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RE: Patch 06 - Public Beta - Build 1108k7
Posted: Sun Apr 10, 2011 7:43 pm
by Bullwinkle58
ORIGINAL: Buck Beach
I'll try again. Shouldn't I be able to run through the exe file without using the shortcut, however both ways have given me the Error Message.
I tried something else also. I copy pasted the two K7 files into the main WITPAE folder. I then backed up the previous pwdata file and ran the game using the k7 exe provided. This then is what produced a game with the K5 discribed file with the 4/10/11 date. Talk about confusing me.
You should do what witpqs said. Every shortcut for me has had a unique name, with Beta in it. I have tried to launch from inside the folder directly by clicking on the EXE, but it does not work.I don't know why; probably releated to the PW file. Way back on the first beta I tried to move files and neaten things up and it did not work. Just do as the inslaller tells you to. Install it, leave the folders alone, and launch from the new shortcut.
RE: Patch 06 - Public Beta - Build 1108k7
Posted: Sun Apr 10, 2011 9:43 pm
by Buck Beach
OK guys I am back in the game. Thank you all.
Buck
RE: Patch 06 - Public Beta - Build 1108k7
Posted: Mon Apr 11, 2011 2:04 am
by michaelm75au
ORIGINAL: Numdydar
Of course someone is bound to ask, when will the manual will be updated will all these changes as it is now getting seriously out of date lol.
Strangely, that was the next thing I was going to do after this beta became official.
But it is dragging on a bit, so I am deferring the manual until we finishing "finding bugs"
RE: Patch 06 - Public Beta - Build 1108k7
Posted: Mon Apr 11, 2011 6:09 am
by m10bob
Wonderful changes and improvements..FYI, I am playing the betas on an existing game,(against the offered caveat), and am finding no problems.Thank you.....
RE: Patch 06 - Public Beta - Build 1108k7
Posted: Mon Apr 11, 2011 2:49 pm
by oldman45
ORIGINAL: m10bob
ORIGINAL: michaelm
ORIGINAL: m10bob
I still would like to someday see the ability to hover my mouse over conflicted hex and see the numerical strengths of my own units in a hex, at a glance.Of course I can get this info by opening the unit screens and in the op reports, but this feature would sure come in handy when dealing with a line of conflicted hexes grouped near one another.
Will this do.
I was having difficulty in seeing how many CD guns where in hex due to many LCUs.
Notice the bottom line of box.
Eureka Michaelm!!!!!!! That's IT!!!!!!!!! [&o]
What do the letters at the bottom stand for?
RE: Patch 06 - Public Beta - Build 1108k7
Posted: Mon Apr 11, 2011 3:31 pm
by ny59giants
A = Assault value
G = Guns
F = Flak
E = Engineers
V = Aviation Support
S = Support
RE: Patch 06 - Public Beta - Build 1108k7
Posted: Mon Apr 11, 2011 8:55 pm
by Nemo121
Strangeish problem.
I run the install and it creates a folder called Beta2 within the main AE directory. It does NOT create a shortcut. That's fine though, i can create that myself. For testing though I just double click on the Executable in Beta2.
When I do that the game crashes and states "Error: Unable to find PW Data."
BTw the Beta2 directory contains the executable and pwsdll.dll
That's it. So, what am I missing?
RE: Patch 06 - Public Beta - Build 1108k7
Posted: Mon Apr 11, 2011 9:07 pm
by witpqs
ORIGINAL: Nemo121
Strangeish problem.
I run the install and it creates a folder called Beta2 within the main AE directory. It does NOT create a shortcut. That's fine though, i can create that myself. For testing though I just double click on the Executable in Beta2.
When I do that the game crashes and states "Error: Unable to find PW Data."
BTw the Beta2 directory contains the executable and pwsdll.dll
That's it. So, what am I missing?
Create the shortcut so that it points to the Beta executable, but the other line in the shortcut points to the usual (non-Beta) folder. I think that other line is called "Start In" and basically gets passed to the executable in effect telling it "This is where you are", so programs that need to find files in "their own" folder will know where to look. Make sense?
RE: Patch 06 - Public Beta - Build 1108k7
Posted: Mon Apr 11, 2011 10:18 pm
by vonTirpitz
As witpqs states:
Shortcut properties should look similar to this...

