Making the last Beta Official

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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LeeChard
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Re: Making the last Beta Official

Post by LeeChard »

I would like to be able to set my squadron 'request veterans' to default 'reserve' instead of usually coming up 'Group=>all groups' a lot of the time. I'm not sure why it works that way but I rarely take replacements from 'Group Reserve'.
789456281
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Re: Making the last Beta Official

Post by 789456281 »

How about moving the default location of the pop-up screen for task forces and bases etc.. instead of the middle of the screen to the upper right as far as possible so we can see where we want to move task forces etc...this should be number 1# on the list.maybe there already is a mod for this, if so could someone point me to it.
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foliveti
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Re: Making the last Beta Official

Post by foliveti »

So where did this end up?
Frank
pz501
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Re: Making the last Beta Official

Post by pz501 »

foliveti wrote: Thu Mar 31, 2022 5:27 pm So where did this end up?
Good question. I'm wondering the same thing.

Back on Dec 4, 2021 when Eric first posted this seemed like a very good and straightforward idea. There was interest, discussion, ideas, and even a little disagreement, but since then no mention of any progress.

I certainly don't have any sort of expertise with AE, I'm just a user, but any news no matter how little would be welcome. It's been 4 months (come April 4).
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witpqs
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Re: Making the last Beta Official

Post by witpqs »

Having been around this game for a long time, I can say it's much more difficult for the developers to work with than might meet the eye. I'm sure it's exactly as Erik last said, in progress.
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btd64
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Re: Making the last Beta Official

Post by btd64 »

I can say that some things are being ironed out. Shouldn't be to much longer for a beta to be released....GP
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Moltrey
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Re: Making the last Beta Official

Post by Moltrey »

foliveti wrote: Thu Mar 31, 2022 5:27 pm So where did this end up?
If you look back on page 12 of this thread- about halfway down I ask on 14 Feb what the status of the project was (no one had updated since December of 2021).
Andy Mac replied:
I did a first version of the scenarios and Andrew has submitted the new map I think Michael is bug fixing so its still moving but patience is required !!!
That was a month and a half ago, so who knows? Could be this summer or later- not holding my breath but I have plenty to keep me occupied in the meantime.
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Xargun
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Re: Making the last Beta Official

Post by Xargun »

Might be a bit late and / or to much to add in. But I would love the ability to choose what loads on my ships / planes when hauling units. Sometimes I am more worried about moving Engineers or Aviation Support than a single 37mm AT gun. Same with loading on ships. Leave the big stuff behind and haul the troops out first, but the game tries to load everything evenly.

I hate air dropping troops into enemy bases and then see that we brought 4 Support Squads instead of 4 more Infantry Squads. This would be a huge feature but am not sure the mechanics behind such a thing.

Also if we are wishing :D A way to assign convoy routes on the map and simply set a destination and a convoy route and a TF would use the pre-planned route to go to its destination. As a Japanese only player this would save me 10-20 mins per turn. I use the same routes over and over, but have to adjust each TF separately. With only 3 waypoints permitted it is nowhere near enough to truly handle convoys efficiently.

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Magpius
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Re: Making the last Beta Official

Post by Magpius »

The pop-up window move is essential.
Can they be 'floated' so you could drag them out of the way?

as an aside... Also amused at how much shorter the time frame is these days with people's expectation of something being announced to when they expect it done by. I don't just mean with this game either.

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Xargun
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Re: Making the last Beta Official

Post by Xargun »

Any chance we can get the ability to transport things by air both ways? Right now we can deliver troops/supplies or pickup troops/supplies, when in reality we should be able to haul something both ways.

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pz501
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Re: Making the last Beta Official

Post by pz501 »

Magpius wrote: Mon Apr 04, 2022 12:13 am The pop-up window move is essential.
Can they be 'floated' so you could drag them out of the way?

as an aside... Also amused at how much shorter the time frame is these days with people's expectation of something being announced to when they expect it done by. I don't just mean with this game either.
Fair enough observation and I (partially) agree. Just speaking for myself I'm not asking "are we there yet?", but just inquiring to see if any work is ongoing behind the scenes so to speak. When it's done, it's done.

