Nah, michaelm is going to solve global warming next!ORIGINAL: Cap Mandrake
Santa Maria! This is complicated!
Maybe we should try something easy like global weather models that everyone can agree upon?
Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
Interdum feror cupidine partium magnarum Europae vincendarum
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
ORIGINAL: JeffK
Nah, michaelm is going to solve global warming next!ORIGINAL: Cap Mandrake
Santa Maria! This is complicated!
Maybe we should try something easy like global weather models that everyone can agree upon?
Actually this is something Andy and I talked about doing a few times, but the engine wont support it.
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
Rebuilt units:
A. Groups try to arrive at a base in following order when not given a specific base to arrive at.
(1) national home base of group's nationality
(2) national home base of group's HQ nationality if still alive, or national base of the higher HQ
(3) national home base of group's base HQ nationality if still at a base
(4) arrival delayed another 30 days
In case (2) and (3), it is possible for the group to arrive attached to the higher HQ.
B. LCUs will
(1) turn off any static attached attribute
(2) arrive at a base from following order
(i) national home base of unit's nationality
(ii) national home base of unit's HQ nationality, or higher HQ nationality
(3) if not the unit's national base, then permanent restriction can become a temporary restriction. And HQ attachment could change to higher HQ.
A. Groups try to arrive at a base in following order when not given a specific base to arrive at.
(1) national home base of group's nationality
(2) national home base of group's HQ nationality if still alive, or national base of the higher HQ
(3) national home base of group's base HQ nationality if still at a base
(4) arrival delayed another 30 days
In case (2) and (3), it is possible for the group to arrive attached to the higher HQ.
B. LCUs will
(1) turn off any static attached attribute
(2) arrive at a base from following order
(i) national home base of unit's nationality
(ii) national home base of unit's HQ nationality, or higher HQ nationality
(3) if not the unit's national base, then permanent restriction can become a temporary restriction. And HQ attachment could change to higher HQ.
Michael
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
Here is an early cut of next beta.
Putting out to see how the rebuild group/LCU takes first
[1108p9]
Fixed Non-transport TF are trying to un/load [MEM]
Tweaked Show island stacking limit on mouse over [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 Added codes to HQs on unit lists( c Corps, y Army, m Amph, n Naval, a Air) [MEM]
Tweaked Added type of HQ, op and combat modes to LCU mouse over in base panel [MEM]
Fixed Added special case of base/shipyard size to weapon repair estimate as in actual shipyard repairs [MEM]
Tweaked Some screen changes to Manage Repair and Ship List sccreens [MEM]
Added Ship due upgrade time filters to the Ship List screens [MEM]
Changed Arrival base of rebuilt restricted groups may change HQ [MEM]
Tweaked Rebuilding destroyed units: non-Chinese LCU will release/change restriction at a cost, and can change HQ to a higher HQ [MEM]
Tweaked Suppress need for a Convoy army leader [MEM]
Putting out to see how the rebuild group/LCU takes first
[1108p9]
Fixed Non-transport TF are trying to un/load [MEM]
Tweaked Show island stacking limit on mouse over [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 Added codes to HQs on unit lists( c Corps, y Army, m Amph, n Naval, a Air) [MEM]
Tweaked Added type of HQ, op and combat modes to LCU mouse over in base panel [MEM]
Fixed Added special case of base/shipyard size to weapon repair estimate as in actual shipyard repairs [MEM]
Tweaked Some screen changes to Manage Repair and Ship List sccreens [MEM]
Added Ship due upgrade time filters to the Ship List screens [MEM]
Changed Arrival base of rebuilt restricted groups may change HQ [MEM]
Tweaked Rebuilding destroyed units: non-Chinese LCU will release/change restriction at a cost, and can change HQ to a higher HQ [MEM]
Tweaked Suppress need for a Convoy army leader [MEM]
Michael
- Blackhorse
- Posts: 1415
- Joined: Sun Aug 20, 2000 8:00 am
- Location: Eastern US
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
More great work . . .
How hard would it be to add:
A "LOC" (Line-of-Communication) field to the LCU screen. The player can select any adjacent hex as the "LOC." If the LCU is forced to retreat, it will first check the LOC, and if there is an eligible retreat path, the LCU will retreat to the designated hex. If the designated hex is not eligible, the LCU retreats per the existing code.
