WitP 1.3 Patch Update
Moderators: Joel Billings, wdolson, Don Bowen, mogami
WitP 1.3 Patch Update
We are hoping to get the patch out this month. Your current games should still work. Here is a list of items that have been fixed and are being verified by the testers. We are still adding to the list.
1) Under some circumstances, the list all units in the hex screen was not showing the units for the side which did not control the base.
2) AS, AD and AGP class ships were not properly reloading torpedoes into any ships.
3) Japanese bases sometimes do not allow command transfer to another command, when it should be allowed. FIXED. If the Japanese player has enough political points, he should be able to transfer a base to any other command if the new command has a land based unit in the hex with the base.
4) Fighters on CAP were ignoring Kamikaze aircraft.
5) The computer opponent is turning off aircraft replacements, when it shouldn’t. FIXED.
6) Air groups bombing at high altitudes were hitting too often, because of a mathematical underflow. FIXED.
7) Allied buttons on the task force screen for creating PT boat and barge task forces were close together, causing some players to click the wrong button. FIXED.
8) The “Set All” buttons on the air group orders screen was setting all groups, including Kamikaze units. FIXED. The Kamikaze status of each air group is now tested, before set all orders apply.
9) Supply task forces were being formed for human player by computer, without permission, during execution phase. FIXED.
10) Extraneous text, “JAPANESE HQs” was appearing at the top of the change command list on the base orders screen for some bases. FIXED.
11) Land based units given orders directly or by set all options that had accumulated miles retained those miles, when orders to go to another location, defend or attack were given. FIXED. Miles traveled are now set to zero in these cases.
12) Sometimes, when land based units were ordered to go to a location and then a set all move/follow option was selected for that unit, the text description was not proper. FIXED.
13) Air combat and submarine task forces were sometimes avoiding shallow water, when not needed. FIXED.
14) Task forces were not behaving as expected and changes to the artificial intelligence were made to address the difficulties. FIXED.
15) The artificial intelligence was basing ships at forward bases that had poor air cover when it did not need to so do. FIXED.
16) The artificial intelligence was needlessly sending TF around Singapore when the Allied player still had strong air units there. FIXED.
17) The artificial intelligence was not reacting to early Allied aggressive move. Improved
18) Japanese AE and MLE conversion delay dates were not decrementing properly. Fixed. If there are enough merchant build points, these will now decrement properly.
19) Ships on accelerated build were not always appearing on map, when they were supposed to. FIXED.
20) On the bottom bar, when a paratrooper icon was clicked on, the paratrooper icon changed to an infantry icon. FIXED.
21) Some continuous supply task forces located at San Francisco were disbanding when the player did not order so. FIXED.
22) In some games, the computer opponent had no replacements set to true. FIXED.
23) Level bombers were loath to attack ground troops. FIXED. Rewrote the targeting routines. Level bomber groups are now more willing to attack land units. The group must now have less than half the planes present damaged in order to attack. They will still resist flying against land units, if the range is greater than 10 for the Japanese or 8 for the Allies, but will do so with good rolls. They will choose a target in the assigned hex with the most useful elements. They will only fly missions against targets that have some elements undamaged or have unit supply.
24) Submarines on mine laying missions were not rearming properly. FIXED. Note that submarines on mine laying missions or transport missions may not rearm torpedoes.
25) The victory conditions for games extending into 1946 were not those listed in manual. FIXED.
26) Under some circumstances, forces could not attack units with all elements damaged. FIXED.
27) When ships loading land based unit were transferred into another task force, the unit they were loading sometimes vanished when unloaded. FIXED. Note that transferring a ship in the process of loading a land based unit will cancel the loading process.
28) When loading a task force and all elements of the units being loaded were on board on the turn of loading, sometimes the main unit was not replacing the partial unit created at when loading started, which caused the unit to vanish when unloaded. FIXED.
New Player Requested Features:
1) PT boat torpedo reloading required a base size of 3+ and a base supply of 20,000+. The base supply requirement has been reduced to 3000+.
2) AS, AD and AGP class ships could only reload torpedoes into ships of the same nationality. This limitation has been removed.
3) Limited bitmaps for land based units, similar to task bitmaps, now appear on the land based unit orders screens.
4) Land based units now maintain and leave a zone of control in the hex they occupy or have transited. Enemy units may not trace supply or retreat though one of these zones or move from of these one zones to another. If both sides occupy a hex, zones for both sides are present. To see where the zones are, the player should press “w”. This will cause a white “A” (for Allies) or "J" (for Japanese) to appear on the map in each hex with a zone. If both sides occupy the hex, a letter for each side will appear.
5) The automatic victory conditions may now be over ridden. In games of less than 365 days, the player must play until the number of turns in the scenario has been played. In games of greater than 364 days, if one side achieves an automatic victory, a new option is available on the end game screen, “Continue Playing”. If selected the game will then continue to the number of turns in the scenario have been played.
6) Until Soviet activation, Allied task forces may no longer give loading, unloading, home basing, disbanding, refueling, replenishing, continuous supply, or docking orders at Soviet bases. Neither player may order task forces into a hex with an inactive soviet base. DONE.
Clarification:
