Patch 06 - Public Beta
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- ny59giants
- Posts: 9902
- Joined: Mon Jan 10, 2005 12:02 pm
RE: Patch 06 - Public Beta
The question will be what about those 6 USN and USAAF BFs that start the war in Philippines. You can pay the PPs to have them change command and get a fragment out to rebuild later. Will I now be able to let them die in the Philippines and pay the PP to rebuild them in San Fran later?? Is the decision now that they can be based solely on the command they are attached to before they die. I also like to get out those two large Dutch Aviation units.
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[/center]- Pascal_slith
- Posts: 1657
- Joined: Wed Aug 20, 2003 2:39 am
- Location: In Arizona now!
RE: Patch 06 - Public Beta
I think there is a display problem with search sectors. I indicated a problem with Hudson III (LR)'s earlier and now I'm looking at a display of PBY-5's from Canton Island. I've set the range to 21 hexes but the display goes all the way to 23 hexes.
I'll try a few other types of aircraft squadrons to see if this seems a consistent problem.
I'll try a few other types of aircraft squadrons to see if this seems a consistent problem.
So much WitP and so little time to play.... 


RE: Patch 06 - Public Beta
In versions prior to 1106i (i did not play that version) the PP-cost to reassign a unit to a different HQ was higher, if the target HQ was not in the same command structure. In this beta the cost is always the same. Is this a diliberate change or a bug?
- michaelm75au
- Posts: 12463
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta
ORIGINAL: Pascal
I think there is a display problem with search sectors. I indicated a problem with Hudson III (LR)'s earlier and now I'm looking at a display of PBY-5's from Canton Island. I've set the range to 21 hexes but the display goes all the way to 23 hexes.
I'll try a few other types of aircraft squadrons to see if this seems a consistent problem.
If find some, send me a save and location to look at.
Due to the map's hexagons, only the horizontal or vertical axis count the correct number of hexes.
Michael
RE: Patch 06 - Public Beta
In this new beta, the loading procedure has somewhat changed;
1.) In 1106i you could form a TF, order to load whatever (be it troops or cargo), and leave it without setting a destination.
Doing it this way was my trick to ensure a whole LCU gets loaded without any bits and pieces left behind.
Now with the new beta, the TF, if not given a destination, automatically sets its home port as such, loads the stuff, and when complete in one turn, unloads the whole lot the next turn still in its home port.
I can still do it in my old way as described above, but I also have to set the TF to "Remain on Station" and "Do not Unload" to prevent it unloading at home port as soon as it has completed loading.
WAD?
1.) In 1106i you could form a TF, order to load whatever (be it troops or cargo), and leave it without setting a destination.
Doing it this way was my trick to ensure a whole LCU gets loaded without any bits and pieces left behind.
Now with the new beta, the TF, if not given a destination, automatically sets its home port as such, loads the stuff, and when complete in one turn, unloads the whole lot the next turn still in its home port.
I can still do it in my old way as described above, but I also have to set the TF to "Remain on Station" and "Do not Unload" to prevent it unloading at home port as soon as it has completed loading.
WAD?
"A big butcher's bill is not necessarily evidence of good tactics"
- Wavell's reply to Churchill, after the latter complained about faint-heartedness, as he discovered that British casualties in the evacuation from Somaliland had been only 260 men.
- Wavell's reply to Churchill, after the latter complained about faint-heartedness, as he discovered that British casualties in the evacuation from Somaliland had been only 260 men.
- castor troy
- Posts: 14331
- Joined: Mon Aug 23, 2004 10:17 am
- Location: Austria
RE: Patch 06 - Public Beta
ORIGINAL: Hotschi
In this new beta, the loading procedure has somewhat changed;
1.) In 1106i you could form a TF, order to load whatever (be it troops or cargo), and leave it without setting a destination.
Doing it this way was my trick to ensure a whole LCU gets loaded without any bits and pieces left behind.
Now with the new beta, the TF, if not given a destination, automatically sets its home port as such, loads the stuff, and when complete in one turn, unloads the whole lot the next turn still in its home port.
I can still do it in my old way as described above, but I also have to set the TF to "Remain on Station" and "Do not Unload" to prevent it unloading at home port as soon as it has completed loading.
