WitP 1.3 Patch Update

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

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wobbly
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RE: WitP 1.3 Patch Update

Post by wobbly »

How about fighter set to LRCAP a target taking no action against incoming raids - is this a bug or a feature - a bug in my opinion?

Otherwise fantastic work again guys - and if I dont role back I get to keep the 3rd Kiwi division - hard luck PzB
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Mr.Frag
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RE: WitP 1.3 Patch Update

Post by Mr.Frag »

Just because you assign Long Ranged CAP doesn't mean it makes the intercept. Lots of variables involved.
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joey
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RE: WitP 1.3 Patch Update

Post by joey »

Sorry to hear that the leader leak has not been fixed. I would have hope that would have been atop the list. I, for one, am finding it increasingly difficult to have IJN LTs and WOs command my carriers and battleships. They might have a conflict of interest being from the other side.
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pasternakski
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RE: WitP 1.3 Patch Update

Post by pasternakski »

ORIGINAL: joey

Sorry to hear that the leader leak has not been fixed. I would have hope that would have been atop the list. I, for one, am finding it increasingly difficult to have IJN LTs and WOs command my carriers and battleships. They might have a conflict of interest being from the other side.

Where have you heard that this has not been fixed?
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pry
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RE: WitP 1.3 Patch Update

Post by pry »

ORIGINAL: joey

Sorry to hear that the leader leak has not been fixed. I would have hope that would have been atop the list.

I have been asking for repeatable saves of this since Saturday to test to see if the condition still exists in our current test version so far none submitted...

pry-witp@houston.rr.com
wobbly
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RE: WitP 1.3 Patch Update

Post by wobbly »

ORIGINAL: Mr.Frag

Just because you assign Long Ranged CAP doesn't mean it makes the intercept. Lots of variables involved.

Sorry Frag, I have enquired about the wrong situation. What I meant was you put your LRCAP over a target and then send your bombers to the target. Your LRCAP NEVER help to defend the incoming raid from defensive fighters - hence your bombers get squashed.
Of course you could ESCORT your raid but LRCAPing in this fashion seems more cost effective.
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Mr.Frag
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RE: WitP 1.3 Patch Update

Post by Mr.Frag »

Nope, LRCAP will not help the bombers as it is not there for that.

Same with sweep ...

escort = escort
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pasternakski
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RE: WitP 1.3 Patch Update

Post by pasternakski »

What do you need, Pry? I have a sc. 15 campaign underway where the Hornet came in with a Japanese 2lt in command and Mitscher no longer exists in the game. Can I just send you the most recent save, or do I need to go back to the exact turn where I discovered the problem (and I'm not sure which turn it was and have no access to it anymore, because the game has moved ahead by two or three months).

I can send you the save where the American submarine has an IJN WO in command, but I am not sure in which turn it was that this happened, because the submarine was under computer control for an extended period of time.

Please, everybody, help Pry track this one down, because it is a bug that not only affects game play, but also undermines the overall integrity of the game system. Enemy commanders assuming control of your ships is not only a pain in the @$$, but a silly glitch that injects a lot of joke into the smoke. This is an endemic problem that can turn an evaluation of "great" into "silly."
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pry
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RE: WitP 1.3 Patch Update

Post by pry »

I need a save where the turn starts with the right commander in command of a ship and after you run the turn another commander for the other side is now in command.

Then I need for you to exit the game reload the save and verify the right guy is there and rerun the turn and if he gets switched again then that is the save I need. I will need to know the ship involved and the commanders names before and after and where the unit is located on the map so I can test our new version to see if the issue is still occuring.

Almost forgot... If anyone has a save you can send it to me at

pry-witp@houston.rr.com
joliverlay
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RE: WitP 1.3 Patch Update

Post by joliverlay »

I can assure you that the problem exists in version 1.21![:@]

I can send you saves before and after the problem but not on the exact turn. I've lost some of my senior commanders in the east asian theater! Since I dont look there often I did not catch the exact turn. Meanwhile Nimitz has been recalled to the state until the virus is cured. I thought about putting kimmel back in command, but just could not do it.

