Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 January 2012 (2nd part)
See Andrew Brown's page on it (he is/was the map developer for AE):
https://sites.google.com/site/extendedartwitpae/
Here is another look at it at the Babes web site:
https://sites.google.com/site/dababeswitpae/map-and-art
FYI, here is the main link for the Babes web site:
https://sites.google.com/site/dababeswitpae/home
John and Andrew do a great job of explaining things so I won't mess you up by trying to recreate explanations here. There are Babes threads in the Scenario Development sub-forum for AE so you can ask any specific questions there (or open a new thread there) and lots of people will jump in to answer them.
https://sites.google.com/site/extendedartwitpae/
Here is another look at it at the Babes web site:
https://sites.google.com/site/dababeswitpae/map-and-art
FYI, here is the main link for the Babes web site:
https://sites.google.com/site/dababeswitpae/home
John and Andrew do a great job of explaining things so I won't mess you up by trying to recreate explanations here. There are Babes threads in the Scenario Development sub-forum for AE so you can ask any specific questions there (or open a new thread there) and lots of people will jump in to answer them.
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 January 2012 (2nd part)
Great!
Thanks a lot [:)]
Thanks a lot [:)]
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
- michaelm75au
- Posts: 12467
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 January 2012 (2nd part)
Fixed LCU leader being lost on landing fragment swap [MEM]
Fixed Multiple sub-units being in same TF being mergred [MEM]
For the loss of LCU leaders and sub-units
Fixed Multiple sub-units being in same TF being mergred [MEM]
For the loss of LCU leaders and sub-units
- Attachments
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- Warinthe..Edition.zip
- (1.88 MiB) Downloaded 103 times
Michael
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 January 2012 (2nd part)
Thanks Michael!
[&o][&o][&o]
[&o][&o][&o]
Pax
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 January 2012 (2nd part)
Michael,
A minor interface problem with that r7a build. See the attached save game. Go to San Francisco. Open the base and then the ground unit list. You will see many units with their supply values listed in red, which indicates low supply, but they all (that I looked at) have requested supply levels.
A minor interface problem with that r7a build. See the attached save game. Go to San Francisco. Open the base and then the ground unit list. You will see many units with their supply values listed in red, which indicates low supply, but they all (that I looked at) have requested supply levels.
- Attachments
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- wpae020.zip
- (2.4 MiB) Downloaded 18 times
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
- michaelm75au
- Posts: 12467
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 January 2012 (2nd part)
Yep. Indicator gets set but not cleared between units.
Michael
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 January 2012 (2nd part)
Re the changes to the night bombing processes which caused aircraft to abort or come in dribbles.
What has been everyones observations?
I have tried Downfall scenario and in attempting close to 1000 B29 sorties over 3 days from Guam, Tinian & Saipan on Tokyo have only seen 12 sorties arrive.
Maybe there are too many poor modifiers at such a range but is it a bit too much and needs a tweak.
There have been larger AI (10-20 per flight) numbers flying at shorter ranges, but as I dont know all of the numbers cant comment.
What has been everyones observations?
I have tried Downfall scenario and in attempting close to 1000 B29 sorties over 3 days from Guam, Tinian & Saipan on Tokyo have only seen 12 sorties arrive.
Maybe there are too many poor modifiers at such a range but is it a bit too much and needs a tweak.
There have been larger AI (10-20 per flight) numbers flying at shorter ranges, but as I dont know all of the numbers cant comment.
Interdum feror cupidine partium magnarum Europae vincendarum
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 January 2012 (2nd part)
This is a scen#1 savegame of allied vs AI started under original release but patched through 1108r6e so it's been played under many version if that has any effect on problem. For some reason anytime I have a unit capable of doing a supply transport mission at Truk for some reason during the turn execution, the AI will set those air units to fly supply to Marcus Is which is under IJ control [&:]
Attached is the savegame before execution, you will seee that the A-26 units are stood down but after turn execution, they're flying transports to Marcus Is ????
Attached is the savegame before execution, you will seee that the A-26 units are stood down but after turn execution, they're flying transports to Marcus Is ????
- Attachments
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- wpae007.zip
- (4.55 MiB) Downloaded 15 times
RE: Patch 06 - Public Beta - Build 1108r6e updated 01 January 2012 (2nd part)
this is the savegame after turn execution from above & a few of the A26 units are now flying supply missions to Marcus Is
- Attachments
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- wpae000.zip
- (4.55 MiB) Downloaded 18 times
MP exe
I just realised that to make use of the expanded pilot array, i needed to use another executable. duh......
