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RE: Patch 07 - Unofficial Public Beta - 1123x10 updated 23 August 2014

Posted: Tue Sep 16, 2014 2:29 pm
by witpqs
ORIGINAL: Ginetto

I installed and played WITP/AE Beta 1123*10. It works very well. I noticed, though, that compared to the earlier official version of the game, there are some differences in how the game plays.
1. Air-to-air intercepts are less frequent and air battles much briefer, Have a look at the notes. Lots of changes since the last "official".
2. Pre-1944 American torpedoes work a bit better - less duds than in the original game. Statistical fluke in your play so far. Play 10,000 more turns for a better sample.
Is all this an intentional change of algorithms or is there a glitch somewhere?
Thanks.
G

RE: Patch 07 - Unofficial Public Beta - 1123x10 updated 23 August 2014

Posted: Tue Sep 16, 2014 4:51 pm
by CaseLogic
I was tinkering with the editor for the first time, and toying with the idea of reducing build rates and adding some diabled factories for some allied plane types when I noticed this in the notes:

23/12/12: 1121a - Suppressed build rate if device has to be built from production/resources

Does this also cover allied planes? If I add some disabled factories of SBD-2s to Attu island does this mean that the production I can get going out there will be all I get, supressing whatever is in the build rate field in the editor, or is this only for japanese production?

Edit: After some more sniffing around, I'm guessing plane production is not affected.
My guess would be this is only covering Devices in the devices tab in editor that has the "Can build"-flag set to Yes. Anyway, if anyone has certain info it would be appreciated. [:)]

RE: Patch 07 - Unofficial Public Beta - 1123x10 updated 23 August 2014

Posted: Wed Sep 17, 2014 5:16 pm
by Ginetto
Got it, thanks.

RE: Patch 07 - Unofficial Public Beta - 1123x10 updated 23 August 2014

Posted: Fri Sep 19, 2014 7:40 pm
by Jones944
I believe I have found a minor bug with the 1123x9 patch. I have not as yet confirmed it exists in the 1123x10 version as I haven't yet upgraded.

To recreate, first select the "Show TFs based here" button on a base screen with task forces that have the base as their home base. In my case, this was Batavia.
Image

The list of task forces based at Batavia comes up. All is good so far and very helpful!
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Select one of the task forces from the list.
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Rebase the task force out of harm's way.
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Click the "Back" button from the task force screen to get back to the list of task forces based at Batavia. However (this is the bug), this screen is now non-responsive to any input. No buttons can be pressed or anything selected. The only way out is to select the task force icon at the bottom of the screen to bring up the task force screen. Buttons work on the task force screen so the "Back" and "Exit" buttons will get you back to no screens visible.
Image

Shouldn't be too hard to fix, eh? [:)]

Thanks for the excellent work in keeping this game the best there is!

RE: Patch 07 - Unofficial Public Beta - 1123x10 updated 23 August 2014

Posted: Fri Sep 19, 2014 10:05 pm
by michaelm75au
Do you have the save where I can do your specific steps with that base and TF?
When I try it, I go back to the base screen not the "based at" screen.

RE: Patch 07 - Unofficial Public Beta - 1123x10 updated 23 August 2014

Posted: Sun Sep 21, 2014 10:08 pm
by Jones944
ORIGINAL: michaelm

Do you have the save where I can do your specific steps with that base and TF?
When I try it, I go back to the base screen not the "based at" screen.
Now I can't recreate it consistently either! I did it once, but then every time after I go back to the base screen as you are seeing. However, shouldn't it always go back to the "based at" screen list anyway? I'll keep searching to see if I can get it to happen consistently and through a save-reload cycle so I can give you something to work with.

RE: Patch 07 - Unofficial Public Beta - 1123x10 updated 23 August 2014

Posted: Mon Sep 22, 2014 7:51 am
by michaelm75au
Screen linking has always been difficult in AE as it uses its own windowing system. There could be some set of window linking that gives unexpected results - I found one while trying to replicate this. But then it worked ...[:D]

RE: Patch 07 - Unofficial Public Beta - 1123x10 updated 23 August 2014

Posted: Wed Sep 24, 2014 4:23 am
by Ginetto
Thanks, qs. I'll take your word for it and skip testing with 10000 torpedo attacks.
Those difficult air intercepts over CV TF's make for a higher pucker factor when Vals, Bettys etc start hurtling down.

