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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
Posted: Mon Aug 15, 2011 2:36 am
by PaxMondo
ORIGINAL: fushun
Some changes are definitely shifting game balance in favor of human player in a game vs AI. Stockpiling base feature and purchasing destroyed units, to name a couple. Unless AI scripts were tweaked accordingly.
I would disagree.
Stockpiling is to help the economics of the game work as intended. The AI ignores these limitations anyway.
Destroyed units being bought back by PP's just removed some silly mechanics (pulling a small portion of a unit). Everyone was doing it as a matter of course. This just acknowledges that and provides a game mechanism to accomplish the same thing. As it was being done before, no impact to an AI game.
PS: If you think they do hurt the AI, just increase the difficulty level. If that isn't enough, load up an Ironman scenario. [;)]
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
Posted: Mon Aug 15, 2011 2:52 am
by witpqs
ORIGINAL: m10bob
Thank you for the response michaelm..Now, I gotta wonder...WHO would form a TF and forget to tell it where to go??...LOL
I have nothing to say. Nothing! (slides quietly out of room)
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
Posted: Mon Aug 15, 2011 3:44 am
by fushun
ORIGINAL: PaxMondo
ORIGINAL: fushun
Some changes are definitely shifting game balance in favor of human player in a game vs AI. Stockpiling base feature and purchasing destroyed units, to name a couple. Unless AI scripts were tweaked accordingly.
I would disagree.
Stockpiling is to help the economics of the game work as intended. The AI ignores these limitations anyway.
Destroyed units being bought back by PP's just removed some silly mechanics (pulling a small portion of a unit). Everyone was doing it as a matter of course. This just acknowledges that and provides a game mechanism to accomplish the same thing. As it was being done before, no impact to an AI game.
PS: If you think they do hurt the AI, just increase the difficulty level. If that isn't enough, load up an Ironman scenario. [;)]
AI as it is don't drains bases dry before abandoning, it is not capable of stockpiling in preparation for a siege. Stockpiling made these tricks easily done by human player.
PP purchasing is not an equivalent of saving fragments, because latter is not always possible. Take surrendered units, or sunk carrier destroyed airgroups. More often it was a lucky survived xAK, then a plan. Now, for example, you can purchase back destroyed CA FP air groups for training, and AI don't. You can revive, prepare to 100% and train Indian brigades, surrendered in Singers. AI can't purchese back no surrendered island garrisones. Game breaking feature, really.
Difficulty level defined only by the quantity of forces/resources available for AI is a joke, even if it is a gaming industry standard. Nobody wants to play against an idiot opponent no matter how much more units he has.[:D]
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
Posted: Mon Aug 15, 2011 8:13 am
by m10bob
ORIGINAL: witpqs
ORIGINAL: m10bob
Thank you for the response michaelm..Now, I gotta wonder...WHO would form a TF and forget to tell it where to go??...LOL
I have nothing to say. Nothing! (slides quietly out of room)
[&o][:D]
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
Posted: Mon Aug 15, 2011 10:13 am
by CaptBeefheart
Michaelm: Once again, great work with these patches. With the latest two patches I've been getting bombardment results like this:
AFTER ACTION REPORTS FOR Mar 16, 45
--------------------------------------------------------------------------------
Night Naval bombardment of Palembang at 48,91
Japanese aircraft
no flights
Japanese aircraft losses
F1M2 Pete: 11 damaged
G4M3a Betty: 115 damaged
G4M3a Betty: 2 destroyed on ground
Ki-67-Ib Peggy: 126 damaged
Ki-67-Ib Peggy: 2 destroyed on ground
Ki-43-Ib Oscar: 52 damaged
Ki-43-Ib Oscar: 3 destroyed on ground
A6M8 Zero: 115 damaged
A6M8 Zero: 2 destroyed on ground
Allied Ships
CA Cumberland
CA Suffolk
CA London
CA Shropshire
CL Newfoundland
CL Kenya
DD Pathfinder
DD Quickmatch
DD Quiberon
DD Edsall
DD Haraden
Japanese ground losses:
146 casualties reported
Squads: 0 destroyed, 0 disabled
Non Combat: 0 destroyed, 21 disabled
Engineers: 1 destroyed, 3 disabled
Airbase hits 69
Airbase supply hits 6
Runway hits 96
CA Cumberland firing at Palembang
CA Suffolk firing at Palembang
CA London firing at Palembang
CA Shropshire firing at Palembang
CL Newfoundland firing at Palembang
CL Kenya firing at Palembang
DD Pathfinder firing at Palembang
DD Quickmatch firing at Palembang
DD Quiberon firing at Palembang
DD Edsall firing at Palembang
DD Haraden firing at Palembang
To me that seems a lot of damaged aircraft. I don't recall seeing so many (or any?) aircraft damaged in previous bombardments of the same location, so either bombardments are more effective or they are just being reported better. Is this a feature or a bug? Oh, and I haven't been updating with each patch, so I'm not sure which one this started with.