WAD?
just put the TF on "do not unload"
RE: Patch 06 - Public Beta
Hotschi:
Is that some sort of IQ test? [:D]
Castor Troy:I can still do it in my old way as described above, but I also have to set the TF to "Remain on Station" and "Do not
Unload"
just put the TF on "do not unload"
Is that some sort of IQ test? [:D]
WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid
WitW / Torch
1.01.37 - 1.01.44 beta
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid
WitW / Torch
1.01.37 - 1.01.44 beta
- castor troy
- Posts: 14331
- Joined: Mon Aug 23, 2004 10:17 am
- Location: Austria
RE: Patch 06 - Public Beta
ORIGINAL: Rainer
Hotschi:Castor Troy:I can still do it in my old way as described above, but I also have to set the TF to "Remain on Station" and "Do not
Unload"just put the TF on "do not unload"
Is that some sort of IQ test? [:D]
oops, sorry, obviously missed that one
RE: Patch 06 - Public Beta
ORIGINAL: michaelm
ORIGINAL: Pascal
I think there is a display problem with search sectors. I indicated a problem with Hudson III (LR)'s earlier and now I'm looking at a display of PBY-5's from Canton Island. I've set the range to 21 hexes but the display goes all the way to 23 hexes.
I'll try a few other types of aircraft squadrons to see if this seems a consistent problem.
If find some, send me a save and location to look at.
Due to the map's hexagons, only the horizontal or vertical axis count the correct number of hexes.
For anybody who wants it, here is a distance calculator spreadsheet (in Open Office format). Put in the two hex coordinates and it gives you the distance in hexes.
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- HexDistan..lculator.zip
- (16.35 KiB) Downloaded 20 times
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
- michaelm75au
- Posts: 12463
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta
ORIGINAL: Hotschi
In this new beta, the loading procedure has somewhat changed;
1.) In 1106i you could form a TF, order to load whatever (be it troops or cargo), and leave it without setting a destination.
Doing it this way was my trick to ensure a whole LCU gets loaded without any bits and pieces left behind.
Now with the new beta, the TF, if not given a destination, automatically sets its home port as such, loads the stuff, and when complete in one turn, unloads the whole lot the next turn still in its home port.
I can still do it in my old way as described above, but I also have to set the TF to "Remain on Station" and "Do not Unload" to prevent it unloading at home port as soon as it has completed loading.
WAD?
Not setting a destination was causing other problems elsewhere (certain fields were not being set on TF formation) so it will default to the home base now.
If you wish to just load the TF, then set the 'Do not unload' option as you said.
Michael
RE: Patch 06 - Public Beta
Thanks, guess it's time to change old habits [:D]
Another one I discovered, it's no longer possible to use the Escape key to return a TF to its home base.
For example, I got a TF in Brisbane and change the home port to Rabaul, in order to save me a second map scroll up to Rabaul for setting its destination, I simply pressed ESC and Rabaul was set automatically as such.
Another one I discovered, it's no longer possible to use the Escape key to return a TF to its home base.
For example, I got a TF in Brisbane and change the home port to Rabaul, in order to save me a second map scroll up to Rabaul for setting its destination, I simply pressed ESC and Rabaul was set automatically as such.
"A big butcher's bill is not necessarily evidence of good tactics"
- Wavell's reply to Churchill, after the latter complained about faint-heartedness, as he discovered that British casualties in the evacuation from Somaliland had been only 260 men.
- Wavell's reply to Churchill, after the latter complained about faint-heartedness, as he discovered that British casualties in the evacuation from Somaliland had been only 260 men.
RE: Patch 06 - Public Beta
Has withdrawing ships been changed?
No ship screen toggle shows up.
Why can't I reset offmap routing prefences anymore?
Have to do it when the TF gets on map now, yuck...
Plus the unloading TF option isn't clear about what it's really doing.
The TF unload toggle stays on unload, no matter what the TF is doing.
Can be confusing.
Units set on night missions.
Can you change the font color to grey or something?
The black lettering is just about invisible on the screen.
The rest looks good.
Keep it up![;)]
No ship screen toggle shows up.
Why can't I reset offmap routing prefences anymore?
Have to do it when the TF gets on map now, yuck...
Plus the unloading TF option isn't clear about what it's really doing.
The TF unload toggle stays on unload, no matter what the TF is doing.
Can be confusing.
Units set on night missions.
Can you change the font color to grey or something?
The black lettering is just about invisible on the screen.
The rest looks good.
Keep it up![;)]
- michaelm75au
- Posts: 12463
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta
1. Bug in that the button isn't showing. Fixed in new build.
2. The on-map routing upsets off-map movement. I see it showing when TF is in waiting box to enter map.
3. The unload/load toggle isn't always changing. Seems to depend on individual circumstances at time of showing TF. Added extra test in new build.
