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RE: Patch 07 - Unofficial Public Beta - 1125 14 November 2015

Posted: Tue Jan 05, 2016 1:31 pm
by cohimbra
ORIGINAL: Lokasenna

Yes, they were switched a couple of months ago due to a tweak to allow replacements to be drawn even if a replenishment group was available, which required 2 buttons. It is a little "tighter" and therefore slightly harder to navigate.
Thank you Lokasenna, I missed this change.
I don't like it but it's just a detail, I can live with it.

RE: Patch 07 - Unofficial Public Beta - 1125 14 November 2015

Posted: Fri Jan 08, 2016 9:58 am
by btd64
ORIGINAL: General Patton

michaelm, Thanks as always for your hard work.

As you know, the Air squadrons show how many kills they have. Well, If it can be done, how about showing the Confirmed kills a Sub has? I don't know about anyone else, but I think this piece of eye candy is important if you need to send a sub into an area that maybe a little tougher than others. More experience....GP

michaelm, Any chance this can be added? I thing this would be a cool thing to have. Or is this a code thing? Anyway, thank you for your support....GP

RE: Patch 07 - Unofficial Public Beta - 1125 14 November 2015

Posted: Fri Jan 08, 2016 11:32 am
by RichardAckermann
I kindly ask for 2 things that I think would be good to add.

First, I would love to have a button iside the window that is listing all TFs, to show currently known enemy TFs. It takes some time to follow all those sighting reports. Having them listed to jump to the location would save me a big deal of time every turn.

Second, I found allied shipping lanes and my subs are killing 3 to 5 transports per turn. The AI seems to completely ignore this. I think it may prove to be better for single player games if you teach the AI to avoid "kill zones" with non-combat TFs.

RE: Patch 07 - Unofficial Public Beta - 1125 14 November 2015

Posted: Fri Jan 08, 2016 2:05 pm
by Lokasenna
ORIGINAL: General Patton

ORIGINAL: General Patton

michaelm, Thanks as always for your hard work.

As you know, the Air squadrons show how many kills they have. Well, If it can be done, how about showing the Confirmed kills a Sub has? I don't know about anyone else, but I think this piece of eye candy is important if you need to send a sub into an area that maybe a little tougher than others. More experience....GP

michaelm, Any chance this can be added? I thing this would be a cool thing to have. Or is this a code thing? Anyway, thank you for your support....GP

This would break through fog of war. You would know instantly whether a ship sunk or not (which is not to say that you can't usually tell).

RE: Patch 07 - Unofficial Public Beta - 1125 14 November 2015

Posted: Fri Jan 08, 2016 2:06 pm
by Lokasenna
ORIGINAL: RichardAckermann

I kindly ask for 2 things that I think would be good to add.

First, I would love to have a button iside the window that is listing all TFs, to show currently known enemy TFs. It takes some time to follow all those sighting reports. Having them listed to jump to the location would save me a big deal of time every turn.

Second, I found allied shipping lanes and my subs are killing 3 to 5 transports per turn. The AI seems to completely ignore this. I think it may prove to be better for single player games if you teach the AI to avoid "kill zones" with non-combat TFs.

For the first thing, press Ctrl-A which will bring up the strategic map. You can filter this map to show only enemy task forces. I do this all the time.

For the second thing, that's not a code issue really, and also not really possible with the way I understand AI scripts to work.

RE: Patch 07 - Unofficial Public Beta - 1125 14 November 2015

Posted: Fri Jan 08, 2016 2:39 pm
by GetAssista
There is a long-standing issue with LCU losing movement progress if new movement destination is given manually by clicking on the map even if direction of movement in the hex remains the same. It is rather painful to pursue enemy LCUs on land, cause you always need to give new hex destinations as enemy moves.
Thing is, option to preserve movement progress is there in game, but to capitalize on it currently you need another LCU in a hex:
Give new destination to another LCU -> Choose March All -> Profit! Movement progress is preserved for other LCUs, assuming new destination leads to the same movement direction out of the hex.
Would be nice if the engine applied this mechanics to the initial LCU you are giving orders to.

RE: Patch 07 - Unofficial Public Beta - 1125 14 November 2015

Posted: Fri Jan 08, 2016 5:13 pm
by RichardAckermann
ORIGINAL: Lokasenna

ORIGINAL: RichardAckermann

I kindly ask for 2 things that I think would be good to add.

First, I would love to have a button iside the window that is listing all TFs, to show currently known enemy TFs. It takes some time to follow all those sighting reports. Having them listed to jump to the location would save me a big deal of time every turn.

Second, I found allied shipping lanes and my subs are killing 3 to 5 transports per turn. The AI seems to completely ignore this. I think it may prove to be better for single player games if you teach the AI to avoid "kill zones" with non-combat TFs.

For the first thing, press Ctrl-A which will bring up the strategic map. You can filter this map to show only enemy task forces. I do this all the time.

For the second thing, that's not a code issue really, and also not really possible with the way I understand AI scripts to work.

Thanks for the hint with the map, but I use to miss out some of the green dots if they are close to land. Having a list would be more precise, and I would prefer that to reduce human error - something I have a lot of.

The AI already does seem to evade known threats. Once I station air forces close to enemy shipping lanes, they seem to tend to avoid the area. If the game would record ship losses it could also plot a path around that location. At least for some weeks. This would pose more of a challenge to single player.
I am Japan, and if I continue to score free kills on allied shipping, I have probably won the game using subs alone by end of 43.