It strikes me as odd, in a game of this scale, that we can direct individual pilots to specific squadrons, but we exercise no influence over the retreat direction of a 100,000+ man army.
How hard would it be to add:
A "LOC" (Line-of-Communication) field to the LCU screen. The player can select any adjacent hex as the "LOC." If the LCU is forced to retreat, it will first check the LOC, and if there is an eligible retreat path, the LCU will retreat to the designated hex. If the designated hex is not eligible, the LCU retreats per the existing code.
It strikes me as odd, in a game of this scale, that we can direct individual pilots to specific squadrons, but we exercise no influence over the retreat direction of a 100,000+ man army.
WitP-AE -- US LCU & AI Stuff
Oddball: Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here? Why don't you say something righteous and hopeful for a change?
Moriarty: Crap!
Oddball: Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here? Why don't you say something righteous and hopeful for a change?
Moriarty: Crap!
-
- Posts: 258
- Joined: Tue Jul 26, 2011 8:27 pm
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
ORIGINAL: michaelm
Here is an early cut of next beta.
Putting out to see how the rebuild group/LCU takes first
[1108p9]
Fixed Non-transport TF are trying to un/load [MEM]
Tweaked Show island stacking limit on mouse over [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 Added codes to HQs on unit lists( c Corps, y Army, m Amph, n Naval, a Air) [MEM]
Tweaked Added type of HQ, op and combat modes to LCU mouse over in base panel [MEM]
Fixed Added special case of base/shipyard size to weapon repair estimate as in actual shipyard repairs [MEM]
Tweaked Some screen changes to Manage Repair and Ship List sccreens [MEM]
Added Ship due upgrade time filters to the Ship List screens [MEM]
Changed Arrival base of rebuilt restricted groups may change HQ [MEM]
Tweaked Rebuilding destroyed units: non-Chinese LCU will release/change restriction at a cost, and can change HQ to a higher HQ [MEM]
Tweaked Suppress need for a Convoy army leader [MEM]
It would be nice for a mouse tool tip to pop up when over non-base locations to display the hex grid reference. It would help a great deal when chasing sighting/intel reports (for example).[&o]
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
ORIGINAL: bk19@mweb.co.za
It would be nice for a mouse tool tip to pop up when over non-base locations to display the hex grid reference. It would help a great deal when chasing sighting/intel reports (for example).[&o]
Game engine is not really designed to handle reporting of hexes without something in them.
Michael
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
ORIGINAL: michaelm
Here is an early cut of next beta.
Putting out to see how the rebuild group/LCU takes first
[1108p9]
Fixed Non-transport TF are trying to un/load [MEM]
Tweaked Show island stacking limit on mouse over [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 Added codes to HQs on unit lists( c Corps, y Army, m Amph, n Naval, a Air) [MEM]
Tweaked Added type of HQ, op and combat modes to LCU mouse over in base panel [MEM]
Fixed Added special case of base/shipyard size to weapon repair estimate as in actual shipyard repairs [MEM]
Tweaked Some screen changes to Manage Repair and Ship List sccreens [MEM]
Added Ship due upgrade time filters to the Ship List screens [MEM]
Changed Arrival base of rebuilt restricted groups may change HQ [MEM]
Tweaked Rebuilding destroyed units: non-Chinese LCU will release/change restriction at a cost, and can change HQ to a higher HQ [MEM]
Tweaked Suppress need for a Convoy army leader [MEM]
michaelm,
I'm certain I am the only player who is uncomfortable with this but I really don't see the justification for allowing any restricted unit to be allowed to be reconstituted either as an unrestricted unit or at a base not of its national territory. It seems to defeat the entire purpose of having restricted units in the SRA. Those units are often composed of only colonial levies, If destroyed and their local recruiting grounds are under enemy occupation, I just don't see how the unit would have been reconstituted in real life. Frankly I have no time for complaints that a Dutch unit appears at Aden and the player then complains that they can't move the unit onto the map.
But as I said, no one else will share my view on this subject. I just felt like my objection should be placed on the record.
Alfred
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
Not quite sure how this would work.ORIGINAL: Blackhorse
More great work . . .