4. I'll see what I can do.
2. The on-map routing upsets off-map movement. I see it showing when TF is in waiting box to enter map.
3. The unload/load toggle isn't always changing. Seems to depend on individual circumstances at time of showing TF. Added extra test in new build.
4. I'll see what I can do.
Michael
RE: Patch 06 - Public Beta
I don't know if alt font is officialy supported but it seems that the Mitsubishi engines are too long to appear correctly on the screen. Now their last digit is cut... showing only Mitsubishi Ha-3 instead of Mitsubishi Ha-33/34/44 etc. as it is they're not sorting correctly.
B5M1 Ha-33 then...
B6N2a is Mitsu Ha-32
D3A1 again Ha-33
although I sorted by engine type.

B5M1 Ha-33 then...
B6N2a is Mitsu Ha-32
D3A1 again Ha-33
although I sorted by engine type.

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Przy lackim orle, przy koniu Kiejstuta Archanioł Rusi na proporcach błysł
RE: Patch 06 - Public Beta
ORIGINAL: michaelm
1. Bug in that the button isn't showing. Fixed in new build.
2. The on-map routing upsets off-map movement. I see it showing when TF is in waiting box to enter map.
3. The unload/load toggle isn't always changing. Seems to depend on individual circumstances at time of showing TF. Added extra test in new build.
4. I'll see what I can do.
Excellent Michael, thanks for your continued support.[;)]
- michaelm75au
- Posts: 12463
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta
There is only so much space in these columns. The sort does work on the actual columns contents, but I have added hooks in some sorts to use the data content instead of the column text (eg some sort by rank use the the rank number rather than rank name to get the 'ranking' order).ORIGINAL: viberpol
I don't know if alt font is officialy supported but it seems that the Mitsubishi engines are too long to appear correctly on the screen. Now their last digit is cut... showing only Mitsubishi Ha-3 instead of Mitsubishi Ha-33/34/44 etc. as it is they're not sorting correctly.
B5M1 Ha-33 then...
B6N2a is Mitsu Ha-32
D3A1 again Ha-33
although I sorted by engine type.
![]()
I can try moving left and cutting back on the plane name.
Michael
RE: Patch 06 - Public Beta
ORIGINAL: michaelm
There is only so much space in these columns. The sort does work on the actual columns contents, but I have added hooks in some sorts to use the data content instead of the column text (eg some sort by rank use the the rank number rather than rank name to get the 'ranking' order).ORIGINAL: viberpol
I don't know if alt font is officialy supported but it seems that the Mitsubishi engines are too long to appear correctly on the screen. Now their last digit is cut... showing only Mitsubishi Ha-3 instead of Mitsubishi Ha-33/34/44 etc. as it is they're not sorting correctly.
B5M1 Ha-33 then...
B6N2a is Mitsu Ha-32
D3A1 again Ha-33
although I sorted by engine type.
![]()
I can try moving left and cutting back on the plane name.
Thanks michael. Appreciate all of your efforts.
Pax
- 39battalion
- Posts: 261
- Joined: Tue Jul 27, 2004 11:03 am
- Location: Adelaide, South Australia
RE: Patch 06 - Public Beta
Just commenced a new campaign as Allies vs AI (scenario 6 ) Two day turns.
My combat, operations and sigint reports are all blank. However if I look carefully at them I can just see the outlines of some text. Can't read it as it shows as white text on a white background.
I know that a similar problem has already been reported but this additional information might assist with resolution of the issue.
Also wanted to express my appreciation for the wonderful support michaelm has been providing. Thanks in particular Michael for sorting out the search arcs problem---one of the coolest features of the game.
- michaelm75au
- Posts: 12463
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta
ORIGINAL: 39battalion
Just commenced a new campaign as Allies vs AI (scenario 6 ) Two day turns.
My combat, operations and sigint reports are all blank. However if I look carefully at them I can just see the outlines of some text. Can't read it as it shows as white text on a white background.
I know that a similar problem has already been reported but this additional information might assist with resolution of the issue.
Also wanted to express my appreciation for the wonderful support michaelm has been providing. Thanks in particular Michael for sorting out the search arcs problem---one of the coolest features of the game.
Check the report text files in the SAVE directory. They are what are shown on the screen.
Is there any data in them.
Michael
- jwilkerson
- Posts: 8251
- Joined: Sun Sep 15, 2002 4:02 am
- Location: Kansas
- Contact:
RE: Patch 06 - Public Beta
Switching to new thread for new beta build 1108c ...
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