Patch 07 - Unofficial Public Beta - 1126b updated 17 Sept 2016

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Mac Linehan
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RE: Patch 07 - Unofficial Public Beta - 1118 updated 03 October 2012

Post by Mac Linehan »

Michael -

I am absolutely impressed beyond words at the level of support and new work you have done for AE - Thank You.

Gents - I am really missing the boat with reference to using the aircraft filter settings - is this done ingame (with 9e installed) or through the editor? Have spent 30 minutes trying to figure it out; and feel less than capable...

Thank You in advance

Mac
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PaxMondo
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RE: Patch 07 - Unofficial Public Beta - 1118 updated 03 October 2012

Post by PaxMondo »

Mac,
 
There's a good thread in the Modder sub-Forum on this.  Take a read there. 
Pax
Mac Linehan
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RE: Patch 07 - Unofficial Public Beta - 1118 updated 03 October 2012

Post by Mac Linehan »

Pax -

Found the thread - an outstanding discussion!

Thank You, Sir!

Mac
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Mac Linehan
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by Mac Linehan »

ORIGINAL: jmalter

well i was gonna say "t'ain't nothin' better than a new michaelm beta download posted in the tech-thread".

but there is something better - it's his ability to provide near-instantaneous solutions in response to bugh-reports.

yay michaelm!

jmalter -

Very well and accurately said. That thrill and expectation that comes when checking the forums is back again. I have been off on a tangent for a month or so, this is a very pleasant surprise.

Once again, Michael, we are so fortunate to have you and Andy Mac as a part of the AE Team. I recognize and respect your sacrifice and work ethic.

Mac
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Sardaukar
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by Sardaukar »

It is ondeed quite outstanding dedication. [&o]
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seille
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by seille »

I can´t find the list of changes for these betas, but using the beta (1118e) i have problems to drop paras at dot bases using float transports.
Is this new or a bug ? Had that problem at various locations using two different para units. In my last game this worked.

It would be nice to provide the list of changes somewhere.

Then a question for the cracks here: When is the burma road definitely closed ?
Wasn´t this shown in Rangoon base screen ? I own everything in Burma except Myitkina and Bhamo. Isn´t this enough ?
Or am i wrong and the closed rpoad is not shown in Rangoon base info screen ?
Thanks in advance.
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kevin_hx
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by kevin_hx »

21/10/12: 1109d - missed a change in "Split groups ... overloaded AF check"
21/10/12: 1109e - Burma road not open if Rangoon in enemy hands

————————————————————————————————————————
why the version become 1109?
jmalter
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by jmalter »

ORIGINAL: seille
Then a question for the cracks here: When is the burma road definitely closed ?
Wasn´t this shown in Rangoon base screen ? I own everything in Burma except Myitkina and Bhamo. Isn´t this enough ?
Or am i wrong and the closed rpoad is not shown in Rangoon base info screen ?
Thanks in advance.
look at lower left of either Rangoon or Tsuyung base screen, it will tell you if Burma Road is open/closed. if Bham/Myit are still occupied by IJ, there might be add'l undiscoved IJ LCUs still blocking the BurmaRoad, do you have air-recon in the area, or LCUs moving up from Rangoon, to look for blockading enemy LCUs?
seille
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by seille »

Sorry, i didn´t point that out clear enough. I´m the IJ army and captured all of Burma except Myitkina and Bhama.
Rangoon base screen doesn´t show any message that the road is closed. Maybe i need Myitkina ? Thought it is not needed.

That one i found for a older Patch, but i still look for the conditions:
243) Added message on base screen if Burma Road is open (on Ledo, Rangoon and Tsuyung)

That message is not there in Rangoon in my game. All these bases are under my (jap) control. Is Myitkina another one i need for closing the road
or is 1118e buggy here ?

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michaelm75au
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by michaelm75au »

Japanese player wont see any message as the open road is only applicable to Allied player.
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seille
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by seille »

Mhh, but for me as jap player it would be nice to know when i cut off the supply to China, or ?
I´m pretty sure that i saw this message during my last game as jap one year ago.