RE: Patch 07 - Unofficial Public Beta - 1125 14 November 2015

Posted: Fri Jan 08, 2016 7:32 pm
by Lokasenna
ORIGINAL: RichardAckermann

ORIGINAL: Lokasenna

ORIGINAL: RichardAckermann

I kindly ask for 2 things that I think would be good to add.

First, I would love to have a button iside the window that is listing all TFs, to show currently known enemy TFs. It takes some time to follow all those sighting reports. Having them listed to jump to the location would save me a big deal of time every turn.

Second, I found allied shipping lanes and my subs are killing 3 to 5 transports per turn. The AI seems to completely ignore this. I think it may prove to be better for single player games if you teach the AI to avoid "kill zones" with non-combat TFs.

For the first thing, press Ctrl-A which will bring up the strategic map. You can filter this map to show only enemy task forces. I do this all the time.

For the second thing, that's not a code issue really, and also not really possible with the way I understand AI scripts to work.

Thanks for the hint with the map, but I use to miss out some of the green dots if they are close to land. Having a list would be more precise, and I would prefer that to reduce human error - something I have a lot of.

The AI already does seem to evade known threats. Once I station air forces close to enemy shipping lanes, they seem to tend to avoid the area. If the game would record ship losses it could also plot a path around that location. At least for some weeks. This would pose more of a challenge to single player.
I am Japan, and if I continue to score free kills on allied shipping, I have probably won the game using subs alone by end of 43.

The AI avoids air threats because there is an aerial threat routine already in place in the engine. The TF routing functions will tell any TF, even human-controlled ones, to sail around air bases. It's not perfect, but it does try to avoid them.

With the map... is your bright green dot for an Allied item on the strategic map really that similar to the green for your landmasses? My green dots are basically neon green, which stands out against everything on the map.

RE: Patch 07 - Unofficial Public Beta - 1125 14 November 2015

Posted: Sat Jan 09, 2016 5:36 am
by RichardAckermann
Still it would be nice to add a routine that does tell the AI TFs not to sail near a hex where I sink 50 to 80 transports per month. It does not have to be perfect, just a little less suicidal would do.

I actually have some problems with the green. Maybe it's just my monitor.

RE: Patch 07 - Unofficial Public Beta - 1125 14 November 2015

Posted: Sat Jan 09, 2016 12:40 pm
by Admiral DadMan
ORIGINAL: RichardAckermann

Still it would be nice to add a routine that does tell the AI TFs not to sail near a hex where I sink 50 to 80 transports per month. It does not have to be perfect, just a little less suicidal would do.
Human players do this too, so it's WaD.

RE: Patch 07 - Unofficial Public Beta - 1125 14 November 2015

Posted: Sat Jan 09, 2016 12:41 pm
by witpqs
ORIGINAL: RichardAckermann
I actually have some problems with the green. Maybe it's just my monitor.
Some of that might just be the map colors. Green/Allied TFs seem to be able to hide within some of the map lettering. Using the overview map (control-a) can help to spot them, and the TF list (hot key 't') can too.

RE: Patch 07 - Unofficial Public Beta - 1125 14 November 2015

Posted: Wed Jan 13, 2016 4:10 am
by Yaab
Just wanted to say thanks for the two January updates, michaelm!

RE: Patch 07 - Unofficial Public Beta - 1125 14 November 2015

Posted: Wed Jan 13, 2016 7:58 am
by chemkid
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RE: Patch 07 - Unofficial Public Beta - 1125 14 November 2015

Posted: Wed Jan 13, 2016 2:02 pm
by gw15
Where is the link to the January updates?

RE: Patch 07 - Unofficial Public Beta - 1125 14 November 2015

Posted: Wed Jan 13, 2016 2:12 pm
by Admiral DadMan
ORIGINAL: bommerrang

Where is the link to the January updates?
Patch 07 - Unofficial Public Beta - 1125 updated 10 January 2016

Don't forget: this thread is for bugs only.

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Suggestions go here:

Patch 07 - Unofficial Public Beta & UI Suggestions

RE: Patch 07 - Unofficial Public Beta - 1125 14 November 2015

Posted: Mon Feb 15, 2016 2:38 pm
by Admiral DadMan
This is a graphic bug when changing an LCU Commander:

Image

RE: Patch 07 - Unofficial Public Beta - 1125 14 November 2015

Posted: Mon Feb 22, 2016 2:48 am
by koniu
After PC death i was forceed to reinstall game. But to be on same version as my oponent i need upgrade to 03/01/2016 [1125.8] beta. Can someone upload this vesion or link me where i can find it??

RE: Patch 07 - Unofficial Public Beta - 1125 14 November 2015

Posted: Mon Feb 22, 2016 2:59 am
by Yaab
Koniu, check your inbox. Message sent.

RE: Patch 07 - Unofficial Public Beta - 1125 14 November 2015

Posted: Fri Feb 26, 2016 2:25 pm
by koniu
Thanks Yaab
And now i am uploading patch for Docup.

RE: Patch 07 - Unofficial Public Beta - 1125 14 November 2015

Posted: Fri Feb 26, 2016 2:57 pm
by DOCUP
Thanks Koniu. I will update when I get a chance.