Moved to another Patch 06 - Public Beta - Build 1108p3 updated 10 July
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb
Michael,
Just tried the latest build and can now rebuild the air units.
Thanks for the excellent support!
Just tried the latest build and can now rebuild the air units.
Thanks for the excellent support!
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Cavalry Corp
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- Location: Sampford Spiney Devon UK
RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb
Hi
On loading tracker works fine first time then I get the following error message and I have no idea what is wrong as lit loaded and hour ago fine??
advice please - not sure if its the patch or not?
On loading tracker works fine first time then I get the following error message and I have no idea what is wrong as lit loaded and hour ago fine??
advice please - not sure if its the patch or not?
- Attachments
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- Capture.jpg (271.53 KiB) Viewed 336 times
RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb
Hello
Sorry didin`t have a save and as I tried to reproduced it it did not occur which is good [;)]
The main problem is the "device upgrade phase". But that has nothing to do with a save game because if I start a new game and only run the turn it stops at that phase. My Computer don`t like patches k-k2
Ok I saw this thread..so I hope a sulution is on the way [;)]
tm.asp?m=2755244
Omat
Sorry didin`t have a save and as I tried to reproduced it it did not occur which is good [;)]
The main problem is the "device upgrade phase". But that has nothing to do with a save game because if I start a new game and only run the turn it stops at that phase. My Computer don`t like patches k-k2
Ok I saw this thread..so I hope a sulution is on the way [;)]
tm.asp?m=2755244
Omat
ORIGINAL: Omat
Hello
Sadly I have to admit that the device upgrade loop problem is still prsent on my system (v. 1108 k3). Is there a way to gain more Information why someones don`t have that issue anymore and at my system it ist still present. I would like to help a little bit. But only to say it dont work right is not enough.
Omat
P.S.: I also saw the problem wich Theages and BJStone is active.
"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people so full of doubts."
Bertrand Russell
Bertrand Russell
RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb
ORIGINAL: michaelm
Updated the beta to correct the inability to re-attach editor defined detachments; not subunits A/B/C.
Hi Michaelm,
I did a fresh install of AE and downloaded your latest patch about two hours ago. When I play against the AI as Japan in Scenario 2 the game hangs up when upgrading land units...
I've tried two or three times but I can't get past the upgrading Land Units phase at the end of the turn.
Regards,
BJ
- michaelm75au
- Posts: 12463
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb
There was a loop in the upgrade code that was fixed.
Can you attach a save here for me to look at?
Can you attach a save here for me to look at?
Michael
RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb
Hi Michael, here's the file - thanks for having a look at it.
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- JTurn0.zip
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- michaelm75au
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RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb
Them pesky Dutch devices again. A different set looped in still ANOTHER fashion.
I have put a limit on how many times it will look through a device upgrade before deciding it can't find an appropriate one. This will automatically break the loop for these cases in future.
Attached is the version K3 EXE to be unzipped into the Beta2 directory.
I'll make up a proper install file tonight when I get home from work.
I have put a limit on how many times it will look through a device upgrade before deciding it can't find an appropriate one. This will automatically break the loop for these cases in future.
Attached is the version K3 EXE to be unzipped into the Beta2 directory.
I'll make up a proper install file tonight when I get home from work.
- Attachments
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- Warinthe..n_1108k3.zip
- (1.97 MiB) Downloaded 42 times
Michael
RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb
ORIGINAL: michaelm
Attached is the version K3 EXE to be unzipped into the Beta2 directory.
I'll make up a proper install file tonight when I get home from work.
Is this "official" beta k3 version?
PS: Tech Support for game is awesome, I hope someday all software producers will be like you
"Only the Dead Have Seen the End of War"
- michaelm75au
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- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb
Not officialORIGINAL: koniu
ORIGINAL: michaelm
Attached is the version K3 EXE to be unzipped into the Beta2 directory.
I'll make up a proper install file tonight when I get home from work.
Is this "official" beta k3 version?
