Patch 01 ... Patch 02 ... Patch 03 ...

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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fthein
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RE: Patch 01 ... Patch 02

Post by fthein »

Are there in the new patch only improvements for the japanese ai or for the allied ai as well? I ask therefore because i want to start a new game as japan and if there are only minor improvements to the allied ai i can start just now without waiting for the patch.
wpurdom
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RE: Patch 01 ... Patch 02

Post by wpurdom »

If you're taking suggestions, at this point the most ahistorical part of the game at present is the Allied control of the CHinese Red Army. As best I can tell from current research after the outbreak of the Pacific War there was more fighting between the Nationalists and the Reds than between the Reds and the Japs before the Soviet intervention.

If it is too complicated to make the Reds act like a separate entity similar to the USSR that doesn't fight unless attacked by the Japs, then a scenario where the Red Army controlled forces and territories are assigned to the Soviets might be an option.
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RE: Patch 01 ... Patch 02

Post by decaro »

ORIGINAL: Joe D.

... And then there's the issue of not being able to get any Aussies to load onto transports to reinforce PM.

No longer an issue if you change the troop mode to strategic for transport, or make an amphib TF for troops in combat mode.

I assume the latter is more suited for storming a beach, and the former for reinforcing a base.
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Kull
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RE: Patch 01 ... Patch 02

Post by Kull »

ORIGINAL: wpurdom

If you're taking suggestions, at this point the most ahistorical part of the game at present is the Allied control of the CHinese Red Army. As best I can tell from current research after the outbreak of the Pacific War there was more fighting between the Nationalists and the Reds than between the Reds and the Japs before the Soviet intervention.

If it is too complicated to make the Reds act like a separate entity similar to the USSR that doesn't fight unless attacked by the Japs, then a scenario where the Red Army controlled forces and territories are assigned to the Soviets might be an option.

The Soviets are no different than the Allies - just unactivated (meaning they don't move), Plus there's a hardcoded limit to the number of available factions, so making the Reds one means you have to take another one off the board. And assigning their forces and territory to Soviet control is completely ahistorical (even if possible), plus it would effectively draw the Soviets into the war almost immediately as the Japanese AI wouldn't know not to attack the Reds. Plus the Nationalists weren't a coherent entity anyway, more like a patchwork of non-cooperative feudal kingdoms.

One interesting possibility would be to insert code that damages both Red and Nationalist forces if they ever stack together. That would certainly minimize cooperation, but I'm not sure the AI could handle it.
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RE: Patch 01 ... Patch 02

Post by kfmiller41 »

My main issue (playing Japan of course) is the conversion problem with AK's. That.s really is a killer for me and I hope it is on the fix list.

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RE: Patch 01 ... Patch 02

Post by Don Bowen »

ORIGINAL: miller41

My main issue (playing Japan of course) is the conversion problem with AK's. That.s really is a killer for me and I hope it is on the fix list.


If you mean the problem with temp AP conversion, Yes.
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RE: Patch 01 ... Patch 02

Post by John Lansford »

ORIGINAL: Joe D.
ORIGINAL: Joe D.

... And then there's the issue of not being able to get any Aussies to load onto transports to reinforce PM.

No longer an issue if you change the troop mode to strategic for transport, or make an amphib TF for troops in combat mode.

I assume the latter is more suited for storming a beach, and the former for reinforcing a base.

Are you saying it's possible to load restricted Australian troops for transport to Port Moresby? I've not seen any Aussie LCU's available for either my transport or amphib TF's.
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RE: Patch 01 ... Patch 02

Post by decaro »

ORIGINAL: John Lansford
ORIGINAL: Joe D.
ORIGINAL: Joe D.

... And then there's the issue of not being able to get any Aussies to load onto transports to reinforce PM.

No longer an issue if you change the troop mode to strategic for transport, or make an amphib TF for troops in combat mode.

I assume the latter is more suited for storming a beach, and the former for reinforcing a base.

Are you saying it's possible to load restricted Australian troops for transport to Port Moresby? I've not seen any Aussie LCU's available for either my transport or amphib TF's.

I'm not sure which Aussie troops are restricted, but I did manage to load a division onto a US transport TF w/support units by changing all the troops mode's to "strategic"; in fact, the TF turned blue -- Aussie color? -- and it's now headed to PM, hopefully in time to stave off an IJA occupation.

