Any issues with updating 1.7.11.24 to 11.26a?

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Trugrit
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RE: Any issues with updating 1.7.11.24 to 11.26a?

Post by Trugrit »

ORIGINAL: BBfanboy

ORIGINAL: Trugrit


The 1126a and the 1126b could be the same data set.
The only reason why I think they are not is that the game is telling me they are not.
That does not mean they they are not the same just that the game thinks they are not.

Right now the 1126a is the official update.
You go to the product page and that is what you download as the official update.

The 1126b is the current beta.

Right now I have two shortcuts on my desktop. (See Below)
The targets are different. They use the same switches.

One shortcut runs from the beta folder, it has Beta2 in the target line.
Open the game and look at the version:
VERSION 1.8.1126b – Sep 17 2016 17:03:37

One shortcut runs from the main folder it does not have Beta2 in the target line.
Open the game and look at the version:
VERSION 1.8.1126a – Jul 10 2016 17:35:45
Ah! Promotion of 1126a to officially approved status must be a recent change. Thanks for updating me on that.

I have always had a bone to pick wit Matrix over how they number their updates.

Go to the product page and you see the update as v1.o1.26a Date Mar 16,2015.

Download and install it and the game says VERSION 1.8.1126a – Jul 10 2016 17:35:45.

The 1.7.11.24 update was dated 3/12/2015.

So it looks like they just renamed the 1.7.11.24 to 1126a.

My guess is they took the 1.7.11.24 and rolled the 1126a beta into it and just forgot to
change the date on the product page.

My only question is did that very last item the 1126b get rolled into 1126a?

"A man's got to know his limitations" -Dirty Harry
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Kull
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RE: Any issues with updating 1.7.11.24 to 11.26a?

Post by Kull »

What is the coding difference between 1126a and 1126b? There appears to be a lot of misinformation out there, but based entirely on quotes from michaelm, it's this:
ORIGINAL: michaelm75au

<snip>
[10.07.2016] 1126a
Fix underway replenishment not working if total rearm cost too big
Fix fort construction increment when viewing base (build 99%+). Handle 100% in normal construction
Fix mark ship loading complete when supplies exceed capacity

[17.09.2016] 1126b
Fix unloading rate from amphib TF in port (from Don B.)

All the (many) Beta updates through July 10 2016 are in the comprehensive 1126a update available from the Matrix site. 1126b (available only in the attachment to this post) has just the one change listed above. And what is the "fixed unloading rate" anyway?
ORIGINAL: michaelm75au

My understanding is that it was using 'small port' unloading rates when docked in major ports.

That might sound a bit esoteric, but it can have a significant impact in-game.

The Manual sheds more light on this (see page 127 & 128, Section 6.3.3.3). That section talks about "Normal Unloading" vs. "Amphibious Unloading". Normal unloading is the same as "Loading" (i.e. it's governed by port size and daily capacity - see the table on page 125-126). Amphibious TFs are supposed to use that table ONLY when docked in Friendly Ports of Size 5 or higher, otherwise they use the "special unloading" defined in section 6.3.3.3.2.2.

As an example, Merchant Ships (xAK/xAP) in an Amphibious TF which are DOCKED at a size 4 or lower Port are limited to 125 points per ship per turn. The same ship, docked at a Size 10 Port could unload 1000 points of cargo per 12 hour phase (or 2000/turn).......unless you haven't upgraded from 1126a, in which case it's still 125/day.

So for those who choose not to use the 1126b beta, that's what you're dealing with.
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Kull
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RE: Any issues with updating 1.7.11.24 to 11.26a?

Post by Kull »

ORIGINAL: Trugrit

My only question is did that very last item the 1126b get rolled into 1126a?

You might be right. I have an 1126a testbed, and just ran a short test using Scenario 6 (the 12/8 start). I set up two TFs in San Francisco (a level 9 port), one Cargo and the other Amphibious, each with six ships of the same mix. It took one turn to load them up with Supply, and on 12/9 each TF was docked and set to unload (see the first screen shot on the attachment). If the amphib unload bug were present in this build, then the Amphibious TF should still be unloading on the next turn.

However, as you can see on the second screen shot, by 12/10 it had unloaded completely (as did the cargo TF). In case it made any difference, I tried it again with an undocked amphib TF, but had the same result. So unless I'm missing something, that certainly implies that the 1126b fix is part of the official 1126a download.


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RE: Any issues with updating 1.7.11.24 to 11.26a?

Post by Trugrit »

I tried the same test running under the Beta 1126b.
(undocked on the left and docked on the right)

So, unless I've made a mistake which is always likely the Beta slowed down the offload.

Looks to me like the 1126a and the 1126b are not the same.

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btd64
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RE: Any issues with updating 1.7.11.24 to 11.26a?

Post by btd64 »

Docked and undocked is the difference. The TF in example 1126b is un-docked. I would fix that and run it again....GP
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Trugrit
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RE: Any issues with updating 1.7.11.24 to 11.26a?

Post by Trugrit »


I wanted it to be undocked.

The point is that Kull was running the 1126a both docked and undocked and the ships
completely unloaded in both cases.

I was running the 1126b Beta both docked and undocked.
and they did not completely unload in either case.
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btd64
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RE: Any issues with updating 1.7.11.24 to 11.26a?

Post by btd64 »

Got it....GP
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RE: Any issues with updating 1.7.11.24 to 11.26a?

Post by Trugrit »


I've sent a PM to Michael.