Can you at least give me the conditions when the road is definitely closed ?
Many thanks.
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Iridium
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by Iridium »

It seems in the latest version, starting a PBEM, there are many buttons missing from the Intelligence screen. I did a fresh install, used the auto-updater, and then applied the unofficial public beta patch. Is this WAD or a new bug? While I'm at it, I would like to thank all involved in continuing to improve WitP: AE after so long.



- It's been a while, it's because the game is a PBEM isn't it?
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n01487477
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by n01487477 »

ORIGINAL: Iridium

It seems in the latest version, starting a PBEM, there are many buttons missing from the Intelligence screen. I did a fresh install, used the auto-updater, and then applied the unofficial public beta patch. Is this WAD or a new bug? While I'm at it, I would like to thank all involved in continuing to improve WitP: AE after so long.



- It's been a while, it's because the game is a PBEM isn't it?
Yep - First turn of PBEM doesn't have those buttons enabled
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michaelm75au
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by michaelm75au »

ORIGINAL: kevin_hx

21/10/12: 1109d - missed a change in "Split groups ... overloaded AF check"
21/10/12: 1109e - Burma road not open if Rangoon in enemy hands

————————————————————————————————————————
why the version become 1109?

Typo should be 1119
Michael
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michaelm75au
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by michaelm75au »

ORIGINAL: seille

Mhh, but for me as jap player it would be nice to know when i cut off the supply to China, or ?
I´m pretty sure that i saw this message during my last game as jap one year ago.

Can you at least give me the conditions when the road is definitely closed ?
Many thanks.
Burma Road is closed if
1. Rangoon or Tsuyung is Japanese occupied or
2. a road/rail path can't be traced from Rangoon to Tsuyung by Allied player

The Japanese player seeing the message (road is open) was a bug, which has since been fixed.
Michael
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michaelm75au
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by michaelm75au »

Also, you never see a message saying "Burma road is closed" for either side.
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RE: Patch 07 - Unofficial Public Beta - 1119e updated 21 October 2012

Post by Numdydar »

Any chance to tweat the A2A routines to better reflect A2A combat rather than Altitude being the major effect?
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michaelm75au
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RE: Patch 07 - Unofficial Public Beta - 1119e updated 21 October 2012

Post by michaelm75au »

No such thing as tweaking A2A combat.[:D]

Changing a2a would be a (large impact) task outside the scope of what I am suppose to be doing.
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by michaelm75au »

ORIGINAL: seille

I can´t find the list of changes for these betas, but using the beta (1118e) i have problems to drop paras at dot bases using float transports.
Is this new or a bug ? Had that problem at various locations using two different para units. In my last game this worked.

Do you have a save that shows this? As far as I know, it is working.
[edit]
Found a combination that does not work - will fix for next build (today?)
I added a new unit Commando that was allowed to use seaplanes to invade enemy bases. This broke normal Parachute units that use to be allowed.
Michael
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n01487477
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by n01487477 »

Hi Michael -
I tried to help Traskott with this but came up empty. The save is included and he is having trouble being able to reload the BB's in port in Tokyo. I've done a number of things

This is from JuanG's mod which has high effect

ORIGINAL: n01487477
ORIGINAL: traskott

Ehmmmmm...yes... 480mm, 48cms....

Acording to the editor: Effect: 3969, penetration: 840, load cost 9999, although if I remember correctly, the load cost was modified by me because the field was empty.

So I see that, in the end, I would need a Port10 to reload plus naval support??
reArmCost = 3969 * 2 = 7938
So, Port 10 should do it. (p109)
NS = (int) Math.ceil((0.2*reArmCost)-(port_ReArmLevel[portSize-1]/5));
Size 9 + ((1587) - (6500/5))
= 287 NS
Size 8 + ((1587) - (6000/5))
= 387 NS
So should work ... but ...
ORIGINAL: n01487477

Okay traskott -
been playing around for a number of turns and there does indeed seem to be a problem. Even with an AKE and single BB TF at Tokyo and Fukuoka the op's limit comes into effect.
I'm not sure if this is a beta or mod problem. I would guess though that JuanG would have tested this and IF my calculations are correct; Port 10 should reload without a problem. And as you have 506 NS in Tokyo - I'm scratching my head[X(]
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