There were some transports in Sydney at the start of the scenario, but I had already sent them off w/only supplies as I didn't know this trick at the time, but I'm learning every day.
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RE: Patch 01 ... Patch 02

Post by morganbj »

ORIGINAL: John Lansford

ORIGINAL: Joe D.
ORIGINAL: Joe D.

... And then there's the issue of not being able to get any Aussies to load onto transports to reinforce PM.

No longer an issue if you change the troop mode to strategic for transport, or make an amphib TF for troops in combat mode.

I assume the latter is more suited for storming a beach, and the former for reinforcing a base.

Are you saying it's possible to load restricted Australian troops for transport to Port Moresby? I've not seen any Aussie LCU's available for either my transport or amphib TF's.
Attach them to an unrestricted HQ and they can transport. I used 1st Aust. Army or I Aust. Corps, I don't remember which, as the new HQ.
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RE: Patch 01 ... Patch 02

Post by decaro »

[/quote]
Attach them to an unrestricted HQ and they can transport. I used 1st Aust. Army or I Aust. Corps, I don't remember which, as the new HQ.
[/quote]

I wonder which of the Aussie units are really restricted; you would think there would be an icon next to these units.
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RE: Patch 01 ... Patch 02

Post by John Lansford »

What was the PP cost to switch their HQ, though?  I try to avoid doing that except in extreme situations to simulate the conditions among the Allies at the time (unless I'm evacuating units like US or Dutch BF's and CD LCU's, that is).
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RE: Patch 01 ... Patch 02

Post by lazydawg »

ORIGINAL: Joe D.

Attach them to an unrestricted HQ and they can transport. I used 1st Aust. Army or I Aust. Corps, I don't remember which, as the new HQ.

I wonder which of the Aussie units are really restricted; you would think there would be an icon next to these units.

Look at the headquarters name on the unit information screen. If the name is yellow, the unit can be changed to a different headquarters. If the name is white, the unit is stuck with that headquarters.
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RE: Patch 01 ... Patch 02

Post by witpqs »

ORIGINAL: ncdawg

ORIGINAL: Joe D.

Attach them to an unrestricted HQ and they can transport. I used 1st Aust. Army or I Aust. Corps, I don't remember which, as the new HQ.

I wonder which of the Aussie units are really restricted; you would think there would be an icon next to these units.

Look at the headquarters name on the unit information screen. If the name is yellow, the unit can be changed to a different headquarters. If the name is white, the unit is stuck with that headquarters.

And an HQ with "(R)" at the end of the name is defined as a restricted HQ.
pad152
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RE: Patch 01 ... Patch 02

Post by pad152 »

What happened to the AE version of WITPchk?
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RE: Patch 01 ... Patch 02

Post by decaro »

All very helpful.
Thanks.
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RE: Patch 01 ... Patch 02

Post by jwilkerson »

Update on our schedule ...


Given team member schedules and holidays etc. I do not except patch 01 to be available until next week. So net/net mostly scheduling issues rather than actual work load has resulted in about 1.5 weeks of delay - but we have the patch "done" we are just doing some final testing. The game will of course never be "perfect" but we think patch 01 will be better across the board. Most especially the "tweaks" to surface combat seem to "smooth out the edges".

Work on patch 02 will begin straight away - and as has been stated early in this thread, we are aiming for about 90 days after release or about 8-9 weeks from now so roughly end of October for Patch 02.

The only known item on the list for patch 02 remains the implementation of national borders (as opposed to "boarders" [:D]). The teams are discussing other items for patch 02. And as always we will continue to react to forum discoveries and suggestions.

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tigercub
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RE: Patch 01 ... Patch 02

Post by tigercub »

Thanks......[&o][&o][&o]
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P.Hausser
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RE: Patch 01 ... Patch 02

Post by P.Hausser »

@jwilkerson - will the surface combat tweek work without restarting scenario ?
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RE: Patch 01 ... Patch 02

Post by jwilkerson »

Sure.
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P.Hausser
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RE: Patch 01 ... Patch 02

Post by P.Hausser »

ORIGINAL: jwilkerson

Sure.


THANKS!
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