Patch 01 ... Patch 02 ... Patch 03 ...
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
- jwilkerson
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RE: Patch 01 ... Patch 02
Yeah we didn't make the schedule - got pushed out one week - patch build coordination got flubbed last week. Should be on schedule for about a 7 Sep 09 patch 01 release now. So potential public beta some time the week of 24 August 09.
AE Project Lead
SCW Project Lead
SCW Project Lead
RE: Patch 01 ... Patch 02
ORIGINAL: jwilkerson
Yeah we didn't make the schedule - got pushed out one week - patch build coordination got flubbed last week. Should be on schedule for about a 7 Sep 09 patch 01 release now. So potential public beta some time the week of 24 August 09.
Any hints what we can expect in Patch 02, since that is in the pipeline? Obviously there were things identified that would go in it.
BS, MS, PhD, WitP:AE, WitE, WitW
- jwilkerson
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RE: Patch 01 ... Patch 02
The only thing that we've specifically identified for patch 02 is what we call "the implementation of borders". This is something we've wanted since day one of WITP. This would implement national borders without need for artificial constraints and house rules as we have now. But we felt it was too complex for patch 01 and pushed it out for patch 02. Other than that we have lots of lists, but nothing concrete. Right now, we're focused on patch 01. [:D]
AE Project Lead
SCW Project Lead
SCW Project Lead
RE: Patch 01 ... Patch 02
ORIGINAL: jwilkerson
Yeah we didn't make the schedule - got pushed out one week - patch build coordination got flubbed last week. Should be on schedule for about a 7 Sep 09 patch 01 release now. So potential public beta some time the week of 24 August 09.
So that means Don DOES have a hot date AND I have to apologize to Terminus? Oh.my.god. [X(]
- jwilkerson
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RE: Patch 01 ... Patch 02
Don has a deadline with the buildmeister (Michael) ... as to apologizing to Mr. T. well I guess if you rolls the dice - you takes your chances ... [:D]
AE Project Lead
SCW Project Lead
SCW Project Lead
RE: Patch 01 ... Patch 02
ORIGINAL: Kull
From the AE Naval and OOB Issues thread:
ORIGINAL: Don Bowen
Post your save, and I will take a look. Hurry please.
Now I suppose it's possible that Don has a hot dinner date and is eager to slay one more bug before he heads out the door. Or perhaps....just maybe.....the patch is imminent? [8D]
Hot date. Over now, but no work until tomorrow and little then. Another hot date. Retired life is hell.
- Fallschirmjager
- Posts: 3555
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- Location: Chattanooga, Tennessee
RE: Patch 01 ... Patch 02
I assume to get the benefits of changes done to the database and scenarios you would have to restart?
Will this also overwrite the scenarios we have edited?
Will this also overwrite the scenarios we have edited?
-
- Posts: 1974
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RE: Patch 01 ... Patch 02
ORIGINAL: Fallschirmjager
I assume to get the benefits of changes done to the database and scenarios you would have to restart?
Will this also overwrite the scenarios we have edited?
I don't think so but then again those scenarios would not have the benefit of the Patch IIRC.
RE: Patch 01 ... Patch 02
ORIGINAL: Don Bowen
Hot date. Over now, but no work until tomorrow and little then. Another hot date. Retired life is hell.
Us workin' slobs need something to inspire us. That will do. [:D]
RE: Patch 01 ... Patch 02
ORIGINAL: Fallschirmjager
I assume to get the benefits of changes done to the database and scenarios you would have to restart?
Will this also overwrite the scenarios we have edited?
Yes and Yes.
So before installing the patch be sure to save your work into another folder or file.
RE: Patch 01 ... Patch 02
ORIGINAL: rockmedic109
Play till the patch comes out to truly find out HOW the game is played. Then restart once the first patch comes out. I lost count of the number of times I restarted WITP.
Or do like me and study every single little thing there is to study on the Dec 8, 1941 turn. I plan on not going past the first turn by the time when the patch comes, hahahaha [:D]
fbs
- jwilkerson
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RE: Patch 01 ... Patch 02
Current schedule:
patch01 - public pre-release week of 24 Aug ... real public release ... week of 31 Aug ... change list will be in both pre-release and real release.
patch02 - target date roughly - end of Oct 09.
patch01 - public pre-release week of 24 Aug ... real public release ... week of 31 Aug ... change list will be in both pre-release and real release.
patch02 - target date roughly - end of Oct 09.
AE Project Lead
SCW Project Lead
SCW Project Lead
RE: Patch 01 ... Patch 02
Any chance we could one day get the option to take unload fuel from ships to the port ? I don't mean ships carrying fuel, I mean the actual fuel in the ship's bunkers ? With fuel being the new oil, this option could be useful for both sides.
Xargun
Xargun
- jwilkerson
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RE: Patch 01 ... Patch 02
Anything is possible, but I would say this one is a few "miles" down the list at this point ... [:)]
AE Project Lead
SCW Project Lead
SCW Project Lead
RE: Patch 01 ... Patch 02
ORIGINAL: jwilkerson
Anything is possible, but I would say this one is a few "miles" down the list at this point ... [:)]
Completely understood.. Would be a nice feature sometimes, but the game is completely playable without it.
Xargun
- Mike Solli
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RE: Patch 01 ... Patch 02
ORIGINAL: jwilkerson
Current schedule:
patch01 - public pre-release week of 24 Aug ... real public release ... week of 31 Aug ... change list will be in both pre-release and real release.
Joe, do you recommend we wait for the "real" release or do both? Will it matter? What's the difference between the two?
Thanks.

Created by the amazing Dixie
- jwilkerson
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RE: Patch 01 ... Patch 02
ORIGINAL: Mike Solli
Joe, do you recommend we wait for the "real" release or do both? Will it matter? What's the difference between the two?
the public beta will be a "patch 01 candidate build". It will be patch 01 unless further testing reveals any show stopper issues with this build.
AE Project Lead
SCW Project Lead
SCW Project Lead
RE: Patch 01 ... Patch 02
When you say a restart would be required to use the full ai changes are you talking about things like certain ai TFs getting hung up in odd places?
Noticed that with my own TFs also, even with retirement allowed if you send them to a base hex as the turn-around point they can sometimes get hung up on the base hex and not retire/return.
Would that type of thing be a code change (ie no restart needed) or an ai change (restart needed) ?
M
Noticed that with my own TFs also, even with retirement allowed if you send them to a base hex as the turn-around point they can sometimes get hung up on the base hex and not retire/return.
Would that type of thing be a code change (ie no restart needed) or an ai change (restart needed) ?
M
- invernomuto
- Posts: 942
- Joined: Fri Oct 08, 2004 4:29 pm
- Location: Turin, Italy
RE: Patch 01 ... Patch 02
ORIGINAL: jwilkerson
Current schedule:
patch01 - public pre-release week of 24 Aug ... real public release ... week of 31 Aug ... change list will be in both pre-release and real release.
patch02 - target date roughly - end of Oct 09.
Thanks for the update, very appreciated.
RE: Patch 01 ... Patch 02
ORIGINAL: myros
When you say a restart would be required to use the full ai changes are you talking about things like certain ai TFs getting hung up in odd places?
Noticed that with my own TFs also, even with retirement allowed if you send them to a base hex as the turn-around point they can sometimes get hung up on the base hex and not retire/return.
Would that type of thing be a code change (ie no restart needed) or an ai change (restart needed) ?
M
I THINK this has been solved in the patch. A code change.