Patch question (other than "when is it")

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

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Feinder
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Patch question (other than "when is it")

Post by Feinder »

Is there an (expected) "Build Notes" of fixes and features? I know there seems to be more and more things that keep getting added, it would be nice to know what the list is.

I expect that the "algorithm changes" will upgrade fine thru for all PBEM games (that are upgraded thru a patch).

Will OB changes (arrival dates and locations) take affect also? Just curious.

And will "stats" changes (if any) change with the patch, or will they remain what they were when the game started. For example if the maneuver rating of the A6M was changed (I know, it's not changing, just a "for example"), or like they're talking that the Walrus are being added to the RN ships, would those changes appear when the PBEM game is upgraded.

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Twotribes
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RE: Patch question (other than "when is it")

Post by Twotribes »

Previous posts have indicated that OOB changes wont apply to games already in progress as the game only checked that at beginning of game.

At least one post has stated we should restart all games under 1.3 or not upgrade.
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michaelm75au
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RE: Patch question (other than "when is it")

Post by michaelm75au »

With the patch installed, there should be a "WhatsNew" document outlining the changes the patch affects.
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freeboy
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RE: Patch question (other than "when is it")

Post by freeboy »

Actually there is no need to restart unless oob changes are a criticle issue, I cannot imagine the two pbem games I have going restarting after hundreds of hours, especially the one in June 42[:-]
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RE: Patch question (other than "when is it")

Post by tanker4145 »

With the patch installed, there should be a "WhatsNew" document outlining the changes the patch affects.

True, but it'd be nice to know before we install it. Plus, it'd give us something to slober over while we wait.
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RE: Patch question (other than "when is it")

Post by Feinder »

True, but it'd be nice to know before we install it. Plus, it'd give us something to slober over while we wait.

Bingo!

But heah, we have no itention of restarting (at least that I know of), I was just curious about the changes.

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RE: Patch question (other than "when is it")

Post by VI66_slith »

I am up to May '43 in my game and needless to say I won't be restarting. In addition, I have not had any major problems to this point of the game.

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RE: Patch question (other than "when is it")

Post by siRkid »

I'll see if I can't get an updated list for you. I posted one a few weeks ago but we have done a lot more. As for OOB changes, you'll have to sweet talk PRY for those.[;)]
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RE: Patch question (other than "when is it")

Post by siRkid »

