Build 1.70 Status
Moderators: Joel Billings, wdolson, Don Bowen, mogami
RE: Build 1.70 Status
Excellent!
When will 1.70 be available?....
When will 1.70 be available?....
RE: Build 1.70 Status
Thanks for the suppport Mike, some of us are patient![8D]
RE: Build 1.70 Status
Awsoem Mike! Way to show those naysayers!
Designer of War Plan Orange
Allied Naval OOBer of Admiral's Edition
Naval Team Lead for War in the Med
Author of Million-Dollar Barrage: American Field Artillery in the Great War coming soon from OU Press.
Allied Naval OOBer of Admiral's Edition
Naval Team Lead for War in the Med
Author of Million-Dollar Barrage: American Field Artillery in the Great War coming soon from OU Press.
- steveh11Matrix
- Posts: 943
- Joined: Fri Jul 30, 2004 8:54 am
- Contact:
RE: Build 1.70 Status
Y'know, just occasionally, I think the Universe isn't out to get me, personally, with extreme prejudice. Just occasionally, I start to think that there's some good out there.
Thank you of course, to Mike and the rest of the team (such as is left!). But mailnly, thanks to 2by3 and Matrix and Digital River: I've just last night installed WitP onto my new(er) machine, a process which went flawlessly - then I read doom and despondency here regarding any attention for the game - then I read this thread.
"Life is skittles, Life is beer" as Tom Lehrer sang.
:D:D
Steve.
Thank you of course, to Mike and the rest of the team (such as is left!). But mailnly, thanks to 2by3 and Matrix and Digital River: I've just last night installed WitP onto my new(er) machine, a process which went flawlessly - then I read doom and despondency here regarding any attention for the game - then I read this thread.
"Life is skittles, Life is beer" as Tom Lehrer sang.
Steve.
"Nature always obeys Her own laws" - Leonardo da Vinci
- Monter_Trismegistos
- Posts: 1359
- Joined: Tue Feb 01, 2005 8:58 pm
- Location: Gdansk
RE: Build 1.70 Status
ORIGINAL: Big B
When will 1.70 be available?....
Stupid question - 1.70 will be available when... it will show up at Matrix download site
Nec Temere Nec Timide
Bez strachu ale z rozwagą
Bez strachu ale z rozwagą
RE: Build 1.70 Status
ORIGINAL: Mike Wood
Hello...
Be advised. List of fixes, user requested changes for 1.70, so far:
BUGS FIXED:
1) When air group leaders were killed, ship, task force or land unit leaders sometimes died with them. This was the cause of a great many of the leader problems. Fixed.
2) One of the tests for long lance torpedo attacks was some times returning the wrong value, negating surprise. Fixed.
3) When Allied task force had no radar, Japanese were sometimes said to be spotted by radar, when they were really being visually spotted. Fixed.
4) Enemy units were showing up on bottom bar, when Japanese player selected unit at enemy base from list all units pop-out box. Fixed.
5) Game was running out of pilots. Fixed.
6) Rebuilt LCU was reverting to original device number despite being upgraded when split. Fixed.
7) Negative values were showing on Intel screen because of data overflow. Fixed.
8) Air groups which had been disbanded or withdrawn were returning with zero planes, even though planes were being taken from pool for the group. Fixed. Note that fix only applies to groups disbanded or withdrawn using version 1.603 or later.
9) A bug was causing ship captains to vanish. Fixed.
10) The 10” CD gun (device #516) was not being produced. Fixed.
11) Land units ordered to follow were not arriving in proper hex at proper time. Fixed.
12) Allied heavy bombers were using device #210, 2000 lb AP bombs, instead of device #205, 2000 lb GP bombs. Fixed.
USER REQUESTED CHANGES:
1) When an air group is divided, it may not reform unless all three sub-units are assigned to the same headquarters.
2) When an air group is divided into sub-units and each is reassigned to the same, new headquarters, say Central Pacific to South Pacific, when the sub-units reform, the parent group headquarters will change to that new headquarters.
3) When a land unit is divided, it may not reform unless all sub-units are assigned to the same headquarters.
4) When a land unit is divided into sub-units and each is reassigned to the same, new headquarters, say Central Pacific to South Pacific, when the sub-units reform, the parent group headquarters will change to that new headquarters.
5) Mine laying tenders (MLE) may now service ships of any nationality.
6) Destroyer tenders (AD) may now service ships of any nationality.
7) Submarine tenders (AS) may now ships of any nationality.
8) Repair ships (AR) may now help repair ships of any nationality.
9) Malaria zones have been slightly modified. Includes requested changes for CHS maps.
10) Anti-submarine attack routines have been rewritten. Now, seldom will more than 4 ASW vessels normally attack a submarine during a single phase. Number of attacking ships depends on task force type, ships types and lots of skill rolls. Instead of each ship making one or two attacks, they may now sometimes continue to attack until out of ASW ammunition. Number of attacks made depend on task force type, ships types and lots of skill rolls. Hits are now deadly much less often, usually doing a point or two of system damage and or occasionally a point or so of flood damage. I don't know if they are still around, but a while back there were some players screaming for this change. Just got to it. Long list of code requests.
Thanks for Your Patience...
Michael Wood
Mike thank you for all of your hard work! You guys never cease to amaze!!! [:D] [&o]
Just wondering....Is it possible to fix the "Get Pilot" button problem?
Has to do with the "Get Pilot" button...
What causes the problem:
"The only way a group can have more AC then pilots is if when group below max size in AC you draw AC and don't draw pilots." (Accept Replacements is OFF)
AND AT THE SAME TIME
Add some pilots by "Get pilot" a few pilots less than the planes... (which happens when you only want trained pilots)
when this happens airgroups will not fly...
here is the response I got from Mr. Frag. It doesnt sound good...
"I tried to get this fixed with CV aircraft in 1.6. Mike broke something with
turning off pilots as the code was designed originally to pull a pilot at
the time the mission goes should a plane not have one. Having it not able to
pull the pilot is causing a mission scrub condition. I am not sure if
anything can actually be done about this as it is working as designed. This
is one of those classic problems ... When you change a design after the
fact, it has unexpected consequences."

