List of bug fixes and changes in 1.5
Moderators: Joel Billings, wdolson, Don Bowen, mogami
RE: List of bug fixes and changes in 1.5
Thanks Mr. Frag..
We have decided to run two paralel games as we are tired of the first six months! will start outr second in 05 42 and I will attempt to not lose all my ships this time around!
We have decided to run two paralel games as we are tired of the first six months! will start outr second in 05 42 and I will attempt to not lose all my ships this time around!
"Tanks forward"
RE: List of bug fixes and changes in 1.5
Looks Good [:)]
This patch address the issues that buggered my games!
14. Ohka bombs were not working properly. Fixed.
36. Phantom groups were sometimes operating from captured bases. Fixed.
13. A plethora of bugs plagued the Kamikaze code. Fixed.
19. The option to turn on or off upgrades for Japanese ships.
40. With combat-animations turned on, night air-to-air combat was locking up the game. Fixed.
Only two other bugs I,m aware of;
1. Save game crash, on Windows XP (work around - wait before exiting save game screen).
2. Database Editor Bug, slot zero for ships will sometimes lose data when the listed is refreshed (workaround - verify and/or re-edit ship slot zero before saving).
This patch address the issues that buggered my games!
14. Ohka bombs were not working properly. Fixed.
36. Phantom groups were sometimes operating from captured bases. Fixed.
13. A plethora of bugs plagued the Kamikaze code. Fixed.
19. The option to turn on or off upgrades for Japanese ships.
40. With combat-animations turned on, night air-to-air combat was locking up the game. Fixed.
Only two other bugs I,m aware of;
1. Save game crash, on Windows XP (work around - wait before exiting save game screen).
2. Database Editor Bug, slot zero for ships will sometimes lose data when the listed is refreshed (workaround - verify and/or re-edit ship slot zero before saving).
RE: List of bug fixes and changes in 1.5
One thing that wasn't apparent to me (probably because I don't understand all the listings) is whether the bug concerning dividing LCU's resulting in an improvement in disruption of the sub units compared to the mother unit was fixed or not ?
- Kwik E Mart
- Posts: 2447
- Joined: Wed Jul 21, 2004 10:42 pm
RE: List of bug fixes and changes in 1.5
Mike and team, BRAVO ZULU! [&o]
Kirk Lazarus: I know who I am. I'm the dude playin' the dude, disguised as another dude!
Ron Swanson: Clear alcohols are for rich women on diets.

Ron Swanson: Clear alcohols are for rich women on diets.

RE: List of bug fixes and changes in 1.5
ORIGINAL: Knavey
Nice work. Any OOB changes or can I plan a 1.5 game using the units in the same places as in 1.4?
Not alot of changes in total number (List is not final yet but this is it so far...) and nothing that you can consider major as far as relocation goes, lots of time went into correcting the leaders and units they command arrival times in scenarios 2 thru 14 (very time consuming) 15 and 16 were done in 1.4. We also spent some of time trying to fix the errors in the small map scenarios but probably still missed some (did not get an awful lot of feedback except from one ot two folks, thanks Sabreman) so I fixed what I could find.
Data Base Changes and Modifications for WitP, Patch 1.5
1.) Changed Infantry Squad Replacements rates for some Allied Nations, New rates are Anzac - 40, Britain - 25, Indian - 80, Commonwealth 20
2.) Scenario 14, Corrected arrival date for CVL Langley to 430815
3.) Scenario 9 fixed ships starting game in inland city Dacca, moved them to Chandapur.
4.) Changed all USAAF Air groups set to arrive as reinforcements (Groups arriving after 3/42) for SEAC to arrive in Karachi instead of US west coast. (Groups flying the Trans Africa route to get to India) all scenarios that apply.
5.) Scenario 3 removed some bad ship data from slots 4274 - 4275, 4367 4369, 4378, 4512 - 4517 and 4967 - 4970 that was causing unnamed Allied ships to show that they were incorrectly arriving in Truk as phantom Japanese ships.
6.) Finished correcting leaders to ensure they arrive on the same date as the units they command in scenarios 2 thru 14
7.) Corrected ship 4378 spelling Oglala correctly (Happy now Justin [;)])
8.) Corrected planning target of 101st RN Base force to Singapore
9.) Changed ship Algonquin-3698 to Canadian Nationality all scenarios
10.) Scenario 3 and 4 Fixed Lexington class to correct class (3/42) for scenario start date.