Along the same line it seems to me that some of the most common errors developers can make are to announce something prematurely and then "go dark" when it comes to updates on status, or go the "early access" route and then slow down development to a crawl after having collected some money. Either way, communication is everything. Daily updates are unrealistic, but maybe bi weekly or monthly ones might be helpful. No promises required, just say what's going on even if it's nothing much.
Rob322
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Re: Making the last Beta Official

Post by Rob322 »

This may be too late, but is there a way we could set up some filters on the screen to pick new LCU leaders? If I'm looking for a Combat or Assault leader, is there a way I could just turn off the leaders suited for rear area, or vice versa? I can already filter out types/nationalities of land units, say, if I simply want to look at US Marine Arty units, why not leaders? If this can't be done, not the end of the world, just a request, thanks!

I do realize I can sort in the existing "suited for" list. The problem is then all the other values such as leadership, land skill, admin, etc. get jumbled so it's still a bit of a hunt to find the right officer for the job. If I could weed the "suited for" column first then the rest becomes easier.
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Tanaka
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Re: Making the last Beta Official

Post by Tanaka »

Magpius wrote: Mon Apr 04, 2022 12:13 am The pop-up window move is essential.
Can they be 'floated' so you could drag them out of the way?

as an aside... Also amused at how much shorter the time frame is these days with people's expectation of something being announced to when they expect it done by. I don't just mean with this game either.
Agreed. Would say the same thing of the combat window. You cannot see where the combat is actually happening. Center on the combat hex and move the combat window out of the way so you can see where the combat is...
Image
JanSako
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Re: Making the last Beta Official

Post by JanSako »

The pop-up window & centering is a general issue, not just combat. Things like selecting a 'Location' from lists, like a TF or Air Group. The pop-up covers up the actual location.
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Having the target be offset from the center like this would be super helpful!
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2022-04-12_2-07-01.png (1.23 MiB) Viewed 2358 times
Thank you for your consideration!
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Reg
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Re: RE: Making the last Beta Official

Post by Reg »

Andrew Brown wrote: Tue Mar 01, 2022 10:33 am Thanks for these suggestions. Happy for other OOB issues to be pointed out as well.
HMAS Ipswich is the correct spelling for the ship (no 't') as well as the town.
Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
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Skyland
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Re: Making the last Beta Official

Post by Skyland »

For OOB update, any chance to have some upgrade path for Dutch aircraft units with B-339D, FK51 and CW-22 Falcon ?
Same kind request for HMS Hermes but with less priority from my point of view.
Thanks a lot
JanSako
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Re: Making the last Beta Official

Post by JanSako »

I 'know' this will be too late but here comes anyway:

Please implement the ability to restrict max height of engagement for CAP. I am thinking of a setting similar to the 'regular' CAP height that would stop those brave fools in Nates trying to engage B17's at 35000 feet.

It would allow the player to set 'engagement bands' that are best suited to their aircraft type. If a group is doing a low level patrol against Catalinas, they would not be expected to go chasing after Beasts up there in the stratosphere. (They are also kind of harmless up there anyway, most of the time). Same goes for engaging fighter sweeps, why waste fuel trying to climb all the way up in your rickety bucket of bolts, just to come down in flames cause they were P47's? Yet the pilots will do it every time.

I would imagine for this to 'work' only at the beginning of the combat phase so the actual combat rules for aircraft tracking/behavior in combat would not have to change.

The only thing changing would be that defensive CAP would not engage attacking sweepers/bombers if the 'estimated raid range' is above the set max height - with some rolls, of course :-).
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LongLance93
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Re: Making the last Beta Official

Post by LongLance93 »

No PP cost for moving units between unrestricted commands.

Understand not likely to happen.
Xargun
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Re: Making the last Beta Official

Post by Xargun »

Can we get a filter on the Ship Availability Screen to filter out halted ships? As Japan I halt a lot of the worthless ships and all they do is clutter up the screen - the ability to filter them out would be wonderful.

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olorin42
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Re: Making the last Beta Official

Post by olorin42 »

Do we have any clue when this will become available? I'm only asking because i want to start a new game and would much prefer to use this latest version ... and knowing how long till it will be available would be hugely helpful.
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