1) To change base to another command, a land based unit from the new command must be present at the base. If all units at the base are under the current base command or no units are at the base, no command change may be made.
1) Under some circumstances, the list all units in the hex screen was not showing the units for the side which did not control the base.
2) AS, AD and AGP class ships were not properly reloading torpedoes into any ships.
3) Japanese bases sometimes do not allow command transfer to another command, when it should be allowed. FIXED. If the Japanese player has enough political points, he should be able to transfer a base to any other command if the new command has a land based unit in the hex with the base.
4) Fighters on CAP were ignoring Kamikaze aircraft.
5) The computer opponent is turning off aircraft replacements, when it shouldn’t. FIXED.
6) Air groups bombing at high altitudes were hitting too often, because of a mathematical underflow. FIXED.
7) Allied buttons on the task force screen for creating PT boat and barge task forces were close together, causing some players to click the wrong button. FIXED.
8) The “Set All” buttons on the air group orders screen was setting all groups, including Kamikaze units. FIXED. The Kamikaze status of each air group is now tested, before set all orders apply.
9) Supply task forces were being formed for human player by computer, without permission, during execution phase. FIXED.
10) Extraneous text, “JAPANESE HQs” was appearing at the top of the change command list on the base orders screen for some bases. FIXED.
11) Land based units given orders directly or by set all options that had accumulated miles retained those miles, when orders to go to another location, defend or attack were given. FIXED. Miles traveled are now set to zero in these cases.
12) Sometimes, when land based units were ordered to go to a location and then a set all move/follow option was selected for that unit, the text description was not proper. FIXED.
13) Air combat and submarine task forces were sometimes avoiding shallow water, when not needed. FIXED.
14) Task forces were not behaving as expected and changes to the artificial intelligence were made to address the difficulties. FIXED.
15) The artificial intelligence was basing ships at forward bases that had poor air cover when it did not need to so do. FIXED.
16) The artificial intelligence was needlessly sending TF around Singapore when the Allied player still had strong air units there. FIXED.
17) The artificial intelligence was not reacting to early Allied aggressive move. Improved
18) Japanese AE and MLE conversion delay dates were not decrementing properly. Fixed. If there are enough merchant build points, these will now decrement properly.
19) Ships on accelerated build were not always appearing on map, when they were supposed to. FIXED.
20) On the bottom bar, when a paratrooper icon was clicked on, the paratrooper icon changed to an infantry icon. FIXED.
21) Some continuous supply task forces located at San Francisco were disbanding when the player did not order so. FIXED.
22) In some games, the computer opponent had no replacements set to true. FIXED.
23) Level bombers were loath to attack ground troops. FIXED. Rewrote the targeting routines. Level bomber groups are now more willing to attack land units. The group must now have less than half the planes present damaged in order to attack. They will still resist flying against land units, if the range is greater than 10 for the Japanese or 8 for the Allies, but will do so with good rolls. They will choose a target in the assigned hex with the most useful elements. They will only fly missions against targets that have some elements undamaged or have unit supply.
24) Submarines on mine laying missions were not rearming properly. FIXED. Note that submarines on mine laying missions or transport missions may not rearm torpedoes.
25) The victory conditions for games extending into 1946 were not those listed in manual. FIXED.
26) Under some circumstances, forces could not attack units with all elements damaged. FIXED.
27) When ships loading land based unit were transferred into another task force, the unit they were loading sometimes vanished when unloaded. FIXED. Note that transferring a ship in the process of loading a land based unit will cancel the loading process.
28) When loading a task force and all elements of the units being loaded were on board on the turn of loading, sometimes the main unit was not replacing the partial unit created at when loading started, which caused the unit to vanish when unloaded. FIXED.
New Player Requested Features:
1) PT boat torpedo reloading required a base size of 3+ and a base supply of 20,000+. The base supply requirement has been reduced to 3000+.
2) AS, AD and AGP class ships could only reload torpedoes into ships of the same nationality. This limitation has been removed.
3) Limited bitmaps for land based units, similar to task bitmaps, now appear on the land based unit orders screens.
4) Land based units now maintain and leave a zone of control in the hex they occupy or have transited. Enemy units may not trace supply or retreat though one of these zones or move from of these one zones to another. If both sides occupy a hex, zones for both sides are present. To see where the zones are, the player should press “w”. This will cause a white “A” (for Allies) or "J" (for Japanese) to appear on the map in each hex with a zone. If both sides occupy the hex, a letter for each side will appear.
5) The automatic victory conditions may now be over ridden. In games of less than 365 days, the player must play until the number of turns in the scenario has been played. In games of greater than 364 days, if one side achieves an automatic victory, a new option is available on the end game screen, “Continue Playing”. If selected the game will then continue to the number of turns in the scenario have been played.
6) Until Soviet activation, Allied task forces may no longer give loading, unloading, home basing, disbanding, refueling, replenishing, continuous supply, or docking orders at Soviet bases. Neither player may order task forces into a hex with an inactive soviet base. DONE.
Clarification:
1) To change base to another command, a land based unit from the new command must be present at the base. If all units at the base are under the current base command or no units are at the base, no command change may be made.
Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