How hard would it be to add:
A "LOC" (Line-of-Communication) field to the LCU screen. The player can select any adjacent hex as the "LOC." If the LCU is forced to retreat, it will first check the LOC, and if there is an eligible retreat path, the LCU will retreat to the designated hex. If the designated hex is not eligible, the LCU retreats per the existing code.
It strikes me as odd, in a game of this scale, that we can direct individual pilots to specific squadrons, but we exercise no influence over the retreat direction of a 100,000+ man army.
I can see a unit having this set, and merrily moving until it hits some enemy units. A battle occurs and the unit retreats back towards the LOC which about "10 hex away in the direction of the enemy".
A case of set and forget.
Or it needs to be re/set everytime a unit moves.
Anyway, I'll chew over it.
Michael
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
If there is no national base for a nationality regardless of restriction, then the unit can't be rebuilt. [Always been this way]ORIGINAL: Alfred
ORIGINAL: michaelm
Here is an early cut of next beta.
Putting out to see how the rebuild group/LCU takes first
[1108p9]
Fixed Non-transport TF are trying to un/load [MEM]
Tweaked Show island stacking limit on mouse over [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 Added codes to HQs on unit lists( c Corps, y Army, m Amph, n Naval, a Air) [MEM]
Tweaked Added type of HQ, op and combat modes to LCU mouse over in base panel [MEM]
Fixed Added special case of base/shipyard size to weapon repair estimate as in actual shipyard repairs [MEM]
Tweaked Some screen changes to Manage Repair and Ship List sccreens [MEM]
Added Ship due upgrade time filters to the Ship List screens [MEM]
Changed Arrival base of rebuilt restricted groups may change HQ [MEM]
Tweaked Rebuilding destroyed units: non-Chinese LCU will release/change restriction at a cost, and can change HQ to a higher HQ [MEM]
Tweaked Suppress need for a Convoy army leader [MEM]
michaelm,
I'm certain I am the only player who is uncomfortable with this but I really don't see the justification for allowing any restricted unit to be allowed to be reconstituted either as an unrestricted unit or at a base not of its national territory. It seems to defeat the entire purpose of having restricted units in the SRA. Those units are often composed of only colonial levies, If destroyed and their local recruiting grounds are under enemy occupation, I just don't see how the unit would have been reconstituted in real life. Frankly I have no time for complaints that a Dutch unit appears at Aden and the player then complains that they can't move the unit onto the map.
But as I said, no one else will share my view on this subject. I just felt like my objection should be placed on the record.
Alfred
Once the SRA is conquered, then those units would NOT (left out important word in initial post [:o]) be able to be rebuilt.
In addition, the cost to rebuild restricted units has been increased and some units have been excluded from being rebuilt.
Some units that could be built before, might not be able to be built now.
I would check the new build and look at the destroyed unit screen to see what I mean.

- Attachments
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- rebuidLCU.jpg (85.09 KiB) Viewed 264 times
Michael
- Blackhorse
- Posts: 1415
- Joined: Sun Aug 20, 2000 8:00 am
- Location: Eastern US
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
Thanks for chewing.
You make a good point about "set and forget". When a retreat occurs, could there be a check to see if the LOC hex is adjacent? If it is not adjacent, the LOC retreat routine is skipped.
You make a good point about "set and forget". When a retreat occurs, could there be a check to see if the LOC hex is adjacent? If it is not adjacent, the LOC retreat routine is skipped.
ORIGINAL: michaelm
Not quite sure how this would work.ORIGINAL: Blackhorse
More great work . . .
How hard would it be to add:
A "LOC" (Line-of-Communication) field to the LCU screen. The player can select any adjacent hex as the "LOC." If the LCU is forced to retreat, it will first check the LOC, and if there is an eligible retreat path, the LCU will retreat to the designated hex. If the designated hex is not eligible, the LCU retreats per the existing code.
It strikes me as odd, in a game of this scale, that we can direct individual pilots to specific squadrons, but we exercise no influence over the retreat direction of a 100,000+ man army.
I can see a unit having this set, and merrily moving until it hits some enemy units. A battle occurs and the unit retreats back towards the LOC which about "10 hex away in the direction of the enemy".
A case of set and forget.