I agree with others....having the CNC of a major theater disappear to be replaced with any low ranking person (japanese or otherwise) is a gamebreaker. I carefully assign my leaders, keeping track of rank, etc. I sack the bad ones, but try to replace them with someone of higher or equal rank.
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kaiser73
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RE: WitP 1.3 Patch Update

Post by kaiser73 »

will the patch apply to the current games?

i mean, my ongoing PBEM games will work after tha patch with the patch changes?
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Montbrun
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RE: WitP 1.3 Patch Update

Post by Montbrun »

..I've been monitoring my turns for "traitorous" leaders, so that when this happens, I can send you the saves...

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PeteG662
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RE: WitP 1.3 Patch Update

Post by PeteG662 »

This happens not only with ships but land units as well......unsure about air units yet due to heavy losses me playing as allies......I will watch for it to happen again and send saves when it does.
ZOOMIE1980
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RE: WitP 1.3 Patch Update

Post by ZOOMIE1980 »

ORIGINAL: pry
ORIGINAL: Kid
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.

Every change in the data base is a small one [;)]

OOB changes are totally seperate from game executable changes which Kid keeps track of and the other testers do not know exactly what has been done with the OOB and what has been fixed or changed (Yet) so if you ask them they can't tell you. [:D]

We have been very busy working on the OOB, As of right now and we are still working, this is a hard and time consuming process, Rich Dionne and I have made an extensive number of changes and addressed over 100 individual issues that has resulted in several thousands of changes to the data base. Each issue could have resulted (and some did) in a thousand individual corrections to the data base to implement. Remember changes have to be carried over to every scenario that the change applies to so it is a heck of a lot more than making just a few changes to scenario 15. You all think of the game in terms of one scenario at a time we have to think of all 16 at once.

I am not prepaired to list all the changes right now because we are still working on making others, I will make a change list public as once we finalize what is going to be addressed in the patch.

I can confirm that the USN battleship radar issue has been fixed, It was not a CMAX problem but something else in the data base that affected 3 different classes of US battleships.

A few bones,

3rd New Zeeland Division has been broken up into Brigades and arrival staggered.
Singapore aircraft make their game debut
Soryu has increased sortie points
Many aircraft types (both sides) have been examined and had equipment changed from guns to bombloads. Yes Brady and Oleg, Peggy and Frances will now carry a torpedo as their default bombload.

Not everyone will get what they want but a large number of player requested changes have been dealt with in one way or another as well as previously know issues and problems.

Just hope the C-46 makes an appearance in the CBI....
hithere
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RE: WitP 1.3 Patch Update

Post by hithere »

Kid wrote:
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.

I know that this list is imcomplete so i am kicking myself for writing this, but is the "night time air bombardment with enemy cap" bug being looked at in this patch?

Thanks
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Mr.Frag
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RE: WitP 1.3 Patch Update

Post by Mr.Frag »

It's on the list to be fixed.
Damien Thorn
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RE: WitP 1.3 Patch Update

Post by Damien Thorn »

In adition to the underflow bug with bombers attacking at over 32768 feet, it has been reported that bombers carrying multiple bombs can sometimes hit with more than one bomb. This is supposed to be impossible and needs to be fixed. It is easy to see multiple hits now, using the underflow bug, but it will be harder to see once that bug is fixed.
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PeteG662
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RE: WitP 1.3 Patch Update

Post by PeteG662 »

Hudsons are one example of the multiple bomb hits per plane.
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Port torpedo attacks at NIGHT

Post by wobbly »

Well my latest one occured in my AAR game. I know there was a large debate over torpedo attacks on ports. I leaned in the direction of allowing it. But torpedoi attacks on a port at night. that would take many months of training. Something I know the perpetrators of this attack did not do. They keep on attacking me is why!
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Oleg Mastruko
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RE: Port torpedo attacks at NIGHT

Post by Oleg Mastruko »

Stringbags did that at Taranto with their antiquated biplanes...

O.
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