PS: Tech Support for game is awesome, I hope someday all software producers will be like you
Michael
- treespider
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- Location: Edgewater, MD
RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb
ORIGINAL: koniu
Is this "official" beta k3 version?
So what does "beta" mean?[;)]
Here's a link to:
Treespider's Grand Campaign of DBB
"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
Treespider's Grand Campaign of DBB
"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb
"beta" means a release to be tested to find remaining bugs or undiscovered side effects.
Because it is a non-official release it has not gone through the full process of testing and is not as stable as an "official" release. It does not mean there have to be bugs. It simply means changes in the code have been applied which have not been fully tested against side effects, for example.
Michael clearly warned us to not use these betas in games we care about (see first post of this thread).
Quote:
PLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS.
If, however, you feel you want to help by all means do it. NOTE: The test (beta) version will install itself into a seperate folder (beta2 - with an extra desktop icon) so you can select to "test" or "play" as you please. Your "play" version will not be effected.
Just don't forget to report (here in this thread) if you find something suspicious with the beta version.
And please make clear in your report what version exactly you are refering to.
(Sorry Michael, don't want to babysit you and your devoted beta testers [;)])
EDIT: I should note that in order to preserve your "play" version you have to make sure to keep the "saves" also in a seperate folder. If it is not clear to you what I am talking about please do not use the beta version and stick with the latest official release (which should be 1106i dated October 27, 2010 if I remember correctly).
Because it is a non-official release it has not gone through the full process of testing and is not as stable as an "official" release. It does not mean there have to be bugs. It simply means changes in the code have been applied which have not been fully tested against side effects, for example.
Michael clearly warned us to not use these betas in games we care about (see first post of this thread).
Quote:
PLEASE DON'T USE THIS EXE FOR YOUR REAL ON-GOING GAMES AT THE MOMENT PENDING MY FINDINGS ON HOW SUITABLE THE NEW EXE IS.
If, however, you feel you want to help by all means do it. NOTE: The test (beta) version will install itself into a seperate folder (beta2 - with an extra desktop icon) so you can select to "test" or "play" as you please. Your "play" version will not be effected.
Just don't forget to report (here in this thread) if you find something suspicious with the beta version.
And please make clear in your report what version exactly you are refering to.
(Sorry Michael, don't want to babysit you and your devoted beta testers [;)])
EDIT: I should note that in order to preserve your "play" version you have to make sure to keep the "saves" also in a seperate folder. If it is not clear to you what I am talking about please do not use the beta version and stick with the latest official release (which should be 1106i dated October 27, 2010 if I remember correctly).
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
RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb
ORIGINAL: michaelm
Them pesky Dutch devices again. A different set looped in still ANOTHER fashion.
I have put a limit on how many times it will look through a device upgrade before deciding it can't find an appropriate one. This will automatically break the loop for these cases in future.
Attached is the version K3 EXE to be unzipped into the Beta2 directory.
I'll make up a proper install file tonight when I get home from work.
Thanks Michael, I look forward to giving it a go. just curious - are there any specifics you'd like us to look at? Anything you want us to narrow in and test for you?
Regards,
BJ
RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb
Michael,
Some observations on purchasing back destroyed LCUs. (Using 1108k)
The 4th Marine Reg (5524, located at SF in the save) comes back without its withdraw date of 440801.
Filipino and Dutch units that are purchased never advance from arriving in two days on the Ground Reinforcement Schedule. (This is probably as intended) Suggestion - Have units that will not arrive be grayed out in the Ground Units Destroyed menu, or have a way to delete them from the list.
Some CW units are returning at Mombasa instead of Aden, is this as intended?
Some observations on purchasing back destroyed LCUs. (Using 1108k)
The 4th Marine Reg (5524, located at SF in the save) comes back without its withdraw date of 440801.
Filipino and Dutch units that are purchased never advance from arriving in two days on the Ground Reinforcement Schedule. (This is probably as intended) Suggestion - Have units that will not arrive be grayed out in the Ground Units Destroyed menu, or have a way to delete them from the list.
