Naval Support not showing up on Base screen

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Lowpe
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RE: Naval Support not showing up on Base screen

Post by Lowpe »

Alfred,

You should occasionally post images from your games in the war room and let everybody see and speculate on what you have done. Of course I speculate this is from one of your games.[;)]

June 1945!

Australia Command (R). Interesting, means you most likely never lost the base.

Divebombers and fighters...not many, plentiful supply (almost max), handful of smaller ships, including disbanded pt boats, fairly strong ground forces but a lot of unemployed engineers (an Allied luxury).

No recon or patrols, one assumes they are at Xmas Island.

Enggano is an interesting base...but it is left undeveloped...one supposes this is a backwater, that the SRA holdings of Japan have been isolated and contained and bypassed. Japan's shipping at Batavia are probably small craft.
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RE: Naval Support not showing up on Base screen

Post by Alfred »

ORIGINAL: Lowpe

Alfred,

You should occasionally post images from your games in the war room and let everybody see and speculate on what you have done. Of course I speculate this is from one of your games.[;)]

June 1945!

Australia Command (R). Interesting, means you most likely never lost the base.

Divebombers and fighters...not many, plentiful supply (almost max), handful of smaller ships, including disbanded pt boats, fairly strong ground forces but a lot of unemployed engineers (an Allied luxury).

No recon or patrols, one assumes they are at Xmas Island.

Enggano is an interesting base...but it is left undeveloped...one supposes this is a backwater, that the SRA holdings of Japan have been isolated and contained and bypassed. Japan's shipping at Batavia are probably small craft.

Yes, it is a game of mine against the computer on Very Hard in an Ironman scenario. Istopped playing it 12 months ago as other things have occupied my time. I will go back to it. When I do, the first thing I have to do is to sort out the Soviet air force dispositions to match units with HQs. Second thing is to do the same for the Soviet army. I've left it a bit late to do this exercise as there is only 2 months before Soviet activation.[:)]

Yes, air recon is out of Christmas Island. Better infrastructure and closer proximity to Java. Both those islands have secured the Abadan to Perth fuel shipment route which otherwise would be vulnerable to Japanese interception. It also further protects the Capetown to Perth SLOC. Cocos primary role is to protect the resupply SLOC to Christmas and provide a defense in depth for Christmas.

Eggano is not necessary as the island off Sabang suffices and provides greater flexibility.

The engineers have only just finished their infrastructure work. They remain unemployed because they are intrinsic to the other important devices contained in the Base Forces. They also provide insurance that the base can quickly recover from any enemy bombardments. And as you pointed out, I'm not exactly short on engineers elsewhere.

As to posting screenshots in the WarRoom, well they would only be from AI games so automatically dismissed by a lot of the PBEM snobs. Plus I don't play to hobble the computer and boost my ego so all those AI players who go out of their way to smash the AI would be equally dismissive on the grounds of "nothing to see here, thus nothing to learn".

Alfred
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Nomad
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RE: Naval Support not showing up on Base screen

Post by Nomad »

According to the download page, patch 7 ( version 1124 ) is no longer available.
Patch 8 ( version 1126a ) is the official patch download now. I know that in the
past patch 8 was a beta patch, but it seems it no longer is a beta, but the official
patch.



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BBfanboy
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RE: Naval Support not showing up on Base screen

Post by BBfanboy »

ORIGINAL: Nomad

According to the download page, patch 7 ( version 1124 ) is no longer available.
Patch 8 ( version 1126a ) is the official patch download now. I know that in the
past patch 8 was a beta patch, but it seems it no longer is a beta, but the official
patch.



Image
The Beta is unofficial, so it is not offered on the download site. It is offered in the Tech section of this forum.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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Lowpe
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RE: Naval Support not showing up on Base screen

Post by Lowpe »

ORIGINAL: Alfred

ORIGINAL: Lowpe

Alfred,

You should occasionally post images from your games in the war room and let everybody see and speculate on what you have done. Of course I speculate this is from one of your games.[;)]

June 1945!

Australia Command (R). Interesting, means you most likely never lost the base.