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. Fixed.
2) AS, AD and AGP class ships were not properly reloading torpedoes into any ships. Fixed.
3) Japanese bases sometimes do not allow command transfer to another command, when it should be allowed. 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. Fixed.
4) Fighters on CAP are ignoring Kamikaze aircraft. Fixed.
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. Moved them apart. Fixed.
8) The “Set All” buttons on the air group orders screen was setting all groups, including Kamikaze units. The Kamikaze status of each air group is now tested, before set all orders apply. Fixed.
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. Miles traveled are now set to zero in these cases. Fixed.
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. Fixed.
18) Japanese AE and MLE conversion delay dates were not decrementing properly. If there are enough merchant build points, these will now decrement properly. Fixed.
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. 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. Fixed.
24) Submarines on mine laying missions were not rearming properly. Note that submarines on mine laying missions or transport missions may not rearm torpedoes. Fixed.
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. Note that transferring a ship in the process of loading a land based unit will cancel the loading process. Fixed.
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.
29) Under some circumstances, Allied ships were having the skipper changed to a Japanese officer. Fixed.
30) The routine that initiated coastal gun fire at all ships entering the Bataan hex was being called for all hexes with bases. Fixed. Just entering a hex with a task force should no longer draw fire, except for the Bataan hex. Fixed.
31) When upgrading a group, if the maximum range setting was greater than the maximum range of the new aircraft, then the maximum range text setting in the group orders screen was not updating properly. Fixed.
32) Allied ships without radar were locating Japanese ships, using radar. Fixed.
33) Ships and ship classes with a radar device in slots 1 to 10 were not able to use that device. Fixed.
34) Some coastal locations were showing up on the automatic supply base list and the option to become part of the automatic supply system was on the base orders screen. Fixed.
35) If friendly troops were in an enemy base and a group was ordered to air transport them out, enemy units could be selected for pick up. Fixed.
36) Air groups were able to transfer off ships with more than 49% combined fires, flood and system damage when the task force in of which they were a part was at sea. Fixed. Now such a ship must be in a task force docked at a friendly base or in the base itself. The transfer must be also made from the selection screen and not by clicking the location on the map.
37) An extraneous “–r” symbol was being displayed on the air group transfer base selection screen for groups on ships. Fixed.
38) Some pilots were not showing up on the top pilot list, even though they should. Fixed.
39) When a mine sweeper or allied cruiser or carrier was sunk, any damaged systems were not repaired before the carrier was put back into the list of returning ships. Fixed.
40) Task forces containing destroyers with no ASW weapons could have mission changed to ASW mission. Fixed. No longer possible.
41) The computer opponent would sometimes try to transport land based units by sea which belonged to the human player. Fixed.
42) Under some circumstances, air groups based on aircraft carriers were becoming too large, which prevented air operations on the ship. Fixed.
43) Under some circumstances, units being transported by air were vanishing. 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.
7) Bombardment task forces now have the option “No Escorts Bombard”. If selected, only BB, BC, CA, CL and CLAA will bombard. Smaller ships will not approach the shore line and will neither bombard nor be subject to fire from coastal defense guns. If no ships of afore types are in the task force, “Escorts Bombard” is mandatory.
8) In naval battles, combat task forces will now try to maintain contact with enemy cargo, transport or replenish task forces for a longer period.
9) When only allied motor torpedo boats (PT Boats) are in a task force, they will no longer “cross the T”, gaining a tactical advantage, instead.
10) The player is now notified, when a task force receives coastal gun fire as he enters the Bataan hex.
11) The targeting routines have been rewritten. Fires onboard no longer increase the chances of a ship being selected as a target in the day time, as much.
12) Motor Torpedo Boats (PT Boats) are now more likely to attack and be attacked by screening ships, than the ships being screened.
13) Anti-submarine warfare (ASW) routines have been rewritten. Allied ASW vessels should not be quite as effective before the middle of 1943 and American submarines should be a bit more resistant to Japanese ASW attacks after the middle of 1943.
14) The partial air group unit aircraft upgrade option has been removed from the interface and when an air group does upgrade, all partial units belonging to that group are immediately moved to the base where the group is located and combined. Any excess aircraft above maximum allowed for the unit are removed and placed into the pool.
15) Bases under non-restricted commands may now change commands for 10% of the normal cost.
16) A notation is now made in the operations report, when an undefended location is occupied by the enemy.

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.
2) When a base is captured, the command under which the base is placed is determined by geography and not the command of the capturing units.
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Black Cat
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RE: Patch question (other than "when is it")

Post by Black Cat »

Thank you for all, but especially Bless You Matrix guys for new features 4, 5, 7 and 15[;)].
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RE: Patch question (other than "when is it")

Post by GBirkn »

Many thanks, Kid!

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RE: Patch question (other than "when is it")

Post by Caltone »

That is a pretty impressive list. I'm loving the game as it stands right now (was also loving it with version 1.0) but this patch addresses all the little niggles I had as well [8D]

First class effort Matrix and 2by3. A toast in your collective honor

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RE: Patch question (other than "when is it")

Post by Ron Saueracker »

Hey Kid. Can you elaborate on how exactly the ASWroutines have been changed? Is there now a diminishing returns effect if escorts/ASW hunter killer vessels exceed a certain number?

Thanks. Looking good.
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RE: Patch question (other than "when is it")

Post by Speedysteve »

Nice list Kid.

I especially like the ASW being re-written (provided its going in the right direction [;)]) and the Bombarding feature removing DD's from it.

Good work all. Another loyal customer happy.

Regards,

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RE: Patch question (other than "when is it")

Post by siRkid »

ORIGINAL: Ron Saueracker

Hey Kid. Can you elaborate on how exactly the ASWroutines have been changed? Is there now a diminishing returns effect if escorts/ASW hunter killer vessels exceed a certain number?

Thanks. Looking good.

Mike would have to provide the details.
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RE: Patch question (other than "when is it")

Post by Nikademus »

You'll see more misses.
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RE: Patch question (other than "when is it")

Post by jhdeerslayer »

Bring it on!
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RE: Patch question (other than "when is it")

Post by Skyros »

This is why I play Gary Grigsby and Matrix games. Constant improvement[:D]
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RE: Patch question (other than "when is it")

Post by Brausepaul »

Wow, I'm eagerly waitingfor 1.3 and my first Grand Campaign.
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RE: Patch question (other than "when is it")

Post by Tanaka »

well worth waiting for!!! so many issues answered!!! ready for the grand campaign [:D]
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