RE: WitP 1.3 Patch Update
You guys are amazing... kid, need help with the patch testing.. maybe you should request volenteers
"Tanks forward"
RE: WitP 1.3 Patch Update
[&o][&o][&o]I agree you guys are amazing!!!@! If you need any help, threre are lots of us here to do the grunt work[:)][:)][:)]
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RE: WitP 1.3 Patch Update
YAAAAA!!!!! Thank You for making a great game even better. I'll be a customer for life.
RE: WitP 1.3 Patch Update
lookin' good. One question, though; are there any new oob changes on this patch?
RE: WitP 1.3 Patch Update
ORIGINAL: bstarr
lookin' good. One question, though; are there any new oob changes on this patch?
Some very small ones I think, but you would have to ask PRY.
Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


RE: WitP 1.3 Patch Update
Kid
I think you missed one, the CMX radar issue on allied battleships, where the radar was listed as damaged on some ships, but would never repair. This was reported fixed somewhere in the fourms!
I think you missed one, the CMX radar issue on allied battleships, where the radar was listed as damaged on some ships, but would never repair. This was reported fixed somewhere in the fourms!
- Ron Saueracker
- Posts: 10967
- Joined: Mon Jan 28, 2002 10:00 am
- Location: Ottawa, Canada OR Zakynthos Island, Greece
RE: WitP 1.3 Patch Update
ORIGINAL: pad152
Kid
I think you missed one, the CMX radar issue on allied battleships, where the radar was listed as damaged on some ships, but would never repair.
Pretty sure Paul fixed it.


Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan
RE: WitP 1.3 Patch Update
Ron
I've seen it reported fixed as well and just wanted let Kid know so he could add it to his list of items fixed!
I've seen it reported fixed as well and just wanted let Kid know so he could add it to his list of items fixed!
RE: WitP 1.3 Patch Update
ORIGINAL: Kid
16) The artificial intelligence was needlessly sending TF around Singapore when the Allied player still had strong air units there. FIXED.
Dang, so much for "Dead Jap Strait" in my AAR. [:'(]
ORIGINAL: Kid
23) Level bombers were loath to attack ground troops. FIXED. Rewrote the targeting routines. Level bomber groups are now more willing to attack land units. The group must now have less than half the planes present damaged in order to attack. They will still resist flying against land units, if the range is greater than 10 for the Japanese or 8 for the Allies, but will do so with good rolls. They will choose a target in the assigned hex with the most useful elements. They will only fly missions against targets that have some elements undamaged or have unit supply.
YES!! I am vindicated! (I know it probably had nothing to do with my infamous LBA thread, but its a good excuse to claim victory.)