Divebombers and fighters...not many, plentiful supply (almost max), handful of smaller ships, including disbanded pt boats, fairly strong ground forces but a lot of unemployed engineers (an Allied luxury).

No recon or patrols, one assumes they are at Xmas Island.

Enggano is an interesting base...but it is left undeveloped...one supposes this is a backwater, that the SRA holdings of Japan have been isolated and contained and bypassed. Japan's shipping at Batavia are probably small craft.

Yes, it is a game of mine against the computer on Very Hard in an Ironman scenario. Istopped playing it 12 months ago as other things have occupied my time. I will go back to it. When I do, the first thing I have to do is to sort out the Soviet air force dispositions to match units with HQs. Second thing is to do the same for the Soviet army. I've left it a bit late to do this exercise as there is only 2 months before Soviet activation.[:)]

Yes, air recon is out of Christmas Island. Better infrastructure and closer proximity to Java. Both those islands have secured the Abadan to Perth fuel shipment route which otherwise would be vulnerable to Japanese interception. It also further protects the Capetown to Perth SLOC. Cocos primary role is to protect the resupply SLOC to Christmas and provide a defense in depth for Christmas.

Eggano is not necessary as the island off Sabang suffices and provides greater flexibility.

The engineers have only just finished their infrastructure work. They remain unemployed because they are intrinsic to the other important devices contained in the Base Forces. They also provide insurance that the base can quickly recover from any enemy bombardments. And as you pointed out, I'm not exactly short on engineers elsewhere.

As to posting screenshots in the WarRoom, well they would only be from AI games so automatically dismissed by a lot of the PBEM snobs. Plus I don't play to hobble the computer and boost my ego so all those AI players who go out of their way to smash the AI would be equally dismissive on the grounds of "nothing to see here, thus nothing to learn".

Alfred

Thankyou. Well, it is collectively our loss since learning how to play against the AI for a satisfying game is a learnt skill.
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RE: Naval Support not showing up on Base screen

Post by Alfred »

We'll always have Paris ... ahem ... I mean you all have PaxMondo and Sardaukar to show the forum how to get a worthwhile game against the AI.

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RE: Naval Support not showing up on Base screen

Post by Nomad »

ORIGINAL: BBfanboy

ORIGINAL: Nomad

According to the download page, patch 7 ( version 1124 ) is no longer available.
Patch 8 ( version 1126a ) is the official patch download now. I know that in the
past patch 8 was a beta patch, but it seems it no longer is a beta, but the official
patch.

The Beta is unofficial, so it is not offered on the download site. It is offered in the Tech section of this forum.

You are missing the pint, when patch 8, version 1126a, was first released it was a beta patch, not an official patch. It has been changed and now is the official patch.
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RE: Naval Support not showing up on Base screen

Post by BBfanboy »

ORIGINAL: Nomad
ORIGINAL: BBfanboy

ORIGINAL: Nomad

According to the download page, patch 7 ( version 1124 ) is no longer available.
Patch 8 ( version 1126a ) is the official patch download now. I know that in the
past patch 8 was a beta patch, but it seems it no longer is a beta, but the official
patch.

The Beta is unofficial, so it is not offered on the download site. It is offered in the Tech section of this forum.

You are missing the pint, when patch 8, version 1126a, was first released it was a beta patch, not an official patch. It has been changed and now is the official patch.
You are right - I did not realize you were playing 1126a before it was updated to become the official Beta.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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Nomad
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RE: Naval Support not showing up on Base screen

Post by Nomad »

I have been playing against the Computer for a number of years, using the 1126a and now the 1126b version.
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Kull
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RE: Naval Support not showing up on Base screen

Post by Kull »

And for those who might be thinking, "Well hell, I WANT Nav support at my size (0) ports! Somebody tell me how to get a copy of v1124!"

