This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!
I would suggest making light industry cost less supplies to repair than heavy industry. As it stands now, because light industry produces only one supply per turn, it does not make sense to repair any damaged light industry after mid-1943, especially since you don't regain the victory points lost by repairing it.
Does game engine makes possible to create repeateble convoys ? It would be great to order resource convoy not Auto-disband (for example) but repeat loading of resources and sailing to point X ?
Does game engine makes possible to create repeateble convoys ? It would be great to order resource convoy not Auto-disband (for example) but repeat loading of resources and sailing to point X ?
hi dear opponent[;)]
is still here: you can create a tf in the loading port, order to load resource and then change to from human controlled to CS
Se la germania perde siamo perdenti. Se la germania vince siamo perduti.
If germany lose we are loser. if germany won we are lost.
G.Ciano Mussolini's foreign minister
Ciao Paolo
Does game engine makes possible to create repeateble convoys ? It would be great to order resource convoy not Auto-disband (for example) but repeat loading of resources and sailing to point X ?
hi dear opponent
is still here: you can create a tf in the loading port, order to load resource and then change to from human controlled to CS
I've been loading a resource ship at Hilo and sending it to Pearl, converting to computer command so I don't have to repeat the command. This worked fine prior to Patch 1, but doesn't seem to be working now. [&:]
April 2, 1945. The USS Henrico, supporting the invasion of Okinawa, is struck by a Francis operating as a Kamikaze, killing 51. Among the wounded was the father of this poster.
Yup, patch 02 will be focused on fixing any bugs we or other players find, but each team has some focus items they are working on:
Air - pilot training improvements
Naval - radar modling improvements
Land/map - supply draw improvements
And there will be more OOB/data fixes and improvements to the AI.
I'm surprised you have the nerve to go into even this much detail with this crowd - bound to stir up disppointment. But you do seem the have the maturity to not be unduly effected by the frenzied disappointments of the crowd. Keep up the good work and thanks for the info and your level responses.
We continue our weekly build process, but this week is a bit of a milestone because I think we are now "critical mass" in terms of the items we have in the build. Testing will probably run for about two more weeks and we will continue to squeeze in whatever we can with an acceptable risk/benefit profile.
At this point, I would say public release by 27 Oct will not happen. I'd say it feels like we are about 2 weeks behind that goal at this point.
So probable schedule at this point looks something like "public beta" by about 3 Nov and patch release by about 10 Nov.
As regards "public beta". Actually I'm still a bit skeptical about whether we should be doing this or not. I see pros and cons.
The cons for me are that I guess I am used to being responsible for testing and so I worry about asking the customer to help with that. So kind of a "philosophical" issue for me.
On the pro side, to really adequately test something like this, equivalent to how I would test this in my day job, would take up to maybe 150 people several months. Or shall we say 1000s of person-hours. And there is no way we have that kind of resource available on our team. Hence the idea that some of you helping will find things we miss.
But back to the cons, some of you may view the "public beta" as if it were the actual patch. I would not do this. I would not patch a serious ongoing game, unless I really believed that the game was broken. But many of you will, probably most. I just would warn about equating your expectations regarding the "bug free ness" of the public beta, as compared to the same standard applied against the official patch, once it is released. The official patch will include additional changes as well as many fixes. So, I would recommend testing the "beta patch" as a testing activity. Create a separate instance of the game and apply the beta patch to that game and test. Keep that sepearate from your serious games.
We continue our weekly build process, but this week is a bit of a milestone because I think we are now "critical mass" in terms of the items we have in the build. Testing will probably run for about two more weeks and we will continue to squeeze in whatever we can with an acceptable risk/benefit profile.
At this point, I would say public release by 27 Oct will not happen. I'd say it feels like we are about 2 weeks behind that goal at this point.
So probable schedule at this point looks something like "public beta" by about 3 Nov and patch release by about 10 Nov.
As regards "public beta". Actually I'm still a bit skeptical about whether we should be doing this or not. I see pros and cons.
The cons for me are that I guess I am used to being responsible for testing and so I worry about asking the customer to help with that. So kind of a "philosophical" issue for me.
On the pro side, to really adequately test something like this, equivalent to how I would test this in my day job, would take up to maybe 150 people several months. Or shall we say 1000s of person-hours. And there is no way we have that kind of resource available on our team. Hence the idea that some of you helping will find things we miss.
But back to the cons, some of you may view the "public beta" as if it were the actual patch. I would not do this. I would not patch a serious ongoing game, unless I really believed that the game was broken. But many of you will, probably most. I just would warn about equating your expectations regarding the "bug free ness" of the public beta, as compared to the same standard applied against the official patch, once it is released. The official patch will include additional changes as well as many fixes. So, I would recommend testing the "beta patch" as a testing activity. Create a separate instance of the game and apply the beta patch to that game and test. Keep that sepearate from your serious games.
Thanks for keeping us imformed. It's greatly appreciated.[&o]
At this point, I would say public release by 27 Oct will not happen. I'd say it feels like we are about 2 weeks behind that goal at this point.
So probable schedule at this point looks something like "public beta" by about 3 Nov and patch release by about 10 Nov.
Cool. I'd be shot for saying that if this were the AE Release, but it's going to be a long time until the 3rd Patch, and I suspect many of us won't be disappointed if it slips again and you use the time to really load this one up.