Check out my mod for Strategic Command American Civil War!
https://forums.matrixgames.com/viewtopic.php?t=413785
RE: Build 1.70 Status
Mike,
Any chance of a toggle for repairing ports and airfields?
I sent you a PM about this a while back.
Dave
Any chance of a toggle for repairing ports and airfields?
I sent you a PM about this a while back.
Dave
x-Nuc twidget
CVN-71
USN 87-93
"Going slow in the fast direction"
CVN-71
USN 87-93
"Going slow in the fast direction"
RE: Build 1.70 Status
Poor Mike.
And folks wonder why he doens't post very often...
===
Mike - "Just letting y'all know I fixed this."
"Thanks! What about this?!"
"And this?"
"And what about this?"
"When are we getting this?"
"Remember when we talked abou this?"

-F-
And folks wonder why he doens't post very often...
===
Mike - "Just letting y'all know I fixed this."
"Thanks! What about this?!"
"And this?"
"And what about this?"
"When are we getting this?"
"Remember when we talked abou this?"

-F-
"It is obvious that you have greatly over-estimated my regard for your opinion." - Me

RE: Build 1.70 Status
It never hurts to ask![;)]ORIGINAL: Monter_Trismegistos
ORIGINAL: Big B
When will 1.70 be available?....
Stupid question - 1.70 will be available when... it will show up at Matrix download site
B
RE: Build 1.70 Status
Are we there yet?
Support the Boy Scouts buy Popcorn!
http://www.trails-end.com/estore/scouts ... id=3133025
http://www.trails-end.com/estore/scouts ... id=3133025
RE: Build 1.70 Status
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Are we there yet?
Support the Boy Scouts buy Popcorn!
http://www.trails-end.com/estore/scouts ... id=3133025
http://www.trails-end.com/estore/scouts ... id=3133025
- michaelm75au
- Posts: 12463
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Build 1.70 Status
Hi
I tried to get this to happen by following some instructions that you (I think) posted. [used version 1.602]
I could not get it to happen.
I also asked for any saves where this happened.
I got none.
PS
I also found a posting where it was reported that this happened in 1.5, but when they upgraded to 1.52, it went away.
Michael
I tried to get this to happen by following some instructions that you (I think) posted. [used version 1.602]
I could not get it to happen.
I also asked for any saves where this happened.
I got none.
PS
I also found a posting where it was reported that this happened in 1.5, but when they upgraded to 1.52, it went away.
Michael
ORIGINAL: Tanaka
ORIGINAL: Mike Wood
Hello...
Be advised. List of fixes, user requested changes for 1.70, so far:
BUGS FIXED:
1) When air group leaders were killed, ship, task force or land unit leaders sometimes died with them. This was the cause of a great many of the leader problems. Fixed.
2) One of the tests for long lance torpedo attacks was some times returning the wrong value, negating surprise. Fixed.
3) When Allied task force had no radar, Japanese were sometimes said to be spotted by radar, when they were really being visually spotted. Fixed.
4) Enemy units were showing up on bottom bar, when Japanese player selected unit at enemy base from list all units pop-out box. Fixed.
5) Game was running out of pilots. Fixed.
6) Rebuilt LCU was reverting to original device number despite being upgraded when split. Fixed.
7) Negative values were showing on Intel screen because of data overflow. Fixed.
8) Air groups which had been disbanded or withdrawn were returning with zero planes, even though planes were being taken from pool for the group. Fixed. Note that fix only applies to groups disbanded or withdrawn using version 1.603 or later.
9) A bug was causing ship captains to vanish. Fixed.
10) The 10” CD gun (device #516) was not being produced. Fixed.
11) Land units ordered to follow were not arriving in proper hex at proper time. Fixed.
12) Allied heavy bombers were using device #210, 2000 lb AP bombs, instead of device #205, 2000 lb GP bombs. Fixed.
USER REQUESTED CHANGES:
1) When an air group is divided, it may not reform unless all three sub-units are assigned to the same headquarters.
2) When an air group is divided into sub-units and each is reassigned to the same, new headquarters, say Central Pacific to South Pacific, when the sub-units reform, the parent group headquarters will change to that new headquarters.
3) When a land unit is divided, it may not reform unless all sub-units are assigned to the same headquarters.
4) When a land unit is divided into sub-units and each is reassigned to the same, new headquarters, say Central Pacific to South Pacific, when the sub-units reform, the parent group headquarters will change to that new headquarters.
5) Mine laying tenders (MLE) may now service ships of any nationality.
