rutland
RE: Patch 07 - Unofficial Public Beta - 1123h updated 01 April 2013
ORIGINAL: cohimbra
ORIGINAL: Chris H
The quirk is the fragment has an HQ symbol as highight in picture when it
should have a fleet symbol.
Hi, you'll have the right HQ picture (fleet HQ symbol) when you rebuild
your LCU.
-
Chris21wen
- Posts: 7876
- Joined: Thu Jan 17, 2002 10:00 am
- Location: Cottesmore, Rutland
RE: Patch 07 - Unofficial Public Beta - 1123h updated 01 April 2013
ORIGINAL: cohimbra
ORIGINAL: Chris H
The quirk is the fragment has an HQ symbol as highight in picture when it
should have a fleet symbol.
Hi, you'll have the right HQ picture (fleet HQ symbol) when you rebuild
your LCU.
Yes! I appeeciate that it.
- michaelm75au
- Posts: 12467
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 07 - Unofficial Public Beta - 1123h updated 01 April 2013
From memory, the 'type' of HQ is not carried over to the fragment as only the parent gives the special bonuses based on the type of HQ.
Michael
- michaelm75au
- Posts: 12467
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 07 - Unofficial Public Beta - 1123h updated 01 April 2013
Even if you ignore the 'divide by 6', the total number of AAA guns in the PH units is much higher than what is in the Tokyo units. Even if both are called AA Regiments.ORIGINAL: Yaab
Alfred, as for LCUs, you are right - it is just an annoying glitch.
But how do you explain the discrepancy of AA values on base screens between Japanese and Allied bases? Count the flak values of LCUs in Tokyo and Pearl Harbor on the first turn and compare it with
the bases' flak value. Japanese base values seem to be divided by 6, while the Allied ones are not. Why is this so?
[edit]
while I had the time, I just found that the AA could be reduced twice - again when checking TFs. This is not correct. It will be corrected in next build.
comparing the base code, I think that the reduction has been mistakenly applied to land units. In original code, only base and TFs had the reduction.
Michael
RE: Patch 07 - Unofficial Public Beta - 1123h updated 01 April 2013
Your ungoing support and your attention to details is outstanding.
Not to mention your consideration of messages here from whoever brings up an issue (or what he/she thinks is an issue).
Thank you very much Michael.
Not to mention your consideration of messages here from whoever brings up an issue (or what he/she thinks is an issue).
Thank you very much Michael.
WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid
WitW / Torch
1.01.37 - 1.01.44 beta
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid
WitW / Torch
1.01.37 - 1.01.44 beta
- michaelm75au
- Posts: 12467
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 07 - Unofficial Public Beta - 1123j updated 26 April 2013
1. Ignore empty convoys when checking for arrivals
2. Issue with '0' AV units continually retreating in combat
3. Adjust ship fuel after upgrade/conversion by adjusting ship/base fuel levels
4. Catered for only 2 ships in TF that becomes crippled
5. Flak factor could be randomly reduced when checking TF flak numbers
6. Flak calculation incorrect for land units
7. Ship-based groups could fly with torpedo if no torpedo slot on ship
2. Issue with '0' AV units continually retreating in combat
3. Adjust ship fuel after upgrade/conversion by adjusting ship/base fuel levels
4. Catered for only 2 ships in TF that becomes crippled
5. Flak factor could be randomly reduced when checking TF flak numbers
6. Flak calculation incorrect for land units
7. Ship-based groups could fly with torpedo if no torpedo slot on ship
Michael
RE: Patch 07 - Unofficial Public Beta - 1123j updated 26 April 2013
Thanks Michael! [:)]
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Patch 07 - Unofficial Public Beta - 1123j updated 26 April 2013
I have had an infrequent issue with way points where the TF will show some "branch" from the path assigned. I will take a screen shot at the next event.
RE: Patch 07 - Unofficial Public Beta - 1123j updated 26 April 2013
+1ORIGINAL: witpqs
Thanks Michael! [:)]
Pax
RE: Patch 07 - Unofficial Public Beta - 1123j updated 26 April 2013
ORIGINAL: zuluhour
I have had an infrequent issue with way points where the TF will show some
"branch" from the path assigned.
Hi, I see this for the first time yesterday, and I discovered that I've
assigned some waypoint without removing 'Coastal' order to 'Routing Control'.
ORIGINAL: PaxMondo+1ORIGINAL: witpqs
Thanks Michael! [:)]
+1
RE: Patch 07 - Unofficial Public Beta - 1123j updated 26 April 2013
7. Ship-based groups could fly with torpedo if no torpedo slot on ship
Just to check, this fix won't break the ability of the Seiran to launch torpedos from a sub, will it?
- michaelm75au
- Posts: 12467
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 07 - Unofficial Public Beta - 1123j updated 26 April 2013
Have no idea. Torpedo ordnance is suppose to defined on ships which can supply planes with torps.ORIGINAL: erstad
7. Ship-based groups could fly with torpedo if no torpedo slot on ship
Just to check, this fix won't break the ability of the Seiran to launch torpedos from a sub, will it?
What scenario has the Serian setup? [Found one]
Subs don't seem to have air ordnance? Wonder how they fly strike missions? [not checked if no ordnance slot on sub]
Based on above feed back, I have updated the code (j2) to skip the case where NO ordnance slots are on ship and ship can still fly planes. In that case it will operate as normal.
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Always the little things ...[:-]
Michael
RE: Patch 07 - Unofficial Public Beta - 1123j updated 26 April 2013
Sorry for the dumb question but how do I get the screen to go full size. I remember I have cut out the -w from some file name, but what file name and where would I find it? Thanks
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