Moved to another Patch 06 - Public Beta - Build 1108p3 updated 10 July
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
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- Posts: 138
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- Location: VA
RE: Patch 06 - Public Beta - Build 1108k5 updated 26 March
Bomber attacks against LCU’s in enemy held hexes are still often revert to ‘Commander Discretion.’ (At least for me.) This doesn’t seem to be new, I had the problem in 1.06.110c too. I have been running the same move over and over, trying to “unstuck” an amphibious TF intended to invade Izi Oshima.
The first time I ran this, I got an error on shutdown. XP sp3, no switches, Downfall scenario.
"Mines reported in the fairway,
"Warn all traffic and detain,
"'Sent up Unity, Cralibel, Assyrian, Stormcock, and Golden Gain."
"Warn all traffic and detain,
"'Sent up Unity, Cralibel, Assyrian, Stormcock, and Golden Gain."
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb
The TF is routed to Singora. However, it's route consists of cirum-navigating Australia, past NG, thru PI and to Sigora.[&:]ORIGINAL: BigDuke66
This turn a strange meeting happened, this was only the second or third turn with the latest K5 so I'm not sure if it has something to do with it but just in case I have attached the pre-turn save(I also have the auto-save for that turn if needed).
***
Day Time Surface Combat, near Carnarvon at 41,130, Range 19,000 Yards
Japanese Ships
PB Takunan Maru #2, Shell hits 1, and is sunk
xAK Arima Maru, Shell hits 26, and is sunk
Allied Ships
CL Hobart
Japanese ground losses:
1401 casualties reported
Squads: 31 destroyed, 44 disabled
Non Combat: 36 destroyed, 17 disabled
Engineers: 0 destroyed, 0 disabled
Guns lost 10 (5 destroyed, 5 disabled)
***
The location is roughly some hexes west of Australia's North-West end, the Arima Maru starts the scenario near Samah(Hainan) and should run to Singora(Thailand) to drop off troops and the Takunan Maru #2 is based in Truk, all this leads to the question how did they end up in that corner???
Before upgrading to K5 I used this beta Patch 06 - Public Beta - Build 1108c (build02).
Michael
RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb
ORIGINAL: michaelm
The TF is routed to Singora. However, it's route consists of cirum-navigating Australia, past NG, thru PI and to Sigora.[&:]ORIGINAL: BigDuke66
This turn a strange meeting happened, this was only the second or third turn with the latest K5 so I'm not sure if it has something to do with it but just in case I have attached the pre-turn save(I also have the auto-save for that turn if needed).
***
Day Time Surface Combat, near Carnarvon at 41,130, Range 19,000 Yards
Japanese Ships
PB Takunan Maru #2, Shell hits 1, and is sunk
xAK Arima Maru, Shell hits 26, and is sunk
Allied Ships
CL Hobart
Japanese ground losses:
1401 casualties reported
Squads: 31 destroyed, 44 disabled
Non Combat: 36 destroyed, 17 disabled
Engineers: 0 destroyed, 0 disabled
Guns lost 10 (5 destroyed, 5 disabled)
***
The location is roughly some hexes west of Australia's North-West end, the Arima Maru starts the scenario near Samah(Hainan) and should run to Singora(Thailand) to drop off troops and the Takunan Maru #2 is based in Truk, all this leads to the question how did they end up in that corner???
Before upgrading to K5 I used this beta Patch 06 - Public Beta - Build 1108c (build02).
In my current game vs. AI, TF route is identical. I decided to not use this to my advantage (because live opponent will not make such mistake) and I let them free:)
"Only the Dead Have Seen the End of War"
RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb
So what is it, scenario problem, problem with the new exe, did the AI just went mad or simply a bug in the routing?
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108k
1108k6
Changed Added mission being trained for on group screen if primary is not TRAINING [MEM]
Added The group admin & stack data is displayed on the hex list screen if applicable, rather than when overloaded. Overloaded shows in RED [MEM]
Fixed Build rate of supply-generated ships was getting set back to '0'; should have been '1' [MEM]
Added Number of building 'supply-generated ships' shown in () on ship reinforcement screen [MEM]
Added Option to stockpile some devices in the Device Pool. LCUs wont be able to use them for upgrades or replacements [MEM]
Changed Removed same march direction restriction from rebuilding LCUs. [MEM]
Changed Play news of naval combat only if major combat ships involved [MEM]
Changed Added mission being trained for on group screen if primary is not TRAINING [MEM]
Added The group admin & stack data is displayed on the hex list screen if applicable, rather than when overloaded. Overloaded shows in RED [MEM]
Fixed Build rate of supply-generated ships was getting set back to '0'; should have been '1' [MEM]
Added Number of building 'supply-generated ships' shown in () on ship reinforcement screen [MEM]
Added Option to stockpile some devices in the Device Pool. LCUs wont be able to use them for upgrades or replacements [MEM]
Changed Removed same march direction restriction from rebuilding LCUs. [MEM]
Changed Play news of naval combat only if major combat ships involved [MEM]
Michael
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108k5 updated 26 March
ORIGINAL: LowCommand
Bomber attacks against LCU’s in enemy held hexes are still often revert to ‘Commander Discretion.’
Should be fixed in the beta, though.
Michael
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108j (build03) updated 27 Feb
ORIGINAL: BigDuke66
So what is it, scenario problem, problem with the new exe, did the AI just went mad or simply a bug in the routing?
Just how the AI is working out the route. some strange routet has been there off and on for ages.
I suspect that the area around DEI, Malaya and SEA has too high an air threat rating that is causing this weird routing.
Michael
RE: Patch 06 - Public Beta - Build 1108k
Michael,ORIGINAL: michaelm
1108k6
Changed Added mission being trained for on group screen if primary is not TRAINING [MEM]
Added The group admin & stack data is displayed on the hex list screen if applicable, rather than when overloaded. Overloaded shows in RED [MEM]
Fixed Build rate of supply-generated ships was getting set back to '0'; should have been '1' [MEM]
Added Number of building 'supply-generated ships' shown in () on ship reinforcement screen [MEM]
Added Option to stockpile some devices in the Device Pool. LCUs wont be able to use them for upgrades or replacements [MEM]
Changed Removed same march direction restriction from rebuilding LCUs. [MEM]
Changed Play news of naval combat only if major combat ships involved [MEM]
Thanks for the great support!!!
[&o][&o][&o]
Pax
- vonTirpitz
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- Contact:
RE: Patch 06 - Public Beta - Build 1108k6
Michael,
Just a little request.
Would it be possible to have the "temporary floatation repairs failing" messages from the combat replay added to the op report?
I tend to miss this message when it is displayed and it can sometimes be time consuming to figure out which ship was affected.
Appreciate your efforts. Thank you.
Just a little request.
Would it be possible to have the "temporary floatation repairs failing" messages from the combat replay added to the op report?
I tend to miss this message when it is displayed and it can sometimes be time consuming to figure out which ship was affected.
Appreciate your efforts. Thank you.