Or it needs to be re/set everytime a unit moves.
Anyway, I'll chew over it.
WitP-AE -- US LCU & AI Stuff
Oddball: Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here? Why don't you say something righteous and hopeful for a change?
Moriarty: Crap!
Oddball: Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here? Why don't you say something righteous and hopeful for a change?
Moriarty: Crap!
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
ORIGINAL: michaelm
ORIGINAL: bk19@mweb.co.za
It would be nice for a mouse tool tip to pop up when over non-base locations to display the hex grid reference. It would help a great deal when chasing sighting/intel reports (for example).[&o]
Game engine is not really designed to handle reporting of hexes without something in them.
One idea is to have a hot-key that will display the grid reference of all hexes. On a slower computer (such as my own) the key could be turned on only for a brief look when needed.
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
- Bradley7735
- Posts: 2073
- Joined: Mon Jul 12, 2004 8:51 pm
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
ORIGINAL: Blackhorse
Thanks for chewing.
You make a good point about "set and forget". When a retreat occurs, could there be a check to see if the LOC hex is adjacent? If it is not adjacent, the LOC retreat routine is skipped.
ORIGINAL: michaelm
Not quite sure how this would work.ORIGINAL: Blackhorse
More great work . . .
How hard would it be to add:
A "LOC" (Line-of-Communication) field to the LCU screen. The player can select any adjacent hex as the "LOC." If the LCU is forced to retreat, it will first check the LOC, and if there is an eligible retreat path, the LCU will retreat to the designated hex. If the designated hex is not eligible, the LCU retreats per the existing code.
It strikes me as odd, in a game of this scale, that we can direct individual pilots to specific squadrons, but we exercise no influence over the retreat direction of a 100,000+ man army.
I can see a unit having this set, and merrily moving until it hits some enemy units. A battle occurs and the unit retreats back towards the LOC which about "10 hex away in the direction of the enemy".
A case of set and forget.
Or it needs to be re/set everytime a unit moves.
Anyway, I'll chew over it.
I agree w/Blackhorse. If the player doesn't set the LOC for 10 hexes, then they should get the default retreat path. However, if they are diligent and set it each movement (ie, adjacent), then the LOC hex would apply.
The older I get, the better I was.
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
Will be adding the following to p9
Changed (S) to [S] for HQ attachment to indicate permanent as to align with [R] [MEM]
Added Restriction filter to army lists - can filter by [S], [R], (R) or None [MEM]

Changed (S) to [S] for HQ attachment to indicate permanent as to align with [R] [MEM]
Added Restriction filter to army lists - can filter by [S], [R], (R) or None [MEM]

- Attachments
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- armylist.jpg (85.89 KiB) Viewed 265 times
Michael
-
- Posts: 7528
- Joined: Thu Jan 17, 2002 10:00 am
- Location: Cottesmore, Rutland
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
I don't think the amphibious TF loading routines are working correctly. This is not new but I've got to the point in the game where I'm carring out lots on amphibious ops and it's getting a little trying creating a TF with enough ships to load a unit(s) only to be told during the loading routines that I need to add more or, even worse, not being told that and finding I've left some behind.
I've just tried loading the 8th Aus Div which requires 10368 troop and 8680 cargo onto a TF with 11240/10940 space. The loading routine indicates it will load OK, a green YES, but when I click it I get an indication that I could do with some more troop space and the fit goes to a red NO. OK I'll verify it and add some ships at the next screen which is below.

This screen however tells me I'm short of cargo space by 1652 and not troop space as previously indicated. I haven't carried on with this load but on numerous occasions, having added ships and accepted the load, I've left some load behind.
This problem is exacerbated when trying to load more than one unit, in fact it becomes almost imposible to bulk load LCUs particularly when there are large units involved I now load them individually.
I've just tried loading the 8th Aus Div which requires 10368 troop and 8680 cargo onto a TF with 11240/10940 space. The loading routine indicates it will load OK, a green YES, but when I click it I get an indication that I could do with some more troop space and the fit goes to a red NO. OK I'll verify it and add some ships at the next screen which is below.

This screen however tells me I'm short of cargo space by 1652 and not troop space as previously indicated. I haven't carried on with this load but on numerous occasions, having added ships and accepted the load, I've left some load behind.