11.) Added 4 Japanese air groups, T1/25th Chutai thru T4/25th Chutai with L2D2 Tabby aircraft (max 12 per group) Locations Tokyo, Ominato, Takao and Saigon. Returned Thora back to normal upgrade path.
12.) Added L2D2 Tabby factory to Nagasaki, production 10 per month
13.) Scenario 14, fixed all Hudson I Groups to correct bomb load
14.) All scenarios fixed CA London class upgrades and rear main battery in 1413 class.
15.) All scenarios fixed Yamato class 001 and 501 secondary gun mount facing issues.
16.) Corrected Tambor class forward tube to 2 ammo instead of 3 (All scenarios)
17.) Reduced Device 075, .50Cal M2 Browning machinegun penetration from 10 to 9, Reduced device 070 13.2mm Type 93 AAMG from 10 to 8.
18.) Moved Japanese carrier Akagi (0001) in all scenarios to slot (0017), to fix issue in data base that was resetting the commander to the last one on the list 19999 every time the Data base was opened. (Leaving slot 0001) open.
19.) Changed KI-27 Nate's max speed from 286 to 292, and the climb rate from 2950 to 3050
20.) All scenarios removed extra space in front of some Allied ship names in the 9500 slot range to allow these ships to be displayed correctly when using the sort or list function.
21.) Scenario 10 11 and 12 fixed Japanese aircraft production in base 220 Okayama, (was not reset when A6M3a was moved from slot 008 to 017 in patch 1.4)
22.) Added Allied 1000lb AP and 2000lb AP bombs to device data base in slots 198 and 210 required for new feature #18 to work
23.) Made various corrections to scenario 2 to fix off map units arriving and units scheduled to arrive after the end of the scenario.
24.) Removed duplicate DMS Long (2317) from all scenarios that apply.
25.) Made various corrections to all small map scenarios 2-8 to correct arrival or inclusion of off map units.
26.) Added VR-15F (2303) and VR-15T (2304) and assigned them to arrive with CVE Block Island (3109)
27.) Removed special characters from leaders names in all scenarios that was not allowing the leader to be selected or changed.
- doktorblood
- Posts: 561
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RE: List of bug fixes and changes in 1.5
7.) Corrected ship 4378 spelling Oglala correctly (Happy now Justin )
[:D]
Designer of War Plan Orange
Allied Naval OOBer of Admiral's Edition
Naval Team Lead for War in the Med
Author of Million-Dollar Barrage: American Field Artillery in the Great War coming soon from OU Press.
Allied Naval OOBer of Admiral's Edition
Naval Team Lead for War in the Med
Author of Million-Dollar Barrage: American Field Artillery in the Great War coming soon from OU Press.
RE: List of bug fixes and changes in 1.5
Thanks Mike[&o][&o][&o]
RE: List of bug fixes and changes in 1.5
Thanks Pry[&o][&o][&o][&o][&o]
RE: List of bug fixes and changes in 1.5
Yeah thanks [&o][&o]
But were is the patch ? [:D]
I'm still waiting [:'(]
Harrer
But were is the patch ? [:D]
I'm still waiting [:'(]
Harrer
- castor troy
- Posts: 14331
- Joined: Mon Aug 23, 2004 10:17 am
- Location: Austria
RE: List of bug fixes and changes in 1.5
What´s about the air transport bug with disapperaring ground units when last partial unit is transported to the main unit? Has this been fixed too or do we still have to be carefull with air transports?
RE: List of bug fixes and changes in 1.5
Good job!
I will be sure to check on the leaders after this new release!
I will be sure to check on the leaders after this new release!
RE: List of bug fixes and changes in 1.5
What´s about the air transport bug with disapperaring ground units when last partial unit is transported to the main unit? Has this been fixed too or do we still have to be carefull with air transports?
The cleanup (bulletproofing) of the partial unit routines should deal with this. Time will tell.
RE: List of bug fixes and changes in 1.5
ORIGINAL: Mr.Frag
What´s about the air transport bug with disapperaring ground units when last partial unit is transported to the main unit? Has this been fixed too or do we still have to be carefull with air transports?
The cleanup (bulletproofing) of the partial unit routines should deal with this. Time will tell.
I hesistate to ask. Is there anything that addresses:
1. Problem with sub transports (Allies vs. AI, can not get supplies to load.)
2. Problems with fast transports (at least vs. AI, about 50% of time on a "pickup mission" with "load only troops", they stay in original port and load supplies.)