Anyway, when i tried to launch WitPAEMP, i received an error:
Thanks
Anyway, when i tried to launch WitPAEMP, i received an error:
. How do I get this file, and where to place it?cannot find PW data
Thanks
- michaelm75au
- Posts: 12467
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: MP exe
Take a copy of your beta shortcut and change the properties to use the MP exe.
The directory to start in has to be the main install directory where all the data files are.
The directory to start in has to be the main install directory where all the data files are.
Michael
RE: MP exe
With the latest version I am consistently getting a failure to desktop when a turn executes. It may go two turns but no more than that before the game dumps during the execution phase. If you reload the turn save it dumps again. I am running the latest version of XP, and have no idea how to up load a game save.
Note- the other versions/updates did not have this bug.
Note- the other versions/updates did not have this bug.
Why am I sharing my opinion? Because I am such a special snowflake that others need my knowledge. What…there are like a billion snowflakes? Oh, well isn't that special.
- michaelm75au
- Posts: 12467
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: MP exe
If you have a consistent save that dumps, please zip it up and attach in this thread.
Thanks
Thanks
Michael
RE: MP exe
Unfortunately, I have nary a clue how to do such a thing.
All I get is that a fake path is not supported.
All I get is that a fake path is not supported.
Why am I sharing my opinion? Because I am such a special snowflake that others need my knowledge. What…there are like a billion snowflakes? Oh, well isn't that special.
RE: MP exe
Herb and I are about to upgrade our game to the latest Beta. I am correct in assuming that the installer will automatically install the new exe into the AE folder? Once this is done do we then run the game via the new shortcut that is placed on the desktop?
1966 was a great year for English Football...Eric was born
RE: MP exe
I am correct in assuming that the installer will automatically install the new exe into the AE folder?
No. The EXE will be installed in a (new) folder called BETA2 (which is a sub folder of AE).
The start up parameter of this EXE will point to the AE root folder in order to activate the correct pws file.
In other words: it's all automatic and you don't have to do anything if you execute the game from the shortcut (your next question).
Yes. However, you should be aware that this (new) shortcut contains the -w parameter (windowed). If you want to run the game with different setup/resolution you may want to copy and paste the parameters from your previous version.Once this is done do we then run the game via the new shortcut that is placed on the desktop?
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
- michaelm75au
- Posts: 12467
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: MP exe
The idea behind this beta install is to allow you to use the beta without impacting use of the official version.
BTW, you can use the same principle if you want to keep playing different versions of the EXE.
Just
(a) Create a sub-directory and copy the EXE to it before upgrading.
(b) Make a copy of the AE (Quick Start) shortcut.
(c) Change the target to the EXE in the new sub-directory.
And you should be able to keep using the older version.
BTW, you can use the same principle if you want to keep playing different versions of the EXE.
Just
(a) Create a sub-directory and copy the EXE to it before upgrading.
(b) Make a copy of the AE (Quick Start) shortcut.
(c) Change the target to the EXE in the new sub-directory.
And you should be able to keep using the older version.
Michael
RE: MP exe
ORIGINAL: michaelm
Take a copy of your beta shortcut and change the properties to use the MP exe.
The directory to start in has to be the main install directory where all the data files are.
This solved my problem, tyvm!
RE: MP exe
ORIGINAL: Califvol
Unfortunately, I have nary a clue how to do such a thing.
All I get is that a fake path is not supported.
When is it that you are getting that message? Do you mean you get that message when you try to save the game? Or when you try to make the .zip file? Or when you try to upload it to the forum?
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: MP exe
Of course life works this way.
I figured out how to get a saved game uploaded correctly. Hooray for the slow guy.
But to be sure, I replayed the saved game.
Guess what? Now it runs fine! So, it's an inconsistent problem that acted consistently last night, but not now. Reminds me of taking your car to a mechanic.
I don't think it will do any good to look at a saved file that appears to run fine.
Thanks anyway!
I figured out how to get a saved game uploaded correctly. Hooray for the slow guy.
But to be sure, I replayed the saved game.
Guess what? Now it runs fine! So, it's an inconsistent problem that acted consistently last night, but not now. Reminds me of taking your car to a mechanic.
I don't think it will do any good to look at a saved file that appears to run fine.
Thanks anyway!
- Attachments
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- BadGame.zip
- (3.24 MiB) Downloaded 17 times
Why am I sharing my opinion? Because I am such a special snowflake that others need my knowledge. What…there are like a billion snowflakes? Oh, well isn't that special.


