A FEW PLAYTESTERS NEEDED FOR LATE BETA

Eagle Day to Bombing of the Reich is a improved and enhanced edition of Talonsoft's older Battle of Britain and Bombing the Reich. This updated version represents the best simulation of the air war over Britain and the strategic bombing campaign over Europe that has ever been made.

Moderators: Joel Billings, warshipbuilder, simovitch, harley

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Hard Sarge
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RE: A FEW PLAYTESTERS NEEDED FOR LATE BETA

Post by Hard Sarge »

ORIGINAL: harley

ORIGINAL: TechSgt

Thanks for the quick answers!

I did look around the forum for a couple of days before registering. The multiple fuel storage sites caught my eye. Is this a visual size of the site or are they just additional targets? What I found most intriguing, since I play as Allied, is the Fuel/Bomb button on the unit display! Also, the number of a/c lost by this unit. That's a nice touch.

Sometimes the data was already there, it just needed to be displayed, other times, like ground kills and AC losses, I needed to add the data. Either way, it makes a big difference to the immersion...

those are different targets with in the same site, some targets needed to be bombed over and over again, these are just some of the larger types, there are some large single site targets, and some that are multi targets

b. Target List, after knocking the production of an Industry to zero, it "never" recovers. It will read zero from then on. I can do Recon missions months afterwards and the individual target sites recover, plus the axis planes keep flying.

not really - the 0 meant that as the allies, you've hit the critical limit in another industry. The actual output is significantly lowered across other areas, but the 0 was shown for armaments if you got rubber below the critical level. Two things happen from here - one is that the rubber repairs, 2 is that the critical level goes down as armament industry adapts to the lack of rubber.
5. Map display

a. Using the "Targeted Sites" button causes the Allied Headquarters Flags to disappear. The flags do not reappear. I have to reload the prior day's save. This is probably more to do with the old laptop that I use.

Are you sure you're not me posting under an alias? I swear you've found a very similar list of largely unknown issues to what I had discovered over many years... No-one else seemed to care about this one, but it always bugged me...

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TechSgt
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RE: A FEW PLAYTESTERS NEEDED FOR LATE BETA

Post by TechSgt »

H Sarge;

After finding out that the Dover Dash has been repaired, I think everything I submit now will be just for polish!

Over the years I've developed "workarounds" for all this stuff.

Two more items to add after reading some of the other threads.

1. Night Intruders

a. Multiple a/c missions use the unit's every "ready" a/c, at the time of start. Regardless of what the plotting phase said. (Half of what is available). Plot single a/c missions to launch first, then have the "sweep" last. You can get a single plane do a sweep, by using this method. If I plot a multi-aircraft mission first, it will use 12 a/c and all the single plots will obviosly not go.

2. The transfer problem (my term)

a. Over time a/c are being added to a unit's transfer number, usually one or two at a time. Eventually, it reaches a high enough number that I have to do a "unit reset", (again my term). When I re-started this current campaign, I let one unit go, just to see if the a/c would ever return. After two weeks of game time, with the unit being non-operational, I gave up. I do a "unit reset", and continue on.

b. When "exchanging" a/c between two units this problem seems to occur more often. I figured it is an operational points limiting thing, like changing bases with more than 200 points of a/c.

c. This also happens when transfering bases with more than 200 points of a/c in a turn, but in this case the game seems to clean up the problem. I know, the answer to this is: "Don't move lot's of planes at the same time!"

d. "Unit Resets"
Soft: Move the unit to another base, this works most of the time.
Hard: Change a/c to a type not being used -- ie. P-39's for fighters or Baltimores for bombers -- then wait two game days and switch back.

I treat this as a unit requiring a standdown, or sending all the pilots on R&R!
bigmilt
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RE: A FEW PLAYTESTERS NEEDED FOR LATE BETA

Post by bigmilt »

I haven't played btr for a long time, but there were caps on movements of planes. That would be to cover that
pesky thing called logistics. You just can't move planes and pilots. They need those things called support personnel,
the O club, hot chow, spare parts, and aviation gas. All that takes a little time to set up that everything works
smoothly.
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Weatherman
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RE: A FEW PLAYTESTERS NEEDED FOR LATE BETA

Post by Weatherman »

You know what would be nice at this stage is a listing of changes we can expect to see from the original game.  Is it possible to see a summary?
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RE: A FEW PLAYTESTERS NEEDED FOR LATE BETA

Post by Hard Sarge »

Update Info II

and the others, I don't know if the post update is still here since the forum change

tm.asp?m=1251697

might help if i get a link
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greg_slith
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RE: A FEW PLAYTESTERS NEEDED FOR LATE BETA

Post by greg_slith »

That list is two years old. No wonder I'm going nuts waiting for this to come out[:D]. As I read through the old list of changes one thing that struck me was needing to know what was the optimal flying envelope for all these a/c. How is that going to be presented for those of us who can't memorize all the data? Is there going to be that much of a difference between a P-40F at 20K vs a P-40F at 25K? I'd hate to have to guesstimate why I'm losing planes. Is it because of bad altitude, bad escort setting, bad pilots, bad planes, or bad dice rolls.
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RE: A FEW PLAYTESTERS NEEDED FOR LATE BETA

Post by Hard Sarge »

remember though, if your flying at 15 and get bounced by some 109s, they are no longer high, and they got a chance to be countered bounced

and in this game, pretty much, you can everything wrong and come out smelling like a rose, and you can do everything right, and well, stink


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RE: A FEW PLAYTESTERS NEEDED FOR LATE BETA

Post by greg_slith »

Well I just don't want to send plane X in at 30K (because that's 5k over my bombers and the data page says it is under their max alt) and have them wallowing around like pigs. If I knew that plane X is better below 15K then they'd be doing something other than escorting the heavies.
As far as having everything come out right for all the wrong reasons... that has been my strategy all along[:D][:D]
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RE: A FEW PLAYTESTERS NEEDED FOR LATE BETA

Post by TechSgt »



2. Briefing Phase

a. Occationally, a squadron that is sent out as singles, Recon, Night Intruders, or RCM, will display having 268 planes. I have used all twelve planes that day. Click through to the unit page will be OK. Could this be a counter being overflowed/Underflow? (256 + 12)?


Found more information on this "feature".

1. Plan a few single a/c NF, Reon, or RCM missions using the same lead unit.
2. Go back later and change the lead unit to another unit.
3. Now use all 12 a/c from the original unit on other missions.
4. Run the action phase.
5. During the Briefing Phase the original unit -- Unit Listing -- will display 268 ready a/c.
6. Click-through to the Unit Page, and it will display the correct number of a/c.
7. The next Planning Phase will be correct.




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