This problem is exacerbated when trying to load more than one unit, in fact it becomes almost imposible to bulk load LCUs particularly when there are large units involved I now load them individually.
- Attachments
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- Untitled1copy.jpg (79.9 KiB) Viewed 264 times
- Blackhorse
- Posts: 1415
- Joined: Sun Aug 20, 2000 8:00 am
- Location: Eastern US
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
Alternatively, the LOC could be reset to 'none' every time the unit enters a new hex.
ORIGINAL: Bradley7735
ORIGINAL: Blackhorse
Thanks for chewing.
You make a good point about "set and forget". When a retreat occurs, could there be a check to see if the LOC hex is adjacent? If it is not adjacent, the LOC retreat routine is skipped.
ORIGINAL: michaelm
Not quite sure how this would work.
I can see a unit having this set, and merrily moving until it hits some enemy units. A battle occurs and the unit retreats back towards the LOC which about "10 hex away in the direction of the enemy".
A case of set and forget.
Or it needs to be re/set everytime a unit moves.
Anyway, I'll chew over it.
I agree w/Blackhorse. If the player doesn't set the LOC for 10 hexes, then they should get the default retreat path. However, if they are diligent and set it each movement (ie, adjacent), then the LOC hex would apply.
WitP-AE -- US LCU & AI Stuff
Oddball: Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here? Why don't you say something righteous and hopeful for a change?
Moriarty: Crap!
Oddball: Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here? Why don't you say something righteous and hopeful for a change?
Moriarty: Crap!
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108p9 updated 22 August (2nd part)
Installer updated with new build
[1108p9]
Fixed Non-transport TF are trying to un/load [MEM]
Tweaked Show island stacking limit on mouse over [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 Added codes to HQs on unit lists( c Corps, y Army, m Amph, n Naval, a Air) [MEM]
Tweaked Added type of HQ, op and combat modes to LCU mouse over in base panel [MEM]
Fixed Added special case of base/shipyard size to weapon repair estimate as in actual shipyard repairs [MEM]
Tweaked Some screen changes to Manage Repair and Ship List sccreens [MEM]
Added Ship due upgrade time filters to the Ship List screens [MEM]
Changed Arrival base of rebuilt restricted groups may change HQ [MEM]
Tweaked Rebuilding destroyed units: non-Chinese LCU will release/change restriction at a cost, and can change HQ to a higher HQ [MEM]
Tweaked Suppress need for a Convoy army leader [MEM]
Tweaked On Destroyed LCU screen, show the potential TOE AV if unit has not been rebuilt yet; add filter to suppress 'no recall' [MEM]
Changed (S) to [S] for HQ attachment to indicate permanent to align with [R] [MEM]
Added Restriction filter to army lists - filter by [S], [R], (R) or None [MEM]
Added Industry filter to Intel's Resource/Industry screen [MEM]
[1108p9]
Fixed Non-transport TF are trying to un/load [MEM]
Tweaked Show island stacking limit on mouse over [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 Added codes to HQs on unit lists( c Corps, y Army, m Amph, n Naval, a Air) [MEM]
Tweaked Added type of HQ, op and combat modes to LCU mouse over in base panel [MEM]
Fixed Added special case of base/shipyard size to weapon repair estimate as in actual shipyard repairs [MEM]
Tweaked Some screen changes to Manage Repair and Ship List sccreens [MEM]
Added Ship due upgrade time filters to the Ship List screens [MEM]
Changed Arrival base of rebuilt restricted groups may change HQ [MEM]
Tweaked Rebuilding destroyed units: non-Chinese LCU will release/change restriction at a cost, and can change HQ to a higher HQ [MEM]
Tweaked Suppress need for a Convoy army leader [MEM]
Tweaked On Destroyed LCU screen, show the potential TOE AV if unit has not been rebuilt yet; add filter to suppress 'no recall' [MEM]
Changed (S) to [S] for HQ attachment to indicate permanent to align with [R] [MEM]
Added Restriction filter to army lists - filter by [S], [R], (R) or None [MEM]
Added Industry filter to Intel's Resource/Industry screen [MEM]
Michael
RE: Patch 06 - Public Beta - Build 1108p8 updated 14 August (2nd part)
ORIGINAL: Chris H
I don't think the amphibious TF loading routines are working correctly. This is not new but I've got to the point in the game where I'm carring out lots on amphibious ops and it's getting a little trying creating a TF with enough ships to load a unit(s) only to be told during the loading routines that I need to add more or, even worse, not being told that and finding I've left some behind.