I'm sure you could dig one up somewhere, but here's what you'd be missing when you abandon v1126a:

-----------------------------------------------
20/09/2015: 1125
Air attacks against TF with many small craft improved as game tended to go after only one of them.
City attack target selection assumed max TF speed of CV for target selection. Changed to use cruise TF speed.
Correct hex control value if hexside is not truly 'blocked'
Fix off-map TF moving on-map without correct setting. Resulted in TF move direct to on-map hex
Fix rare case where the highest TF# was not allowed to form new TFs when alone in hex
26/09/2015:
Fix case where surrounded units disappearing without VPs
Fix surrounded units having disabled devices doubled each time checked (and then above bug kicked in)
02/10/2015:
Fix case where leading TF going off map resets destination of following ones
09/10/2015:
Changed CS-capable TF to ‘Human->CS:’ for control; speed remains as original TF
Fix case where same hex patrol not using endurance (randomise expenditure)
25/10/2015:
Tweaked ship repair screen; ‘$’/’%’ after days indicate refit after repairs
Fix issue with getting reserve planes from pool; reserves can only draw up to their limit
Tweaked group screen to add 2 manual replacement methods
Tweaked fire damage on ships with fuel cargo (as suggested by Don
14/11/2015: [1125.6]
add 'back' button to database aircraft and ship list
fix ship repair screen that used ARD in calculations for all repair modes
fix device change on base capture by 'occupation'
change unit TOE so as not to upgrade if unit upgrade is OFF; more control - normal conditions still apply if upgrade is ON
[by default rebuilt units will have upgrade off; no auto upgrade to latest TOE so unit will come back with same TOE as when killed.]
added TOE name to the Army TOE screen
fix 'major repair by large port' setting due needing major float to do major engine
added ops message when ARD being used by ship for repairs
fix group list - level bomber selection correction at toplevel (base and list)
tweaked repair logic for repair ship (AR/D) usage - don't select it if it can't be used (could be marked as used in some cases when not really)

19/12/2015: [1125.7]
Fix some columns not sorting in aircraft data list
Fix display of a/c in convoy LCU on reinforcement screen
Fix loss of national base on reinforcement screen (was defaulting to Aden*)
Tweak for reinforcement screen, filter out units with no arrival base by default
Tweak AI forces when routing thru off-map bases; some extreme end-game conditions
Fix fuel check to ignore base with no fuel in hex (base in hex stops distribution of fuel in TF; assumes base to supply)
Tweak to allow refuel in TF if tankers present even if below safe endurance level
Fix case where TF endurance may be 0 causing TF not to refuel other ships present
Tweak to force ships with no fuel to try to get some from TF
Fix sub transport not always loading supply; these subs should lose some ammo when taking on supply (subs with dedicated cargo space are exempt)
03/01/2016: {1125.8]
fix AI supply distribution in Japan; ownership of bases being sent to not correctly check
tweak exclude CVTF with no attack groups from closing with enemy CVTF
tweak DL on enemy CVTF to be 3+ to trigger CV reaction; was non-zero DL
fix CVTF reported reacting to enemy CVTF more than once per phase
10/01/2016: [1125.9]
Fix the overflow in base list due to unexpected AV
Fix to show max torpedo in air hq if not a fragment
Fix where tf mission can be wrongly changed due to incorrect ship count in TF
Fix plane upgrade at national base not checking base supply level
Tweak to use number of attack planes rather than groups for CV closure
3/04/2016: [1125.10]
Fix position in aircraft database list not being restored
Tweak speed run-in to be consistent for missions where mission speed is set
Change to randomize the ship experience due to firing flak, with distinct between combat and non-comabt surface ships
Fix for only ships actually firing AAA count to count towards experience
[allow AI to use replenish air groups on land]
Fix for ports with no potential to show 0 naval support/ shore parties
Fix to show balloon hit message in night phase air phase
Fix to ensure sub-units’ parent is not inactive (no parent is active while subunits in play)
[15.04.2016] 1125.11
tweak Minelaymission does not lay mines at home destination if withdrawing after combat
tweak Escort TF with minelayers defaults to 'do not lay mines'
tweak Don't override ESCORT mission of human TF if in a friendly base
tweak Don't auto load mines unless in MINE mission (limited device pool can be drained)
[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
Pentakomo
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RE: Naval Support not showing up on Base screen

Post by Pentakomo »

Tweaks dont affect gameplay like 5 days unloading transport in port size 3 or disabled brigade during amphibious assault on atoll.
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rustysi
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RE: Naval Support not showing up on Base screen

Post by rustysi »

ORIGINAL: Kull

Alfred - it probably is a bug (although personally I think it makes size (0) ports less useful and is thus beneficial), but it absolutely was not introduced by the beta patch. v1.01.26a is the last official release, and it has exactly the same issue.