Cheers,
CC
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
Posted: Mon Aug 15, 2011 10:25 am
by michaelm75au
Nothing changed in last several betas - mainly bug fix or interface tweaks.
Unless this, which would just make them show up in the report. No change to actual combat, just reporting:
Changed Enabled reporting of non-air attack aircraft losses [MEM]
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
Posted: Mon Aug 15, 2011 10:52 am
by CaptBeefheart
Wow, thanks for the quick response. OK, looks like we are getting better information.
Cheers,
CC
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
Posted: Tue Aug 16, 2011 2:37 am
by khyberbill
I have noticed that a new number is now appearing in some of my TF's. I understand the first two numbers, but what does the third number, in parenthesis, imply? And why is it only seen in some Task Forces?

RE: Patch 06 - Public Beta - Build 1108p7 updated 7 August (2nd part)
Posted: Tue Aug 16, 2011 3:44 am
by michaelm75au
ORIGINAL: seydlitz
Save attached.
Also please check BB Mutsu at Kobe.
She has been in dock for two months with the same 15 engine and still shows 115 days to repair. Not seeing any progress.
Hi
I couldn't download this.
Could you please attach as a zip extension?
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
Posted: Tue Aug 16, 2011 3:48 am
by michaelm75au
ORIGINAL: khyberbill
I have noticed that a new number is now appearing in some of my TF's. I understand the first two numbers, but what does the third number, in parenthesis, imply? And why is it only seen in some Task Forces?
If I understand correctly, it is the distance to the destination only. The second number is the distance there and back. If they are the same number, then it does not show the third one.
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
Posted: Tue Aug 16, 2011 4:28 am
by seille
@MichaelM
Found typo in base list screen. "Reset Add Suppy"
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
Posted: Tue Aug 16, 2011 10:34 am
by Don Bowen
The first two numbers have always been there. They are ranges in hexes:
#1 Endurance of the TF
#2 Mission range (to destination and back to home port)
The third number is new and may not appear. It is usually range (in hexes) to destination. In this example it is three hexes from the TF's current location to it's destination and another three back to the home port. It the TFs current destination is also it's home port, the second and third numbers are the same and the third number is not shown.
Mission range and Range-to-Destination can be red if TF is short on endurance. In some cases Range To Destination can be green and mission range red, which indicates the TF has enough fuel to reach it's destination but not enough to return to home port (without refueling).
Note that these ranges do not take into account any combat ops, reaction, or underway refueling.
There are some special sub-cases:
1. TFs set to Follow another TF, TFs set to Meet a TF and Follow it, and TFs set to Meet a TF and Merge with it will show range to the followed/met TF's destination and home port.
2. TFs set to Meet another TF under all other circumstances will show range to meeting point and then to TFs home port.
3. TFs set to Patrol will show range to complete the curent patrol racecourse and then to home port (from the end of the race course). Note the Patrol TF mission ranges always were calculated from end-of-race course.
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
Posted: Tue Aug 16, 2011 10:35 am
by Don Bowen
Double post removed. The forum is so slow I thought the first one was lost!