This game does not have a learning curve. It has a learning cliff.
"Bomb early, bomb often, bomb everything." - Niceguy
Any bugs I report are always straight stock games.

"Bomb early, bomb often, bomb everything." - Niceguy
Any bugs I report are always straight stock games.

RE: WitP 1.3 Patch Update
[&o][&o][&o][&o][&o][&o][&o][&o][&o][&o][&o][&o][&o][&o][&o]
















And there was much rejoicing, yay


















And there was much rejoicing, yay
RE: WitP 1.3 Patch Update
Thanks for the update, Kid.
And thanks to the whole WiTP team for their continuing support of this great game.
And thanks to the whole WiTP team for their continuing support of this great game.
RE: WitP 1.3 Patch Update
5) The automatic victory conditions may now be over ridden. In games of less than 365 days, the player must play until the number of turns in the scenario has been played. In games of greater than 364 days, if one side achieves an automatic victory, a new option is available on the end game screen, ?Continue Playing?. If selected the game will then continue to the number of turns in the scenario have been played.
Thank you!!!! [&o][&o][&o][&o][&o][&o][&o]
- Platoonist
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RE: WitP 1.3 Patch Update
6) Air groups bombing at high altitudes were hitting too often, because of a mathematical underflow. FIXED.
Gee...I was wondering how I was managing to lay waste to Japanese airfields with B-52-like effectivness by flying my B-17s at 35,000 feet. Thanks!(for whenever I play Japan that is) [:D]
Gee...I was wondering how I was managing to lay waste to Japanese airfields with B-52-like effectivness by flying my B-17s at 35,000 feet. Thanks!(for whenever I play Japan that is) [:D]
RE: WitP 1.3 Patch Update
Awesome.
RE: WitP 1.3 Patch Update
This will fix a lot of small/large faults and looks to be very good patch, great work for
supporting this game....
But can the glaring bug of auto TF from "K" being told to refuel at Pearl be fixed as totals
the Auto Convoy concept out of "K" as you have to take human control on all of them, "San Fran" is working fine [&o][&o][&o]

supporting this game....
But can the glaring bug of auto TF from "K" being told to refuel at Pearl be fixed as totals
the Auto Convoy concept out of "K" as you have to take human control on all of them, "San Fran" is working fine [&o][&o][&o]

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Coral Sea Battle = My Birthday
- Jaws_slith
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RE: WitP 1.3 Patch Update
Thanks for the update.[:)]
But I believe you told that we were able to override victory conditions also? That way we are able to play the battle as long as we want.
But I believe you told that we were able to override victory conditions also? That way we are able to play the battle as long as we want.
Good Hunting
- steveh11Matrix
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RE: WitP 1.3 Patch Update
You were.... [:)]5) The automatic victory conditions may now be over ridden. In games of less than 365 days, the player must play until the number of turns in the scenario has been played. In games of greater than 364 days, if one side achieves an automatic victory, a new option is available on the end game screen, “Continue Playing”. If selected the game will then continue to the number of turns in the scenario have been played.
Steve.
"Nature always obeys Her own laws" - Leonardo da Vinci
- Jaws_slith
- Posts: 618
- Joined: Fri Jan 11, 2002 10:00 am
RE: WitP 1.3 Patch Update
ORIGINAL: steveh11Matrix
You were.... [:)]5) The automatic victory conditions may now be over ridden. In games of less than 365 days, the player must play until the number of turns in the scenario has been played. In games of greater than 364 days, if one side achieves an automatic victory, a new option is available on the end game screen, “Continue Playing”. If selected the game will then continue to the number of turns in the scenario have been played.
Steve.
Wow [:o][:)]
Good Hunting
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RE: WitP 1.3 Patch Update
Nothing mentioned about game crashes. I still have the sound file changed to Nosound inorder to play. I haven't tried any of the interim fixes after 1.21. Have they(the interim fixes reducing sound quality) effectively eliminated the former issues?