WITP version 1.40 Out Soon

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

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RevRick
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RE: WITP version 1.40 Out Soon

Post by RevRick »

Somebody already used Bravo Zulu above, so I'll just add Absolutely Fantastic....I am continually amazed at the level of support (even when we wonder where everyone went) by Matrix and 2X3 Games - as well as the participation encouraged by those who are on the forum (no matter how silly we might sound sometimes.)

I had a suggestion sometime ago about putting the assigned objective for land units on the screen which shows every unit at a base, their assigned HQ, etc. It would make it a lot simpler to decide which unit goes onboard which ship in the appropriate task force. Don't know if this would be a major headache, and on my salary, I can't send any beer coupons either. (There's also something in the Canons about that, but...) I know it's no biggy, but it beats having sticky notes all over the monitor which are barely decipherable the next day.
"Action springs not from thought, but from a readiness for responsibility.” ― Dietrich Bonhoeffer
worr
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RE: WITP version 1.40 Out Soon

Post by worr »

ORIGINAL: Mike Wood

Hello...

What I fixed was the problem in setting the march objective hex. I did nothing to the code that moves units. Might be fixed. Might not. Didn't know it was broken.

Bye...

Michael Wood

Hmmm....best talk to kid then. Because the unit will accept a march objective hex. But what happens is it wont travel that last mile until the other player moves out of the hex.

So this is probably different than what you fixed.

Worr, out
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scout1
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RE: WITP version 1.40 Out Soon

Post by scout1 »

Does anyone have an idea how large the download will be for the patch ? Currently running off dial up. v1.3 was ~ 17Meg. v1.4 ~ ?
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2ndACR
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RE: WITP version 1.40 Out Soon

Post by 2ndACR »

ORIGINAL: worr
ORIGINAL: Mike Wood

Hello...

What I fixed was the problem in setting the march objective hex. I did nothing to the code that moves units. Might be fixed. Might not. Didn't know it was broken.

Bye...

Michael Wood

Hmmm....best talk to kid then. Because the unit will accept a march objective hex. But what happens is it wont travel that last mile until the other player moves out of the hex.

So this is probably different than what you fixed.

Worr, out

Frag has a save from me about movement problems Mike.
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witpqs
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RE: WITP version 1.40 Out Soon

Post by witpqs »

ORIGINAL: Mike Wood
1) Level bomber repair time has been reduced some what.

Mike, Kid,

I'm wondering if this is the same as the problem of large groups (not just bombers) often keeping a very low ready percentage. Many times this happens without any action (combat) whatsoever, even with loads of aviation support. The work around is to divide the group, then readiness % improves greatly. In other words, with all other things being equal, the small units (each 1/3 of the full group) maintain a far higher level of readiness than the full group. As an extreme example, I have fighter groups in west coast bases that constantly have around 30 planes out of 72 ready. If I divide up one of the groups, the readiness goes to 3 x 24 in short order. Is this what has been fixed in this item?
yabba
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WITP version 1.40 Out Soon

Post by yabba »

How about the san fran problem where ak's would get disbanded when u where attempting to load resources. The only way 2 get them to stay banded was to add troops to it.
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kokubokan25
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RE: WITP version 1.40 Out Soon

Post by kokubokan25 »

The bug when a stock of ground units do not arrive together to a proyected target hex (first arrive a unit, some turns after the rest), was resolved in the 1.4 PATCH????
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witpqs
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RE: WITP version 1.40 Out Soon

Post by witpqs »

ORIGINAL: witpqs
ORIGINAL: Mike Wood
1) Level bomber repair time has been reduced some what.

Mike, Kid,

I'm wondering if this is the same as the problem of large groups (not just bombers) often keeping a very low ready percentage. Many times this happens without any action (combat) whatsoever, even with loads of aviation support. The work around is to divide the group, then readiness % improves greatly. In other words, with all other things being equal, the small units (each 1/3 of the full group) maintain a far higher level of readiness than the full group. As an extreme example, I have fighter groups in west coast bases that constantly have around 30 planes out of 72 ready. If I divide up one of the groups, the readiness goes to 3 x 24 in short order. Is this what has been fixed in this item?

Anybody at Matrix have a quick (even just a yes or no) answer to this?
El Savior
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RE: WITP version 1.40 Out Soon

Post by El Savior »

Do I need to start new campaign or is my 1.30 save game working with 1.40 too?
El Savior
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2ndACR
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RE: WITP version 1.40 Out Soon

Post by 2ndACR »

I think they said on the 1st page or so that 1.4 will not require a re-start.

But if it has OOB changes in it, you will need to do a re-start to get these changes.
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freeboy
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RE: WITP version 1.40 Out Soon

Post by freeboy »

Moved aircraft A6M3a from slot 8 to slot 19 to make it aircraft carrier capable

do we need to restart to get this? am playing two new 1.3's and an old 1.21 and would like my neew 1.3 games to have the use of these planes!
ok, I found the answer.. "no"
"Tanks forward"
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509th Bob
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RE: WITP version 1.40 Out Soon

Post by 509th Bob »

You guys are great! The WiTP forums are great!

You, personally, are great (I saw the post about your doing this for free).

Keep up the excellent work.
"Casualties many. Percentage of dead not known. Combat efficiency - we are winning."
-- Col. David M. Shoup, Tarawa, Nov. 21, 1943
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Mr.Frag
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RE: WITP version 1.40 Out Soon

Post by Mr.Frag »

Frag has a save from me about movement problems Mike.

Your save is the exact issue that got fixed. [;)]
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Mr.Frag
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RE: WITP version 1.40 Out Soon

Post by Mr.Frag »

Anybody at Matrix have a quick (even just a yes or no) answer to this?

No [;)]

Seriously, Slow pilots and low readiness was not on 1.4's agenda.

It will be on 1.5
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witpqs
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RE: WITP version 1.40 Out Soon

Post by witpqs »

Thank you much for the answer.

Just to make sure my report is clear, it's the difference in readiness large group vs. small group that is a problem. All other things being equal, no combat, plently of aviation support & supplies: large groups (even fighters) maintain 30 - 40% readiness whereas the split units maintain 95 - 100% readiness.

I'm happy with whatever the 'real' rate of readying a/c should be, but the difference seen due to group size clearly indicates a mechanical problem inside the game engine.

Hopefully a repair makes v1.50.
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