I can say that I absolutely disagree with this as I didn't have the bug in 1126a. I'm one of those who does't like to patch while I have a game in progress. Been that way with me always, no matter what is said about it not affecting the in progress play.

As far as I can tell the 'bug' was introduced when the Allied unrep code was corrected. Before that Allied TF's would not reload their heavy ammo while as sea. Took a long time for this one to come out as I'm sure not many games got to '45. In those that did I don't know why it wasn't brought up. That is until the 'Moose' did so.

At the time I had an AI game going and I was not taking it to '45 so I didn't care. All SPS(0) ports had NS support where applicable. By the time I loaded up 1126b and noticed the lack at these bases support had already been withdrawn.

All I can surmise for this disparity is that since 1126b was a 'beta', and we all know that some people hear that word and brush it off, the fix for the 'unrep' was incorporated into the 'latest official' patch, which would now include 1126a in patch 7.

Does this make sense, or did I just make things clear as mud.[:)]

It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

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rustysi
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RE: Naval Support not showing up on Base screen

Post by rustysi »

BTW, now that I think of it, this also seems to be where AKE's got their ability to 'add'. See before this correction for the 'unrep' I could only reload my Yamato's at an appropriate sized port, or one with a large enough port plus NS, as Japan didn't have an AKE large enough to do the reload. Now if I have multiple AKE's in any port they reload. C'est la vie.
It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb
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Nomad
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RE: Naval Support not showing up on Base screen

Post by Nomad »

You are wrong because the bug is in the 1126a version

Version 1124, scenario 1, Lahnai.
Naval Support = 28



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RE: Naval Support not showing up on Base screen

Post by Nomad »

Version 1126a, scenario 1, Lahani

Naval Support = 0, not shown.



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RE: Naval Support not showing up on Base screen

Post by BBfanboy »

It looks to me that 1126a did not have the bug until it was updated with most of the Beta code and made official. I did not use 1126a before it became official but I do now and I can also confirm that it does not show NS at SPS (0) ports.
I don't know why some of you think this is a good thing. Naval Support for unloading is stevedores and lighters which should benefit even a dot base. There are many places in the game where there is good potential for an airfield but (0) for the port, but it should be possible to set up a port with enough engineers and supplies. It is painfully slow, but IRL the US showed it could build facilities most anywhere.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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RE: Naval Support not showing up on Base screen

Post by rustysi »

It looks to me that 1126a did not have the bug until it was updated with most of the Beta code and made official.

Exactly what I am saying.
I don't know why some of you think this is a good thing. Naval Support for unloading is stevedores and lighters which should benefit even a dot base.

I'm not saying this, all I'm saying is that by the time I noticed it the Dev support was pulled from the project and nothing could be done. TBH, we had Dev support for how long? Ever see that with any other game program. We are where we are and that's that.

Its still the best game for the price anywhere.[8D]
It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb
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RE: Naval Support not showing up on Base screen

Post by Ian R »

ORIGINAL: Kull
All ports which have a base level of (0) will never utilize Naval support

This.
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Pentakomo
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RE: Naval Support not showing up on Base screen

Post by Pentakomo »

"Well hell, I WANT Nav support at my size (0) ports! Somebody tell me how to get a copy of v1124!"
Version 1124 still available for download
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RE: Naval Support not showing up on Base screen

Post by michaelm75au »

Fix for ports with no potential to show 0 naval support/ shore parties

Is the issue around that NS is no longer shown at 0(0) ports? Even though it was never used.
This is a long time back but I think this was suppressed because the NS/SP is not used in these locations. There is supposedly no infrastructure to support a port.
That said once you start building up the port 1(0), then the NS/SP should be useable.
[Okay don't quote me exactly as it has been over 5 years since I last looked at AE. I need to refresh myself with the nuisances of the code.]
Michael
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