RE: Patch 07 - Unofficial Public Beta - 1123x10 updated 23 August 2014

Posted: Wed Sep 24, 2014 8:00 am
by Sardaukar
*brainfart* [:D]

RE: Patch 07 - Unofficial Public Beta - 1123x9 updated 28 June 2014

Posted: Wed Oct 15, 2014 1:37 pm
by Chuske
ORIGINAL: General Patton

When you select a range for an aircraft, say a F4F, Hit the button to set all F4F's at this base. That will change all F4F's to the selected range. There are a couple of short cuts available on the air unit screen. See if you can use them....GP


Thanks but I already use the shortcuts but even with them its still a lot of clicking if you want to reduce ops losses by setting all airgroups on map to normal range rather than extended.

So granted its not much effort the change range of one plane type at one base but as soon as you have a base with many types with differing ranges or if you want to change range at many bases it becomes a massive click fest.

My point is if airgroups started at normal range or could be set on mass would be easier as then you'd just set the odd group you needed to fly extended range missions.

Maybe not practical but thought no harm in throwing the idea out there [:)]

RE: Patch 07 - Unofficial Public Beta - 1123x9 updated 28 June 2014

Posted: Wed Oct 15, 2014 10:43 pm
by PaxMondo
They all do start at normal range, at least on the IJ side. Player had to change that range.

RE: Patch 07 - Unofficial Public Beta - 1123x9 updated 28 June 2014

Posted: Sat Oct 18, 2014 12:36 pm
by miv792
The Japanese began to lay mines from aircraft since 14 January 42 in the strait of RIO.
Is it possible then to move on the use of mines as possible for the Japanese to the aircraft.

RE: Patch 07 - Unofficial Public Beta - 1123x9 updated 28 June 2014

Posted: Sat Oct 18, 2014 1:28 pm
by PaxMondo
ORIGINAL: miv79

The Japanese began to lay mines from aircraft since 14 January 42 in the strait of RIO.
Is it possible then to move on the use of mines as possible for the Japanese to the aircraft.
Do not believe this works, or at least I do not know anyone who has gotten IJ air mines to work. Sub mines, yes. air mines, no.

RE: Patch 07 - Unofficial Public Beta - 1123x9 updated 28 June 2014

Posted: Mon Oct 20, 2014 5:55 pm
by Quixote
Do not believe this works, or at least I do not know anyone who has gotten IJ air mines to work. Sub mines, yes. air mines, no.

I don't tend to do a lot of air mining regardless of side, and I haven't done any real testing on it, but I do know that air mining does at least work for both sides.

Image

RE: Patch 07 - Unofficial Public Beta - 1123x9 updated 28 June 2014

Posted: Mon Oct 20, 2014 6:46 pm
by DanSez
And I see the date of 5 Oct 1944.
A threshold date for that capability?

RE: Patch 07 - Unofficial Public Beta - 1123x9 updated 28 June 2014

Posted: Wed Oct 22, 2014 9:52 pm
by Quixote
Sorry Dan - The only test I've ever run on air dropped mines as Japan is the one above, just to see if it was possible after hearing so many times that it wasn't. The above game isn't even mine - I used one from an old Tech Support thread after helping someone else with their game. There may well be a date for activation, but I personally don't know what that date is.

RE: Patch 07 - Unofficial Public Beta - 1123x9 updated 28 June 2014

Posted: Thu Oct 23, 2014 4:54 am
by Alfred
ORIGINAL: DanSez

And I see the date of 5 Oct 1944.
A threshold date for that capability?

See page 152 of the manual.

Mining by air is not possible before 1943.

Alfred

RE: Patch 07 - Unofficial Public Beta - 1123x9 updated 28 June 2014

Posted: Thu Oct 23, 2014 5:46 am
by obvert
ORIGINAL: Quixote
Do not believe this works, or at least I do not know anyone who has gotten IJ air mines to work. Sub mines, yes. air mines, no.

I don't tend to do a lot of air mining regardless of side, and I haven't done any real testing on it, but I do know that air mining does at least work for both sides.

I can add to this that it does work, for both sides.

RE: Patch 07 - Unofficial Public Beta - 1123x9 updated 28 June 2014

Posted: Tue Nov 04, 2014 10:07 am
by btd64
michaelm, In one of the patches you added( I think it was you[:)]) the daily saves to the save game list. These saves are accessable only while you have the game running. Is it possible to have them stay in the save game list, in game, and have them over right the oldest save when it runs out of save slots? For example, when I end the orders phase the game saves in slot 2, and at the end of turn resolution the game saves in the next available slot after 10( I think). But when you exit the game, all of those saves are lost. Can it be setup so they stay in the save game list and just over-write the oldest?
Or is this function there already and I just missed it?....GP

RE: Patch 07 - Unofficial Public Beta - 1123x9 updated 28 June 2014

Posted: Wed Nov 05, 2014 9:11 am
by Sardaukar
Just asking once again if it'd be possible to have hotkey for "Patrol around hex". Would save few clicks when planning my submarine campaign.