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RE: Patch 06 - Public Beta - Build 1108r6 updated 10 December
Posted: Thu Dec 15, 2011 2:24 am
by n01487477
ORIGINAL: jcjordan
Michael, can you look into a/c factory upgrades to see if there's some kind of bottleneck as I've noticed that when you have multiple factories at one base that are supposed to upgrade to produce the same a/c the upgrade never happens or takes really long to happen. In my game of Allied vs AI scen1, the factory in LA that produces A20G won't/hasn't upgraded to A-26B after a whole month has gone by. I know there's some variance to it but a whole month is kinda stretching it a bit isn't it [&:]
Not saying it's right - but it's been like that since witp days ... almost 2 mths was my longest iirc. Would be nice to have the Japanese ability to manually upgrade
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 December
Posted: Thu Dec 15, 2011 2:32 am
by jcjordan
ORIGINAL: n01487477
ORIGINAL: jcjordan
Michael, can you look into a/c factory upgrades to see if there's some kind of bottleneck as I've noticed that when you have multiple factories at one base that are supposed to upgrade to produce the same a/c the upgrade never happens or takes really long to happen. In my game of Allied vs AI scen1, the factory in LA that produces A20G won't/hasn't upgraded to A-26B after a whole month has gone by. I know there's some variance to it but a whole month is kinda stretching it a bit isn't it [&:]
Not saying it's right - but it's been like that since witp days ... almost 2 mths was my longest iirc. Would be nice to have the Japanese ability to manually upgrade
I never got this far in WITP but don't remember ever having somthing this long occur (maybe a couple of weeks). Maybe it has been "buggy" since WITP & nobody ever saw it but maybe worth looking into. It is one of the downsides to Allied production model though
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 December
Posted: Thu Dec 15, 2011 11:31 am
by PaxMondo
ORIGINAL: n01487477
ORIGINAL: jcjordan
Michael, can you look into a/c factory upgrades to see if there's some kind of bottleneck as I've noticed that when you have multiple factories at one base that are supposed to upgrade to produce the same a/c the upgrade never happens or takes really long to happen. In my game of Allied vs AI scen1, the factory in LA that produces A20G won't/hasn't upgraded to A-26B after a whole month has gone by. I know there's some variance to it but a whole month is kinda stretching it a bit isn't it [&:]
Not saying it's right - but it's been like that since witp days ... almost 2 mths was my longest iirc. Would be nice to have the Japanese ability to manually upgrade
Playing Downfall as allies, saw the same thing ... but not a month. Mostly it was ~2 weeks for the last factory to upgrade. A couple of times it was faster, more like 10 days for the last one.
Sorry, I think you got some bad luck there ....
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 December (2nd part)
Posted: Sat Dec 17, 2011 10:48 pm
by Rainer
See the release of the Public Beta 1108r in the Members Club.
EDIT: If you install the "official" beta make sure you update your shortcuts.
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 December (2nd part)
Posted: Mon Dec 19, 2011 7:30 am
by Chris21wen
Aircraft stacking problem.
Split air units in the same command are not being treated as one unit for group stacking. When recombined it's fine.
I've just noticed that when set to training they are being included in group stacking, (see Tulagi). The manual says they should not be included?
I've just spotted something else weird. Morotai has got a group max of 15? It's a level 6 field with no Air HQs within range?
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 December (2nd part)
Posted: Mon Dec 19, 2011 10:00 am
by m10bob
Sorry about the computer problem michaelM..

RE: Patch 06 - Public Beta - Build 1108r6 updated 10 December
Posted: Mon Dec 19, 2011 9:08 pm
by Gormadoc
ORIGINAL: michaelm
ORIGINAL: aoffen
Michael
Question for you. The US Gato class subs use Mk10 mines all the way through the war, but the Mk10 is actually superseded by the Mk12 in Jan 43. This leaves the USN with no sub launched mine from 43 onwards. Di you know if this is WAD or an oversight?
Regards
Andrew
I think that is a question for the naval oob guys. Not coding.
Are someone working on adjusting databases simultaniously with this beta exe work?
If so, would it be possible to make a beta version of adjusted databases?
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 December
Posted: Tue Dec 20, 2011 12:25 am
by BigDuke66
@michaelm
I reworked the combat screens to extend the gray message box because some long messages overlapped that gray box.
Can you tell me if there is any starting point for the text or is it simply centered on the screen, and is there a max length for the message?
I just wonder if that is enough or if the box has to be extended further.
Here the download link if anyone is interested in them:
http://www.mediafire.com/?gye8yaa2zfkwwj2
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 December
Posted: Tue Dec 20, 2011 1:19 am
by wdolson
ORIGINAL: Gormadoc
I think that is a question for the naval oob guys. Not coding.
Are someone working on adjusting databases simultaniously with this beta exe work?
If so, would it be possible to make a beta version of adjusted databases?
[/quote]
At this point, probably most of the database fixes have been incorporated into Da Babes and that mod is done by a subset of the AE team.
