1128b - bugs and issues

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!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

Post Reply
User avatar
btd64
Posts: 13837
Joined: Sat Jan 23, 2010 12:48 am
Location: Lancaster, OHIO

Re: 1128b - bugs and issues

Post by btd64 »

A couple of things are being looked at but that will most likely be it....GP
Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330

AKA General Patton

DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team

"Do everything you ask of those you command"....Gen. George S. Patton
morphin
Posts: 719
Joined: Fri Apr 26, 2002 6:51 pm
Location: Switzerland

Re: 1128b - bugs and issues

Post by morphin »

Will the conflict between Map and Map type Code Yaab reported be fixed? see previous posts form Yaab?
I think it would be a possiblity that the community could fix the pwhexe.dat to adjust it to the map (i read some years ago there should be a tool for that). But i don't know how to change the map if the pwhexe.dat is right and we have to modify the map.....
User avatar
btd64
Posts: 13837
Joined: Sat Jan 23, 2010 12:48 am
Location: Lancaster, OHIO

Re: 1128b - bugs and issues

Post by btd64 »

Yaab wrote: Mon Nov 11, 2024 10:32 am (Since there is no official 1128b feedback/bug thread I decided to create one)


Scen001 ZERO SUPPLY CONVOYS
In the Allied convoy list in Tracker, there is a total of three Supply Convoys which bring 0 supplies each.

There is also one Supply Convoy which brings only 5000 supplies (this is probably an Editor typo, should have been 50,000 supplies).

All four convoys are composed of 10 x Merchant Ships (device 1067) each. All other convoys that are composed of 10 Merchant Ships bring between 50,000-60,000 supplies.

The three zero-supply convoys are:
7929
7930
7931

The 5000 typo convoy is:
7923

If those convoys were actually ment to bring 0 supplies, then please change their respective names and drop the „Supply” adjective to avoid confusion.
Yaab, Those 3 CD convoys are bringing devices, no supply. It has been that way since the beginning so I don't think anything here will be updated. Thank you Yaab for bringing this up :D ....GP
Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330

AKA General Patton

DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team

"Do everything you ask of those you command"....Gen. George S. Patton
User avatar
Yaab
Posts: 5445
Joined: Tue Nov 08, 2011 2:09 pm
Location: Poland

Re: 1128b - bugs and issues

Post by Yaab »

I didn't mean that the 1128b patch had introduced those 0 supply convoys. I guess the bugged convoys have been there since the game launched in 2009.
Remember, one Liberty ship can pack 300 tanks (devices) in RL. Thus, what is a point of 10 merchant ship convoy bringing just 50-216 devices? Are the other 9 merchies on a shakedown cruise?
User avatar
btd64
Posts: 13837
Joined: Sat Jan 23, 2010 12:48 am
Location: Lancaster, OHIO

Re: 1128b - bugs and issues

Post by btd64 »

Yaab wrote: Thu Jan 02, 2025 11:13 am I didn't mean that the 1128b patch had introduced those 0 supply convoys. I guess the bugged convoys have been there since the game launched in 2009.
Remember, one Liberty ship can pack 300 tanks (devices) in RL. Thus, what is a point of 10 merchant ship convoy bringing just 50-216 devices? Are the other 9 merchies on a shakedown cruise?
I hear ya, but it is just the way it is....GP
Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330

AKA General Patton

DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team

"Do everything you ask of those you command"....Gen. George S. Patton
User avatar
jwilkerson
Posts: 7943
Joined: Sun Sep 15, 2002 4:02 am
Location: Kansas
Contact:

Re: 1128b - bugs and issues

Post by jwilkerson »

We're looking at a couple of issues. Yaab's map discrepancies being one of those.
AE Project Lead
SCW Project Lead
User avatar
Pascal_slith
Posts: 1657
Joined: Wed Aug 20, 2003 2:39 am
Location: In Arizona now!

Re: 1128b - bugs and issues

Post by Pascal_slith »

Hi Everyone,

Back after a few years. I'm pleasantly surprised people are still playing!
So much WitP and so little time to play.... :-(

Image
User avatar
BBfanboy
Posts: 20288
Joined: Wed Aug 04, 2010 5:36 pm
Location: Winnipeg, MB
Contact:

Re: 1128b - bugs and issues

Post by BBfanboy »

Pascal_slith wrote: Thu Jan 02, 2025 10:11 pm Hi Everyone,

Back after a few years. I'm pleasantly surprised people are still playing!
If you wait another decade and then check back, I am sure people will still be playing the game (or having their AI robot play for them!) :lol:
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
User avatar
Nazcatraz
Posts: 176
Joined: Fri May 21, 2021 2:36 am

Re: 1128b - bugs and issues

Post by Nazcatraz »

jwilkerson wrote: Thu Jan 02, 2025 5:20 pm We're looking at a couple of issues. Yaab's map discrepancies being one of those.
Thank you for your hard work! I really appreciate it.

As I’ve mentioned before, the forced Y/N keyboard prompt when disbanding TFs can be very confusing for both new and old players. Tonight, we’ve just gotten a prime example of this:

Image

Basically, players would think the game is broken or has frozen when they try to disband TFs. They would then have to stop their playtime to go online and search for answers, which is something they really shouldn’t have to do in the first place.

I sincerely hope that you guys will at least allow us to click on the Y/N prompt. Or better yet, give us an option to toggle the Y/N prompt on or off. We all want the best for this game.