3. Problems with air transport pickup troops (esp. picking up the last remnants, and having units disappear).
Long time back, i had sent you saves about the first two problems. The last has been mentioned on the forum from time to time, although i don't know if an actual save was sent. I had asked about these one time in Mogami's Bar, and you said something about "sticky slots"
RE: List of bug fixes and changes in 1.5
2. Problems with fast transports (at least vs. AI, about 50% of time on a "pickup mission" with "load only troops", they stay in original port and load supplies.)
Design issue, FT's were never supposed to pick up units from a non-base hex.
1. Problem with sub transports (Allies vs. AI, can not get supplies to load.)
Maybe fixed based on what Mike has done. Difficult one as your situation could not exactly be reproduced.
3. Problems with air transport pickup troops (esp. picking up the last remnants, and having units disappear).
Nothing to do with air transport, the problem is with the consolidation of tons of very small units. This should be greatly helped by the new routines that clear the record slot before using it.
As with all issues, time with tell as there is generally more then one variation that causes the problem, we fix one and someone finds another version of it.
RE: List of bug fixes and changes in 1.5
2. Problems with fast transports (at least vs. AI, about 50% of time on a "pickup mission" with "load only troops", they stay in original port and load supplies.)
Design issue, FT's were never supposed to pick up units from a non-base hex.
Umm - that was the original complaint, but i don't *think* i sent you a save on that, but i could be wrong. I had followups that i sent where units at BASES are not picked up by FT TFs on a "pickup" with "load only troops". I disremember exact data offhad, but i think the example i sent was an LCU already AT some base in Mindanao (?Zamboanga?) were stranded by a TF starting from a base in Sulawesi (Menado(?)), iirc. I've also had guys from Palembang stranded when SOME of the FT TFs sat and loaded supplies in Batavia (while some other FT TFs went ahead and picked up other units.) I believe i also sent you that one. As i say, it is about 50% chance if the mission will go vs. load sit and load supplies at the original base (despite the fact they were ordered to "load only troops" on a pickup.)
I've had other problems also on FT pickup, but those are the ones that i think i sent (i know i sent one as a specific example, and the other one i think was sent as illustrating another problem, but i mentioned it also had the FT pickup problem.)
EDIT: Hopefully the new "clearing" proceedures will fix everything![:)]
RE: List of bug fixes and changes in 1.5
Hello...
30) Yes. They are specifically why the rule change occured.
6) The computer opponent finds the rule amusing and ignores it.
Bye...
Michael Wood
30) Yes. They are specifically why the rule change occured.
6) The computer opponent finds the rule amusing and ignores it.
Bye...
Michael Wood
ORIGINAL: Tanaka
Great Stuff!!! Thanks for all your hard work Mike!!! [:D][&o]
Two questions if possible:
30) Air groups belonging to restricted commands could be transferred onto escort carriers (CVE) and float plane groups belonging to restricted commands could be transferred onto cruisers (CL/CA). Fixed. Now, air groups belonging to restricted commands may only be transferred onto ships, if they start the game on that ship.
Does this include aircraft such as the Home Defense Aircraft in Japan that could transfer to carriers but were not supposed to???
6) Land units that have the replacements toggle set to, “No replacements”, no longer receive equipment upgrades.
If we select no upgrades/no replacements at the start options does the AI still not get replacements and/or upgrades???
RE: List of bug fixes and changes in 1.5
Hello...
This cannot be fixed. It is a system issue. When you click save, just wait until the message that the save has occured pops up and the hour glass goes away. The pop-out telling what the done button does will reappear, when the mouse is placed over the button. That means everything is done and you can exit.
If something mentioned above does not occur, your system is fibbing to Keith's system call. Just wait 10 seconds.
Bye...
Michael Wood
This cannot be fixed. It is a system issue. When you click save, just wait until the message that the save has occured pops up and the hour glass goes away. The pop-out telling what the done button does will reappear, when the mouse is placed over the button. That means everything is done and you can exit.
If something mentioned above does not occur, your system is fibbing to Keith's system call. Just wait 10 seconds.
Bye...
Michael Wood
ORIGINAL: 33Vyper
It sounds awesome !!!
just one thing.....noted that there is nothing about the CTD occuring when saving the game
RE: List of bug fixes and changes in 1.5
Woo hoo, Mike, thanks for all your work! And I'm glad to here the Zeke replacement bug will be fixed; that one is worth waiting for.
Does "set at assault" mean "set to Shock Attack" or to "Deliberate Attack"?Land units which cross a river into a hex with enemy units now have their combat status set at assault

RE: List of bug fixes and changes in 1.5
The patch sounds fantastic, can't wait to get it!
Thanks Mike [:)]
Thanks Mike [:)]