Some CW units are returning at Mombasa instead of Aden, is this as intended?
- Attachments
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- wpae017.zip
- (2.65 MiB) Downloaded 10 times
RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb
ORIGINAL: drw61
Michael,
Some observations on purchasing back destroyed LCUs. (Using 1108k)
The 4th Marine Reg (5524, located at SF in the save) comes back without its withdraw date of 440801.
Filipino and Dutch units that are purchased never advance from arriving in two days on the Ground Reinforcement Schedule. (This is probably as intended) Suggestion - Have units that will not arrive be grayed out in the Ground Units Destroyed menu, or have a way to delete them from the list.
Some CW units are returning at Mombasa instead of Aden, is this as intended?
Mhh the missing withdraw date is strange (i never checked it) but your problem with the units stuck at 2 days schedule should be already fixed with one of the beta updates. Have you tried the last beta patch ?
RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb
I have the one dated from the 15th, I'll update to the latest version.
Thanks
Thanks
ORIGINAL: beppi
ORIGINAL: drw61
Michael,
Some observations on purchasing back destroyed LCUs. (Using 1108k)
The 4th Marine Reg (5524, located at SF in the save) comes back without its withdraw date of 440801.
Filipino and Dutch units that are purchased never advance from arriving in two days on the Ground Reinforcement Schedule. (This is probably as intended) Suggestion - Have units that will not arrive be grayed out in the Ground Units Destroyed menu, or have a way to delete them from the list.
Some CW units are returning at Mombasa instead of Aden, is this as intended?
Mhh the missing withdraw date is strange (i never checked it) but your problem with the units stuck at 2 days schedule should be already fixed with one of the beta updates. Have you tried the last beta patch ?
RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb
nevermind
"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people so full of doubts."
Bertrand Russell
Bertrand Russell
RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb
In my experience HQ units won't move into an enemy occupied hex if set to 'combat'. Using 'move' they enter the hex. I usually use a combat unit as lead unit. If a unit set to 'move' mode is set to follow a unit with 'combat' mode, it will move no faster than the unit in 'combat' mode, resulting in 'safe' arrival together with the other units.
- michaelm75au
- Posts: 12463
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb
ORIGINAL: drw61
Michael,
Some observations on purchasing back destroyed LCUs. (Using 1108k)
The 4th Marine Reg (5524, located at SF in the save) comes back without its withdraw date of 440801.
This is intentional. If you are going you reform the unit, it is a "new unit".
Forcing a withdraw could make rebuilding a unit totally meaningless as by the time it gets fully built, it goes 'poof' and get withdrawn.
Bring back destroyed units breaks the 'historical' withdrawn reason from my voew point.
Michael
- michaelm75au
- Posts: 12463
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb
ORIGINAL: drw61
Filipino and Dutch units that are purchased never advance from arriving in two days on the Ground Reinforcement Schedule. (This is probably as intended) Suggestion - Have units that will not arrive be grayed out in the Ground Units Destroyed menu, or have a way to delete them from the list.
I assume that these units have nowhere to arrive due to the normal arrival bases being occupied.
I'll verify on the save and if so, will make some sort of visual change.
Michael
RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb
ORIGINAL: michaelm
ORIGINAL: drw61
Michael,
Some observations on purchasing back destroyed LCUs. (Using 1108k)
The 4th Marine Reg (5524, located at SF in the save) comes back without its withdraw date of 440801.
This is intentional. If you are going you reform the unit, it is a "new unit".
Forcing a withdraw could make rebuilding a unit totally meaningless as by the time it gets fully built, it goes 'poof' and get withdrawn.
Bring back destroyed units breaks the 'historical' withdrawn reason from my voew point.
Looks like a major potential loophole has been created.
Taking into account your concern, wouldn't a better solution be to not allow destroyed units to be eligible for resurrection if they were scheduled to go "poof".
Alfred