Thank you again.
Image
Chris21wen
Posts: 7405
Joined: Thu Jan 17, 2002 10:00 am
Location: Cottesmore, Rutland

Re: 1128b - bugs and issues

Post by Chris21wen »

Repeat what I said earlier, get rid it's not needed. They are many other things in the game that I can screw up so why not have the same system for them. E.g Swapping ac production types for one and many more.
User avatar
Nazcatraz
Posts: 176
Joined: Fri May 21, 2021 2:36 am

Re: 1128b - bugs and issues

Post by Nazcatraz »

I’d like to share another player's frustration with the forced Y/N keyboard prompt when disbanding TFs:

Image

If the devs decide to move forward with this without any changes, this will only be the beginning of many cases of player frustration in the future. I’m sure plenty of players discovering this game in 2028, 2030, 2032, etc. (assuming there won’t be a WITP2) will have the same reaction as these guys.

IMO, since making this Y/N prompt optional would probably be too much work, the best solution would be to let players click directly on the Y/N prompt itself or just get rid of it entirely when disbanding TFs, like how we're used to. Thanks for coming to my TED talk.
Image
User avatar
Nazcatraz
Posts: 176
Joined: Fri May 21, 2021 2:36 am

Re: 1128b - bugs and issues

Post by Nazcatraz »

There’s an island near Vietnam and Cambodia that is being mislabeled as Kampong Trach. The island is actually named Phu Quoc. Kampong Trach is an inland region of Cambodia, as shown in the picture below.

In the 3 pictures, you can clearly see that the in-game base is located on Phu Quoc Island, so it should be named Phu Quoc instead. Kampong Trach is part of mainland Cambodia, as indicated in the Google Map image, where the red pin marks its actual location.

Image

Image

Image




I've also included a 1933 Indochina map to support my point. In the picture, you can clearly see that the island name is Phu Quoc.

Image
Image
User avatar
LargeSlowTarget
Posts: 4886
Joined: Sat Sep 23, 2000 8:00 am
Location: Hessen, Germany - now living in France

Re: 1128b - bugs and issues

Post by LargeSlowTarget »

It is not mislabelled. The map projection over the hex fields require compromises and the center flag symbol is not necessarily located right above the location the hex is named for. The historic airbase which justifies the presence of a base symbol in this particular hex was at Kompong Trach, not at Phu Quoc Island.
User avatar
Andrew Brown
Posts: 4082
Joined: Tue Sep 05, 2000 8:00 am
Location: Hex 82,170
Contact:

Re: 1128b - bugs and issues

Post by Andrew Brown »

jwilkerson wrote: Thu Jan 02, 2025 5:20 pm We're looking at a couple of issues. Yaab's map discrepancies being one of those.
Yaab's list is comprehensive and really useful. Once again, nearly all of those map data errors date back to the original release. If we don't get these added to the final release, I will definitely make the correction available subsequently.
User avatar
btd64
Posts: 13837
Joined: Sat Jan 23, 2010 12:48 am
Location: Lancaster, OHIO

Re: 1128b - bugs and issues

Post by btd64 »

Andrew Brown wrote: Mon Jan 06, 2025 7:01 am
jwilkerson wrote: Thu Jan 02, 2025 5:20 pm We're looking at a couple of issues. Yaab's map discrepancies being one of those.
Yaab's list is comprehensive and really useful. Once again, nearly all of those map data errors date back to the original release. If we don't get these added to the final release, I will definitely make the correction available subsequently.
Thanks Andrew 😊....GP
Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330

AKA General Patton

DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team

"Do everything you ask of those you command"....Gen. George S. Patton
bradfordkay
Posts: 8561
Joined: Sun Mar 24, 2002 8:39 am
Location: Olympia, WA

Re: 1128b - bugs and issues

Post by bradfordkay »

Am I correct in gathering that 1128b has reverted to using the original map? So map mods based on that map will be usable?
fair winds,
Brad
User avatar
Platoonist
Posts: 3042
Joined: Sun May 11, 2003 4:53 am
Location: Yoyodyne Propulsion Systems

Re: 1128b - bugs and issues

Post by Platoonist »

bradfordkay wrote: Tue Jan 07, 2025 1:38 am Am I correct in gathering that 1128b has reverted to using the original map? So map mods based on that map will be usable?
There are small differences from the original. Some islands and atolls added, rivers, rail and roads moved or amended, some hex terrain changes.
Image
bradfordkay
Posts: 8561
Joined: Sun Mar 24, 2002 8:39 am
Location: Olympia, WA

Re: 1128b - bugs and issues

Post by bradfordkay »

Okay, so those map mods will not be usable.
fair winds,
Brad
User avatar
Moltrey
Posts: 411
Joined: Sun Apr 11, 2010 2:11 pm
Location: Virginia

Re: 1128b - bugs and issues

Post by Moltrey »

bradfordkay wrote: Tue Jan 07, 2025 2:12 am Okay, so those map mods will not be usable.
If you are running Skacee's map mod (standard) he has said that he intends on doing a final patch update.
No timeframe.
"Chew, if only you could see what I've seen with your eyes." - Roy Batty
User avatar
Yaab
Posts: 5445
Joined: Tue Nov 08, 2011 2:09 pm
Location: Poland

Re: 1128b - bugs and issues

Post by Yaab »

Golden Ed(ition) in '28!
Post Reply

Return to “War in the Pacific: Admiral's Edition”