6) Destroyer tenders (AD) may now service ships of any nationality.
7) Submarine tenders (AS) may now ships of any nationality.
8) Repair ships (AR) may now help repair ships of any nationality.
9) Malaria zones have been slightly modified. Includes requested changes for CHS maps.
10) Anti-submarine attack routines have been rewritten. Now, seldom will more than 4 ASW vessels normally attack a submarine during a single phase. Number of attacking ships depends on task force type, ships types and lots of skill rolls. Instead of each ship making one or two attacks, they may now sometimes continue to attack until out of ASW ammunition. Number of attacks made depend on task force type, ships types and lots of skill rolls. Hits are now deadly much less often, usually doing a point or two of system damage and or occasionally a point or so of flood damage. I don't know if they are still around, but a while back there were some players screaming for this change. Just got to it. Long list of code requests.
Thanks for Your Patience...
Michael Wood
Mike thank you for all of your hard work! You guys never cease to amaze!!! [:D] [&o]
Just wondering....Is it possible to fix the "Get Pilot" button problem?
Has to do with the "Get Pilot" button...
What causes the problem:
"The only way a group can have more AC then pilots is if when group below max size in AC you draw AC and don't draw pilots." (Accept Replacements is OFF)
AND AT THE SAME TIME
Add some pilots by "Get pilot" a few pilots less than the planes... (which happens when you only want trained pilots)
when this happens airgroups will not fly...
here is the response I got from Mr. Frag. It doesnt sound good...
"I tried to get this fixed with CV aircraft in 1.6. Mike broke something with
turning off pilots as the code was designed originally to pull a pilot at
the time the mission goes should a plane not have one. Having it not able to
pull the pilot is causing a mission scrub condition. I am not sure if
anything can actually be done about this as it is working as designed. This
is one of those classic problems ... When you change a design after the
fact, it has unexpected consequences."
Michael
RE: Build 1.70 Status
I've yet to see it myself though just to be on the safe side i make sure there aren't more ready planes vs pilots for my critical airgroups (usually the CV)
-
Damien Thorn
- Posts: 1107
- Joined: Thu Jul 24, 2003 3:20 am
RE: Build 1.70 Status
) Malaria zones have been slightly modified. Includes requested changes for CHS maps.
10) Anti-submarine attack routines have been rewritten. Now, seldom will more than 4 ASW vessels normally attack a submarine during a single phase. Number of attacking ships depends on task force type, ships types and lots of skill rolls. Instead of each ship making one or two attacks, they may now sometimes continue to attack until out of ASW ammunition. Number of attacks made depend on task force type, ships types and lots of skill rolls. Hits are now deadly much less often, usually doing a point or two of system damage and or occasionally a point or so of flood damage. I don't know if they are still around, but a while back there were some players screaming for this change. Just got to it. Long list of code requests.
What changes were made to the Malaria zones? Once you posted the malaria code. Can you post the revised code so we can see the changes?
Does #10 mean there is no point in having more than 4 ASW ships in a task force now? Are certain ships more likely to engange subs than others (i.e. DD vs DMS)?
10) Anti-submarine attack routines have been rewritten. Now, seldom will more than 4 ASW vessels normally attack a submarine during a single phase. Number of attacking ships depends on task force type, ships types and lots of skill rolls. Instead of each ship making one or two attacks, they may now sometimes continue to attack until out of ASW ammunition. Number of attacks made depend on task force type, ships types and lots of skill rolls. Hits are now deadly much less often, usually doing a point or two of system damage and or occasionally a point or so of flood damage. I don't know if they are still around, but a while back there were some players screaming for this change. Just got to it. Long list of code requests.
What changes were made to the Malaria zones? Once you posted the malaria code. Can you post the revised code so we can see the changes?
Does #10 mean there is no point in having more than 4 ASW ships in a task force now? Are certain ships more likely to engange subs than others (i.e. DD vs DMS)?
RE: Build 1.70 Status
I'm trying not to think about the ASW too much. I'm having nightmarish visions of retuning dancing in my little pointy head.....
time for a
time for a