RE: Patch 06 - Public Beta - Build 1108k7
Posted: Tue Apr 12, 2011 12:54 am
by michaelm75au
ORIGINAL: oldman45
ORIGINAL: m10bob
ORIGINAL: michaelm
Will this do.
I was having difficulty in seeing how many CD guns where in hex due to many LCUs.
Notice the bottom line of box.
Eureka Michaelm!!!!!!! That's IT!!!!!!!!! [&o]
What do the letters at the bottom stand for?
The numbers are just a sum of the the numbers above it.
RE: Patch 06 - Public Beta - Build 1108k7
Posted: Tue Apr 12, 2011 1:41 am
by Buck Beach
ORIGINAL: Nemo121
Strangeish problem.
I run the install and it creates a folder called Beta2 within the main AE directory. It does NOT create a shortcut. That's fine though, i can create that myself. For testing though I just double click on the Executable in Beta2.
When I do that the game crashes and states "Error: Unable to find PW Data."
BTw the Beta2 directory contains the executable and pwsdll.dll
That's it. So, what am I missing?
My "shortcut" was deposited directly on the desktop with the install as others had reported. I hadn't recognized it because I had so many other WITPAE shortcuts already.
Buck
RE: Patch 06 - Public Beta - Build 1108k7
Posted: Tue Apr 12, 2011 2:16 am
by mjk428
Michael,
I started a thread about supply massing in Madras. It seems that supply will move to the largest base or port first and foremost.
tm.asp?m=2780376
In case this is not WAD, here is a save.
RE: Patch 06 - Public Beta - Build 1108k7 Resource Movement
Posted: Tue Apr 12, 2011 11:26 am
by PaxMondo
Been noticing this myself. Used to be able to get Resources to flow to Fusan by simply pulling from there long enough. But now, it seems that they will pool in Pt Arthur no matter and leave 19,000 resources in Fusan. Supplies hang in PA as well, but you have your demand buttons to address that. What I am trying to check is whether or not I am actually getting the full turn load of resources onto the ships at Fusan. I am clearly loading more than 19,000 per turn.
One thing is now clear though; computer convoys (not CS, but computer) are not working for me with Fusan only being at 19,000. When I start everything looks fine the furst run, it loads, runs to Fukuoka, unloads and returns. But then it just sits at Fusan without loading again. I suspect that the computer setting looks to see that there isn't enough resource and so won't start loading. I'm having to run my convoys manually.
Fusan can only be built to size 8 port compared to PA's size 9. I'm building up Fusan's air field to see if the combined total will make a difference.. Like mjk428, only reporting here. Not sure if this is WAD or not.
RE: Patch 06 - Public Beta - Build 1108k7 Resource Movement
Posted: Tue Apr 12, 2011 12:07 pm
by michaelm75au
ORIGINAL: PaxMondo
Been noticing this myself. Used to be able to get Resources to flow to Fusan by simply pulling from there long enough. But now, it seems that they will pool in Pt Arthur no matter and leave 19,000 resources in Fusan. Supplies hang in PA as well, but you have your demand buttons to address that. What I am trying to check is whether or not I am actually getting the full turn load of resources onto the ships at Fusan. I am clearly loading more than 19,000 per turn.
One thing is now clear though; computer convoys (not CS, but computer) are not working for me with Fusan only being at 19,000. When I start everything looks fine the furst run, it loads, runs to Fukuoka, unloads and returns. But then it just sits at Fusan without loading again. I suspect that the computer setting looks to see that there isn't enough resource and so won't start loading. I'm having to run my convoys manually.
Fusan can only be built to size 8 port compared to PA's size 9. I'm building up Fusan's air field to see if the combined total will make a difference.. Like mjk428, only reporting here. Not sure if this is WAD or not.
Can you add a save with the situation in Fusan not loading?
Want to see if anything is being drawn to or from that port.
RE: Patch 06 - Public Beta - Build 1108k7
Posted: Tue Apr 12, 2011 4:43 pm
by Nemo121
Thanks for the help guys....
I got it working both ways - with my own shortcut made as per the suggestions here and by scouring my screenspace for a shortcut ( which I found buried ).... I run two 1680 x 1050 monitors and the shortcut popped up on the subsidiary one I use for surfing etc.... Oops, thanks for the help though.