Maybe he can help a poor lost player like me.
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Kull
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RE: Any issues with updating 1.7.11.24 to 11.26a?

Post by Kull »

Alfred recently posted something on this question:
ORIGINAL: Alfred

No.

You are falling for the constant misrepresentation that the last beta is very different from the last official uptake.  That position is just plain wrong.  Everything which ever first appeared in a beta has been incorporated in each successive comprehensive official patch.

Alfred

Assuming that's true, it's unfortunate that no one from Matrix has given us a conclusive statement that 1126b is not required. Seeing as new player support has largely been left to the player community, that would have been helpful.
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RE: Any issues with updating 1.7.11.24 to 11.26a?

Post by BBfanboy »

ORIGINAL: Kull

Alfred recently posted something on this question:
ORIGINAL: Alfred

No.

You are falling for the constant misrepresentation that the last beta is very different from the last official uptake.  That position is just plain wrong.  Everything which ever first appeared in a beta has been incorporated in each successive comprehensive official patch.

Alfred

Assuming that's true, it's unfortunate that no one from Matrix has given us a conclusive statement that 1126b is not required. Seeing as new player support has largely been left to the player community, that would have been helpful.
Until late spring 2019 I was playing version 1124 - at the time considered the last "official patch" from definite statements on this forum by Michael M or W Olson. When I had to replace my hard drive I reloaded the original game, patched to 1124 and then to 1126a. I can tell you that there are lots of difference between the two, just looking at the information in various screens. I also noticed that something I saw when capturing a base unopposed and without combat changed. In 1124, I got all the industry intact, even stuff I couldn't use like aircraft plants and armament factories. In 1126a, that does not happen - industry always takes a partial hit from changing sides and you don't get the industries you can't use.

Unless the 1126a and 1126b features were put into 1124 during the summer, Alfred's statement is confusing to me because I am seeing differences.

As for the game version IDs that vexed Trugrit on the purchase/download part of the Matrix site, I have always assumed those to be the work of their sales clerk/web clerk who was confused by the whole numbering system and no one in the know really set them straight.
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Kull
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RE: Any issues with updating 1.7.11.24 to 11.26a?

Post by Kull »

ORIGINAL: BBfanboy

ORIGINAL: Kull

Alfred recently posted something on this question:
ORIGINAL: Alfred

No.

You are falling for the constant misrepresentation that the last beta is very different from the last official uptake.  That position is just plain wrong.  Everything which ever first appeared in a beta has been incorporated in each successive comprehensive official patch.

Alfred

Assuming that's true, it's unfortunate that no one from Matrix has given us a conclusive statement that 1126b is not required. Seeing as new player support has largely been left to the player community, that would have been helpful.
Until late spring 2019 I was playing version 1124 - at the time considered the last "official patch" from definite statements on this forum by Michael M or W Olson. When I had to replace my hard drive I reloaded the original game, patched to 1124 and then to 1126a. I can tell you that there are lots of difference between the two, just looking at the information in various screens. I also noticed that something I saw when capturing a base unopposed and without combat changed. In 1124, I got all the industry intact, even stuff I couldn't use like aircraft plants and armament factories. In 1126a, that does not happen - industry always takes a partial hit from changing sides and you don't get the industries you can't use.

Unless the 1126a and 1126b features were put into 1124 during the summer, Alfred's statement is confusing to me because I am seeing differences.

As for the game version IDs that vexed Trugrit on the purchase/download part of the Matrix site, I have always assumed those to be the work of their sales clerk/web clerk who was confused by the whole numbering system and no one in the know really set them straight.

Just so we're clear, v1126a IS a "comprehensive official patch". Emphasis on the word "patch". So Alfred's terminology is a perfect description of this:

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RE: Any issues with updating 1.7.11.24 to 11.26a?

Post by Ian R »

And for clarity, version 1124 patch is not available for download anymore.
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Trugrit
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RE: Any issues with updating 1.7.11.24 to 11.26a?

Post by Trugrit »

ORIGINAL: Kull

ORIGINAL: BBfanboy

ORIGINAL: Kull

Alfred recently posted something on this question:



Assuming that's true, it's unfortunate that no one from Matrix has given us a conclusive statement that 1126b is not required. Seeing as new player support has largely been left to the player community, that would have been helpful.
Until late spring 2019 I was playing version 1124 - at the time considered the last "official patch" from definite statements on this forum by Michael M or W Olson. When I had to replace my hard drive I reloaded the original game, patched to 1124 and then to 1126a. I can tell you that there are lots of difference between the two, just looking at the information in various screens. I also noticed that something I saw when capturing a base unopposed and without combat changed. In 1124, I got all the industry intact, even stuff I couldn't use like aircraft plants and armament factories. In 1126a, that does not happen - industry always takes a partial hit from changing sides and you don't get the industries you can't use.

Unless the 1126a and 1126b features were put into 1124 during the summer, Alfred's statement is confusing to me because I am seeing differences.

As for the game version IDs that vexed Trugrit on the purchase/download part of the Matrix site, I have always assumed those to be the work of their sales clerk/web clerk who was confused by the whole numbering system and no one in the know really set them straight.

Just so we're clear, v1126a IS a "comprehensive official patch". Emphasis on the word "patch". So Alfred's terminology is a perfect description of this:

Image

Yep,

We are clear that 1126a, that you can download from the product page, is the latest official patch.

Alfred's terminology is correct.

That does not change the fact that the 1126b is the latest Beta.

"A man's got to know his limitations" -Dirty Harry
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