RE: Patch 06 - Public Beta - Build 1108k
Marvelous [:)]
Re-combining LCUs works
- 23rd, 24th and 25th Marine Rgt into 4th Marine Div (could not be done with the march resetting trick because sitting on Pago Pago which is only one hex)
- 4/1stDet.NW Front, 4/2ndDet.NW Front, 4/3rdDet.NW Front, 4/4thDet.NW Front into 4th North West Frontier Base Force (Northern Command, India)
A couple of patches ago the shortened red lines of approaching air strikes came into being. Also a much appreciated improvement.
Thanks a bunch Michael [:)]
Re-combining LCUs works
- 23rd, 24th and 25th Marine Rgt into 4th Marine Div (could not be done with the march resetting trick because sitting on Pago Pago which is only one hex)
- 4/1stDet.NW Front, 4/2ndDet.NW Front, 4/3rdDet.NW Front, 4/4thDet.NW Front into 4th North West Frontier Base Force (Northern Command, India)
A couple of patches ago the shortened red lines of approaching air strikes came into being. Also a much appreciated improvement.
Thanks a bunch Michael [:)]
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
- USSAmerica
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RE: Patch 06 - Public Beta - Build 1108k
ORIGINAL: michaelm
1108k6
Added Option to stockpile some devices in the Device Pool. LCUs wont be able to use them for upgrades or replacements [MEM]
Fantastic list of enhancements, Michael. Could you explain the intent of this one a little bit? Is this a way to help direct device replacements to higher priority units?
Mike
"Good times will set you free" - Jimmy Buffett
"They need more rum punch" - Me

Artwork by The Amazing Dixie
"Good times will set you free" - Jimmy Buffett
"They need more rum punch" - Me

Artwork by The Amazing Dixie
RE: Patch 06 - Public Beta - Build 1108k
[:)]