I've just tried loading the 8th Aus Div which requires 10368 troop and 8680 cargo onto a TF with 11240/10940 space. The loading routine indicates it will load OK, a green YES, but when I click it I get an indication that I could do with some more troop space and the fit goes to a red NO. OK I'll verify it and add some ships at the next screen which is below.
This screen however tells me I'm short of cargo space by 1652 and not troop space as previously indicated. I haven't carried on with this load but on numerous occasions, having added ships and accepted the load, I've left some load behind.
This problem is exacerbated when trying to load more than one unit, in fact it becomes almost imposible to bulk load LCUs particularly when there are large units involved I now load them individually.
The display is for loading transport TFs. Amphib requires 20% more space. Guess it would have taken too much time to put in the correct calculations in for amphib, so you you have to do it yourself. If in your example, 10,368 troop figure 12,500+, and 8680 cargo figure 10,500+ maybe a little more because you will want supplies also.
RE: Patch 06 - Public Beta - Build 1108p9 updated 22 August (2nd part)
Nice. Thanks!!ORIGINAL: michaelm
Installer updated with new build
[1108p9]
Fixed Non-transport TF are trying to un/load [MEM]
Tweaked Show island stacking limit on mouse over [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 Added codes to HQs on unit lists( c Corps, y Army, m Amph, n Naval, a Air) [MEM]
Tweaked Added type of HQ, op and combat modes to LCU mouse over in base panel [MEM]
Fixed Added special case of base/shipyard size to weapon repair estimate as in actual shipyard repairs [MEM]
Tweaked Some screen changes to Manage Repair and Ship List sccreens [MEM]
Added Ship due upgrade time filters to the Ship List screens [MEM]
Changed Arrival base of rebuilt restricted groups may change HQ [MEM]
Tweaked Rebuilding destroyed units: non-Chinese LCU will release/change restriction at a cost, and can change HQ to a higher HQ [MEM]
Tweaked Suppress need for a Convoy army leader [MEM]
Tweaked On Destroyed LCU screen, show the potential TOE AV if unit has not been rebuilt yet; add filter to suppress 'no recall' [MEM]
Changed (S) to [S] for HQ attachment to indicate permanent to align with [R] [MEM]
Added Restriction filter to army lists - filter by [S], [R], (R) or None [MEM]
Added Industry filter to Intel's Resource/Industry screen [MEM]
[&o][&o][&o]
Pax
RE: Patch 06 - Public Beta - Build 1108p9 updated 22 August (2nd part)
ORIGINAL: michaelm
Installer updated with new build
[1108p9]
Fixed Non-transport TF are trying to un/load [MEM]
Tweaked Show island stacking limit on mouse over [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 Added codes to HQs on unit lists( c Corps, y Army, m Amph, n Naval, a Air) [MEM]
Tweaked Added type of HQ, op and combat modes to LCU mouse over in base panel [MEM]
Fixed Added special case of base/shipyard size to weapon repair estimate as in actual shipyard repairs [MEM]
Tweaked Some screen changes to Manage Repair and Ship List sccreens [MEM]
Added Ship due upgrade time filters to the Ship List screens [MEM]
Changed Arrival base of rebuilt restricted groups may change HQ [MEM]
Tweaked Rebuilding destroyed units: non-Chinese LCU will release/change restriction at a cost, and can change HQ to a higher HQ [MEM]
Tweaked Suppress need for a Convoy army leader [MEM]
Tweaked On Destroyed LCU screen, show the potential TOE AV if unit has not been rebuilt yet; add filter to suppress 'no recall' [MEM]
Changed (S) to [S] for HQ attachment to indicate permanent to align with [R] [MEM]
Added Restriction filter to army lists - filter by [S], [R], (R) or None [MEM]
Added Industry filter to Intel's Resource/Industry screen [MEM]
Thank you michaelm...(You deserve to capitalize your name by now....)[:D]