RE: Patch 06 - Public Beta - Build 1108k7 Resource Movement
Posted: Tue Apr 12, 2011 9:43 pm
by PaxMondo
ORIGINAL: michaelm
ORIGINAL: PaxMondo
Been noticing this myself. Used to be able to get Resources to flow to Fusan by simply pulling from there long enough. But now, it seems that they will pool in Pt Arthur no matter and leave 19,000 resources in Fusan. Supplies hang in PA as well, but you have your demand buttons to address that. What I am trying to check is whether or not I am actually getting the full turn load of resources onto the ships at Fusan. I am clearly loading more than 19,000 per turn.
One thing is now clear though; computer convoys (not CS, but computer) are not working for me with Fusan only being at 19,000. When I start everything looks fine the furst run, it loads, runs to Fukuoka, unloads and returns. But then it just sits at Fusan without loading again. I suspect that the computer setting looks to see that there isn't enough resource and so won't start loading. I'm having to run my convoys manually.
Fusan can only be built to size 8 port compared to PA's size 9. I'm building up Fusan's air field to see if the combined total will make a difference.. Like mjk428, only reporting here. Not sure if this is WAD or not.
Can you add a save with the situation in Fusan not loading?
Want to see if anything is being drawn to or from that port.
Gonna have to run a couple of turns to create it. I've been manually loading and all of my recent saves have it that way. Try to have it for you tomorrow.
RE: Patch 06 - Public Beta - Build 1108k7 Resource Movement
Posted: Wed Apr 13, 2011 5:51 am
by aprezto
Hello Michael;
Great to see all this great work you're doing. I know the goal posts keep moving, but I've not noted this as a change in the wings, my apologies if you've covered it. To do with GUI around amphib TFs:
I'd like to be able to change the Opmode of a land unit when you're putting together an amphib TF. Currently the amphib window just informs you that a unit is not in combat mode (or strategic mode for that matter with a transport) TF. Presently you have to exit the TF, change Opmode of the units, and then return to the TF to load up - seems like an unnecessary requirement.
Another is to add the target preparation location of each LCU when choosing what to load on an amphib TF. At present I have to go to the land units, order by prep location, find the units I have set up for an amphib, write them down, and then add the units on the list when I go to the amphib screen. Maybe this has already been done, you seem to have covered a swag of informational stuff already.
Anyway, just thought I'd add the request.
RE: Patch 06 - Public Beta - Build 1108k7 Resource Movement
Posted: Wed Apr 13, 2011 9:21 am
by m10bob
If I had a "wish list" item for a patch, I would like to have an option to include CVE's to ASW groups, for obvious reason.
U 505 was captured by USS Guadalcanal, a CVE, IIRC.

RE: Patch 06 - Public Beta - Build 1108k7 Resource Movement
Posted: Wed Apr 13, 2011 10:26 am
by Bradley7735
ORIGINAL: aprezto
Another is to add the target preparation location of each LCU when choosing what to load on an amphib TF. At present I have to go to the land units, order by prep location, find the units I have set up for an amphib, write them down, and then add the units on the list when I go to the amphib screen. Maybe this has already been done, you seem to have covered a swag of informational stuff already.
+1
RE: Patch 06 - Public Beta - Build 1108k7 Resource Movement
Posted: Wed Apr 13, 2011 12:00 pm
by michaelm75au
ORIGINAL: aprezto
Hello Michael;
Great to see all this great work you're doing. I know the goal posts keep moving, but I've not noted this as a change in the wings, my apologies if you've covered it. To do with GUI around amphib TFs:
I'd like to be able to change the Opmode of a land unit when you're putting together an amphib TF. Currently the amphib window just informs you that a unit is not in combat mode (or strategic mode for that matter with a transport) TF. Presently you have to exit the TF, change Opmode of the units, and then return to the TF to load up - seems like an unnecessary requirement.
Another is to add the target preparation location of each LCU when choosing what to load on an amphib TF. At present I have to go to the land units, order by prep location, find the units I have set up for an amphib, write them down, and then add the units on the list when I go to the amphib screen. Maybe this has already been done, you seem to have covered a swag of informational stuff already.
Anyway, just thought I'd add the request.
I tried to add the LCU screen to the Loading screen, but it is more complicated than that. The screen locked up when returning to the loading screen.
I'll have to put this aside until later.