RE: Build 1.70 Status
ORIGINAL: Nikademus
I've yet to see it myself though just to be on the safe side i make sure there aren't more ready planes vs pilots for my critical airgroups (usually the CV)
its easy. just load up the south pacific scenario as japan. game settings are with replacements off. go to the tainan airgroup at lae. you start out with 24 pilots and 24 planes with a maximum of 27 plane potential. turn replacements on turn 1. once you get your full compliment of planes on turn 2 (27 planes) turn replacements off. press the get pilot button once. you will now have 25 pilots and 27 planes. now try to sweep port moresby. your airgroup will no longer fly but maybe a few measley planes...
see screenshot and fatigue of pilots. only a few are flying...
do the same thing with the IJN carrier groups in this scenario and you will get the same thing...

- Attachments
-
- Clipboard01.jpg (69.32 KiB) Viewed 306 times

Check out my mod for Strategic Command American Civil War!
https://forums.matrixgames.com/viewtopic.php?t=413785
RE: Build 1.70 Status
Mike I'd like to add a wish item for future updates -
How about making a British or CW Naval Pilot replacement for the British from say the Communist China or French listing using the proper naval ranks & maybe decrease the British replacement rate. As it is now they use Land Air ranks like WCdr or SL & also maybe add Sgt/Flying Sgt to the British flying ranks as there were quite a few especially at start.
In working on the CHS Leaders, I've also noticed in my game that all the Canadian squadron leaders are FLT & only those seem to be in the Canadian list to chose from for command but there are Cpts in the squadron. Shouldn't the Canadians follow the same as the CW or Brit structure of flying ranks?
How about making a British or CW Naval Pilot replacement for the British from say the Communist China or French listing using the proper naval ranks & maybe decrease the British replacement rate. As it is now they use Land Air ranks like WCdr or SL & also maybe add Sgt/Flying Sgt to the British flying ranks as there were quite a few especially at start.
In working on the CHS Leaders, I've also noticed in my game that all the Canadian squadron leaders are FLT & only those seem to be in the Canadian list to chose from for command but there are Cpts in the squadron. Shouldn't the Canadians follow the same as the CW or Brit structure of flying ranks?
RE: Build 1.70 Status
Guys, let him finish this patch before asking more....let the man get his head above water, at least for a little while.[;)]
Designer of War Plan Orange
Allied Naval OOBer of Admiral's Edition
Naval Team Lead for War in the Med
Author of Million-Dollar Barrage: American Field Artillery in the Great War coming soon from OU Press.
Allied Naval OOBer of Admiral's Edition
Naval Team Lead for War in the Med
Author of Million-Dollar Barrage: American Field Artillery in the Great War coming soon from OU Press.
- treespider
- Posts: 5781
- Joined: Sun Jan 30, 2005 7:34 am
- Location: Edgewater, MD
RE: Build 1.70 Status
ORIGINAL: Tankerace
Guys, let him finish this patch before asking more....let the man get his head above water, at least for a little while.[;)]
As opposed to asking for chrome, ask for bugs to be squashed and eradicated.
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