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
Posted: Tue Aug 16, 2011 11:53 am
by khyberbill
If I understand correctly, it is the distance to the destination only. The second number is the distance there and back. If they are the same number, then it does not show the third one.
thanks michael. i should have figured that out!
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
Posted: Tue Aug 16, 2011 12:05 pm
by michaelm75au
I have done a few changes that might be interesting.
Fixed Non-transport TF are trying to un/load [MEM]
Tweaked On Army screen for HQs show ship/air/ground assigned buttons [MEM]
Tweaked Suppress Japanese industry icons for Allied player as not relevant [MEM]
Tweaked Suppressed port icon in lower base panel if not applicable [MEM]
Tweaked Port repairs to consider port damage - was only checking in some cases [MEM]
Tweaked Show island stacking limit on mouse over [MEM]
Tweaked Added codes to HQs on unit lists( c Corps, y Army, m Amph, n Naval, a Air) [MEM]
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
Posted: Tue Aug 16, 2011 1:41 pm
by PaxMondo
ORIGINAL: michaelm
I have done a few changes that might be interesting.
Fixed Non-transport TF are trying to un/load [MEM]
Tweaked On Army screen for HQs show ship/air/ground assigned buttons [MEM]
Tweaked Suppress Japanese industry icons for Allied player as not relevant [MEM]
Tweaked Suppressed port icon in lower base panel if not applicable [MEM]
Tweaked Port repairs to consider port damage - was only checking in some cases [MEM]
Sweet!! mid-week updates!!
'THANKS!
[&o][&o][&o]
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
Posted: Tue Aug 16, 2011 5:44 pm
by witpqs
ORIGINAL: michaelm
ORIGINAL: khyberbill
I have noticed that a new number is now appearing in some of my TF's. I understand the first two numbers, but what does the third number, in parenthesis, imply? And why is it only seen in some Task Forces?
If I understand correctly, it is the distance to the destination only. The second number is the distance there and back. If they are the same number, then it does not show the third one.
[&o][:)]
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
Posted: Tue Aug 16, 2011 6:44 pm
by wpurdom
I'm having two systematic problems with the beta:
1. I can't seem to adjust for proper wide screen. With this setting, "C:\Matrix Games\War in the Pacific Admiral's Edition\Beta2\War in the Pacific Admiral Edition.exe" -w -fd -px1280 -py800
I get widescreen with the industries line cut off when I click on a base. If I monkey with the py setting, I can get the bottom line with no widesreen.
2. My autosave function no longer works and I don't know how to reactivate it. It still makes the pre-turn save, just not the 000 autosave file.
I'm using Beta 1108p5 at present.
LCU combat report moan
Posted: Tue Aug 16, 2011 8:29 pm
by jmalter
hi michaelm,
in all combat reports, incl. in-game results screens as well as order-phase review of the 'combat reports' (C hotkey) i don't get a complete report in the 'modifiers' section. a typical report will say:
Combat modifiers
Defender: terrain(+), preparation(-), experience(-)
Attacker:
where the Attacker line is usually always blank, this occurs in all the official releases, as well as in all the betas.
so i'd like to suggest that this blankness be replaced by phrases such as "no modifiers" or "modifiers hidden by Fog of War" as appropriate, when other modifiers can't be reported.
& that these amended 'modifiers' report should be included for LCU & Naval Bombardment attacks.
best regards & thanks for all the betas!
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
Posted: Tue Aug 16, 2011 8:32 pm
by Klahn
ORIGINAL: wpurdom
I'm having two systematic problems with the beta:
1. I can't seem to adjust for proper wide screen. With this setting, "C:\Matrix Games\War in the Pacific Admiral's Edition\Beta2\War in the Pacific Admiral Edition.exe" -w -fd -px1280 -py800
I get widescreen with the industries line cut off when I click on a base. If I monkey with the py setting, I can get the bottom line with no widesreen.
2. My autosave function no longer works and I don't know how to reactivate it. It still makes the pre-turn save, just not the 000 autosave file.
I'm using Beta 1108p5 at present.
Is there a reason you are telling it to run both windowed and full-screen at the same time? (-w tells it to run in a window. -fd tells it to run fullscreen with daily autosaves.)