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Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Patch 06 - Public Beta - Build 1108k
Michael,
I'm working through the Allied second turn, which as all know is a bit of a bear. Many of the various changes you have made in the Beta are saving me an enormous number of clicks. In addition to the saved effort this means fewer mistakes and fewer things inadvertently left undone due to click-fatigue.
Thanks! [8D]
I have come across one old bug. Units which either start the game (or arrive later) with a destination already set are traveling east, even if that is an erroneous direction of travel. Do you already know about that one or do you need a save?
EDIT to Add: We are using (and started under) 1108k5
I'm working through the Allied second turn, which as all know is a bit of a bear. Many of the various changes you have made in the Beta are saving me an enormous number of clicks. In addition to the saved effort this means fewer mistakes and fewer things inadvertently left undone due to click-fatigue.
Thanks! [8D]
I have come across one old bug. Units which either start the game (or arrive later) with a destination already set are traveling east, even if that is an erroneous direction of travel. Do you already know about that one or do you need a save?
EDIT to Add: We are using (and started under) 1108k5
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Patch 06 - Public Beta - Build 1108k
@michaelm
Thanks for the clarification and thanks for the new patch version.
Now I have seen this for a while, messages in the air phases but the screen does not jump to the location, these messages have always been about subs(periscope, shape in the water, etc.), is that normal or could something be done about it?
Strange is that I get other messages about subs and the screen relocates just fine.
Besides that I wonder how much additional info we could get on screen instead in the reports, any chance we get an option for each message type we would like to be displayed?
Personally I would like to see:
-Planes taking damage while landing(to ground them for a while if losses to high)
-Planes grounded due maintenance(to ground them for a while if losses to high)
-Planes written off(to ground them for a while if losses to high)
Maybe those 3 could be combined to see the overall permanently/temporary losses
-Task Forces out of fuel(to refuel)
-LCUs & AGs taking replacements(well primary to see AGs being full and ready for redeployment)
-Sub leaving patrol zone(to fill hole with another sub)
-Auto TF forming(to cover it)
Thanks for the clarification and thanks for the new patch version.
Now I have seen this for a while, messages in the air phases but the screen does not jump to the location, these messages have always been about subs(periscope, shape in the water, etc.), is that normal or could something be done about it?
Strange is that I get other messages about subs and the screen relocates just fine.
Besides that I wonder how much additional info we could get on screen instead in the reports, any chance we get an option for each message type we would like to be displayed?
Personally I would like to see:
-Planes taking damage while landing(to ground them for a while if losses to high)
-Planes grounded due maintenance(to ground them for a while if losses to high)
-Planes written off(to ground them for a while if losses to high)
Maybe those 3 could be combined to see the overall permanently/temporary losses
-Task Forces out of fuel(to refuel)
-LCUs & AGs taking replacements(well primary to see AGs being full and ready for redeployment)
-Sub leaving patrol zone(to fill hole with another sub)
-Auto TF forming(to cover it)
- topeverest
- Posts: 3380
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- Location: Houston, TX - USA
RE: Patch 06 - Public Beta - Build 1108j (build03)
I just had to reinstall AE. I put in the latest official patch. Is this beta patch suitable to put in? What say all you that have added it? Is there functionality I wont get otherwise?
Andy M
RE: Patch 06 - Public Beta - Build 1108j (build03)
Treespider and I are using on a game we just started. Got one week done then restarted to adjust the mod (not due to the patch). I just finished Allied turn 2. This patch is fantastic at reducing clicking on those monster turns. The pilot management improvements promise to help enormously when pilots get trained and need to be moved around. Search arcs work. Tons more stuff. I like it.
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Patch 06 - Public Beta - Build 1108j (build03)
Seems very stable so far. Micheal has worked a lot of magic to get the purchaseable units to WAD. As witpqs notes, a lot of new nice features. The search arcs alone are worth it.
Pax
RE: Patch 06 - Public Beta - Build 1108j (build03)
Latest patch working like a champion on AN EXISTING,ONGOING GAME!!!..Thank you michaelm......

- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108k
There were times where I wanted to build up my pool of devices say Inf Squads, but still wanted the other devices (like artillery) to fill out normally.ORIGINAL: USS America
ORIGINAL: michaelm
1108k6
Added Option to stockpile some devices in the Device Pool. LCUs wont be able to use them for upgrades or replacements [MEM]
Fantastic list of enhancements, Michael. Could you explain the intent of this one a little bit? Is this a way to help direct device replacements to higher priority units?
Turning off all replacements only got me partway - an 'all or nothing' hammer.
With this option, I can still have the LCU take replacements but not the Inf Squads. Later when I have a big enough pool of them to say fill out my Division of Infantry, I can turn off replacements on all units but my Division, turn off stockpiling and on the next turn the Infantry Div should be able to take an influx of replacements (assuming all other supply conditions are met).
Also handy to have a good pool on hand for those TOE upgrades.
It is something that can be used, but doesn't have to be. Just an other micro-hammer for those who want finesse.[:D]
Michael
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108k
'East' is probably the default direction (ie no direction set).ORIGINAL: witpqs
Michael,
I'm working through the Allied second turn, which as all know is a bit of a bear. Many of the various changes you have made in the Beta are saving me an enormous number of clicks. In addition to the saved effort this means fewer mistakes and fewer things inadvertently left undone due to click-fatigue.
Thanks! [8D]
I have come across one old bug. Units which either start the game (or arrive later) with a destination already set are traveling east, even if that is an erroneous direction of travel. Do you already know about that one or do you need a save?
EDIT to Add: We are using (and started under) 1108k5
If it is just a case of starting units with a destination, I should be able to repeat in a test scenario.
[edit]
Yep. It is the default (no setting) direction. If LCU has a destination, then it will try to workout general direction to go in. True direction will happen as part of the movement routine depending on mode, terrain, hex control, etc, executed during turn.
Michael