Bill
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 December
Posted: Tue Dec 20, 2011 7:52 am
by BigDuke66
Well what about those playing the stock game, is it worth to note those things and will they get fixed or do we waste our time?
Also do database changes take effect on running games?
I still what to correct the main guns on the... oh forgot the class but it was a US destroyer class using dual purpose guns instead of normal 5".
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 December
Posted: Tue Dec 20, 2011 12:48 pm
by PaxMondo
I think what Bill was attempting to 'hint' at is that there may not be any further DB changes. Michael's work has been confined to the exe only, and he has done miracles with it so far.
However, this is what the editor allows so nicely, you can mod the db as you wish and then play with anyone you wish to send the files to.
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 December
Posted: Tue Dec 20, 2011 7:50 pm
by BigDuke66
I tried the editor once but as it doesn't allow me to save it as original database any changes to it won't be of any use, despite that I don't know if those changes would be used at all.
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 December
Posted: Tue Dec 20, 2011 8:23 pm
by PaxMondo
Correct, but you can save it to a new number and then use it as you wish. Just needs to be above 30 IIRC.
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 December
Posted: Tue Dec 20, 2011 11:11 pm
by BigDuke66
Well I would like to use it to fix my running game, that's why I hope for an officially fixed database if that new database can really fix a running game.
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 December
Posted: Wed Dec 21, 2011 12:45 am
by JeffroK
I dont know if this is fixable.
At the opening menu the game always defaults to a japanese computer player set up.
More than once while playing as the japanese (OK I played as the japanese twice!) I have opened the game, picked my save game only to find that the computer hasnt read my mind and chosen the right side. Time consuming wait until its ready to go.
Can the setting be kept at the last user?? All of the other settings remain, why not this?
I would prefer to open the game, chose my save game and have it know which side I am playing but allow for change if I want to, but this is probably pushing it too far.
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 December
Posted: Wed Dec 21, 2011 11:23 am
by PaxMondo
ORIGINAL: BigDuke66
Well I would like to use it to fix my running game, that's why I hope for an officially fixed database if that new database can really fix a running game.
If you read the thread on the last official patch where the data was last patched, you will see that the answer to this is: "yes, sorta, but it depends...". Meaning, most items will eventually correct themselves in a patched DB game, but not immediately. It may take a year OR MORE of game time for all elements to patch. Some items do not correct until the unit UPGRADES, which for some units is only once per game and late war at that. If the upgrade has already ocurred, good chance that the DB change will not get reflected.
Having said that, there are no db changes with "game consequential" effects to be made. I'm not saying they aren't relevant, but I am saying that they won't change the outcome of a game. [;)]
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 December
Posted: Thu Dec 22, 2011 12:52 am
by Mike Solli
I had an unusual thing happen in my game. I'm using version r6. When I click on the naval air button and hide everything except fighters, I see all the carrier based fighter units currently in the game. If I click on one then start to cycle through them, I can see all of the carrier fighter units for carriers that are still in the reinforcement queue. I haven't tried doing this for any other types of air units.
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 December
Posted: Thu Dec 22, 2011 7:02 am
by michaelm75au
ORIGINAL: Mike Solli
I had an unusual thing happen in my game. I'm using version r6. When I click on the naval air button and hide everything except fighters, I see all the carrier based fighter units currently in the game. If I click on one then start to cycle through them, I can see all of the carrier fighter units for carriers that are still in the reinforcement queue. I haven't tried doing this for any other types of air units.
Happens to any filter. Should only be looking at current on map groups.
Ah. Just realized that the group delay is '0', but is on a ship with a delay. Fell for that again.[:@]
Attached is the old beta2 installer with the fix. Built on new PC so hope it is okay.[&:]
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 December (2nd part)
Posted: Thu Dec 22, 2011 9:29 am
by michaelm75au
ORIGINAL: Chris H
Aircraft stacking problem.
Split air units in the same command are not being treated as one unit for group stacking. When recombined it's fine.
I've just noticed that when set to training they are being included in group stacking, (see Tulagi). The manual says they should not be included?
Couldn't see any split groups at Tulagi.
I've just spotted something else weird. Morotai has got a group max of 15? It's a level 6 field with no Air HQs within range?
SW Command HQ is in range (9) - command hq acts as an air hq for this purpose.
RE: Patch 06 - Public Beta - Build 1108r6 updated 10 December
Posted: Thu Dec 22, 2011 10:06 am
by PaxMondo
ORIGINAL: michaelm
ORIGINAL: Mike Solli
I had an unusual thing happen in my game. I'm using version r6. When I click on the naval air button and hide everything except fighters, I see all the carrier based fighter units currently in the game. If I click on one then start to cycle through them, I can see all of the carrier fighter units for carriers that are still in the reinforcement queue. I haven't tried doing this for any other types of air units.
Happens to any filter. Should only be looking at current.
Ah. Just realized that the group delay is '0', but is on a ship with a delay. Fell for that again.[:@]
Attached is the old beta2 installer with the fix. Built on new PC so hope it is okay.[&:]
Michael,
Welcome BACK!!!!
THanks for the quick fix (again!!)
[&o][&o][&o]