v1.01.06d Public Beta Now Available!

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

Methuen
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RE: v1.01.06c Public Beta Now Available!

Post by Methuen »

Ah, the Matrix's developers do it again. If there was a CMH for "dedication to game excellence and coding" you guys would all have won one by now!! Thanks all you're the best. [&o][&o]
Swenslim
Posts: 437
Joined: Fri Apr 15, 2005 7:34 pm
Location: Odessa, Ukraine

RE: v1.01.06c Public Beta Now Available!

Post by Swenslim »

People or developers... please check why some of others are unable to download or place it on any  free torrent.
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Kwik E Mart
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Joined: Wed Jul 21, 2004 10:42 pm

RE: v1.01.06c Public Beta Now Available!

Post by Kwik E Mart »

ORIGINAL: michaelm

This is some of the tweaking done to Naval Bombardments:
----------------
Spotting:
All locations have a 'spotted' status which gets clear during the night phase.
If the ship has a float group and its mission is RECON - needs to be either a day or night mission so applicable flies - and the target has not been spotted yet, the group 'spots' for this ship and any others attacking the same target. A message shows up if this is the case.
To keep planes from flying RECON all over, just set the range to '0'. It doesn't matter how many planes are available, just that you have the mission.
Spotted targets at night don't have the weapon penalty for night naval bombardment attacks.

Supply:
Supply loss points are a factor of the device(shell size) and damage inflicted, rather than by a fixed modifier. Smaller shell, less supply loss. Bigger shell, bigger loss.

Bombardment by ship:
Weapons get penalties;
(a) FLAK-type devices not as effective.
(b) devices firing at over 2/3rd of their max range are less effective.
Attack at night with the target not spotted are less effective. Moonlight helps offset this disadvantage.
Presence of friendly units in hex assists accuracy of the firing ships.
Hits are determined by turret rather than by total number of devices. Once a 'turret' hits, the barrels determine damage.

Return fire from shore guns:
Weapons get penalties;
(a) FLAK-type devices less effective.
(b) devices firing at over 2/3rd of their range less effective.
Attack at night and the target hasn't been spotted has the weapon accuracy lowered.
Supply and support state of the LCU can affect how many guns return fire.

Bombardment process change:
Rather than start the ship bombardment at a fixed range of 3 to 12 depending on the ship type, the start range is 30 for day and 15 for night.

As range closes, weapons become more accurate. This also means weapons become available to fire as range closes, rather than be mainly available immediately as currently.
If a minimum Bombardment Range is set, then the ships will outside that range of the shore and only guns with the range will fire. Setting the range to 0 will make the TF behave as now.

One change that missed this build was adding unit fatigue based on the effect of the shell not causing damage but impacting the LCU area. Higher fort and better terrain would lessen the impact of the 'shell shock'. This would be more obvious at night with higher fatigue generation.
-------

How well it does is up to you players.[&:]

does the shore battery tweak affect invasion routines as well, or just naval bombardment? thanks
Kirk Lazarus: I know who I am. I'm the dude playin' the dude, disguised as another dude!
Ron Swanson: Clear alcohols are for rich women on diets.

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Rob Brennan UK
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Joined: Sat Aug 24, 2002 8:36 pm
Location: London UK

RE: v1.01.06c Public Beta Now Available!

Post by Rob Brennan UK »

Just looked outside .. its sunny and warm .. why's santa come early mother ?

Thank you all ! amazing support as ever. Lest we ever get complacent about you.
sorry for the spelling . English is my main language , I just can't type . and i'm too lazy to edit :)
Skacee
Posts: 82
Joined: Wed Nov 25, 2009 5:05 pm

RE: v1.01.06c Public Beta Now Available!

Post by Skacee »

[:D] Thank you! I thought that it is but these steps are great. Making this game more and more friendly!  
Skacee
jcjordan
Posts: 1900
Joined: Wed Jun 27, 2001 8:00 am

RE: v1.01.06c Public Beta Now Available!

Post by jcjordan »

Thanks, especially for #37 (I think that's what fixed it) as my Chinese troops can fill out w/ the old squad while awaiting enough of the new squads to fill out. I even saw my first captured pilot come back on the very first turn using the new patch as well as a air unit that was stuck organizing due to no planes for it to come in.

[&o][&o][&o][&o][&o]
DaveConn
Posts: 254
Joined: Thu May 03, 2001 8:00 am
Location: Bainbridge Island, Washington

RE: v1.01.06c Public Beta Now Available!

Post by DaveConn »

Given this change, does the "escorts bombard" setting do anything else? Or should we just keep escorts from bombarding by using the minimum range setting (that is, keeping the minimum longer than the escort's range)?

--Dave

[quote]ORIGINAL: michaelm

Bombardment process change:
Rather than start the ship bombardment at a fixed range of 3 to 12 depending on the ship type, the start range is 30 for day and 15 for night.

As range closes, weapons become more accurate. This also means weapons become available to fire as range closes, rather than be mainly available immediately as currently.
If a minimum Bombardment Range is set, then the ships will outside that range of the shore and only guns with the range will fire. Setting the range to 0 will make the TF behave as now.
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Bullwinkle58
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RE: v1.01.06c Public Beta Now Available!

Post by Bullwinkle58 »

ORIGINAL: DaveConn

Given this change, does the "escorts bombard" setting do anything else? Or should we just keep escorts from bombarding by using the minimum range setting (that is, keeping the minimum longer than the escort's range)?

--Dave

An idea for the devs/Matrix for the final patch--any chance of getting a one-page Addendum in the Docs folder for the Bombard changes? I'm sure there will be dozens, or more, posts asking what those new buttons do over the next years.

Just a thought.
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Rob Brennan UK
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Location: London UK

RE: v1.01.06c Public Beta Now Available!

Post by Rob Brennan UK »

ORIGINAL: Bullwinkle58

ORIGINAL: DaveConn

Given this change, does the "escorts bombard" setting do anything else? Or should we just keep escorts from bombarding by using the minimum range setting (that is, keeping the minimum longer than the escort's range)?

--Dave

An idea for the devs/Matrix for the final patch--any chance of getting a one-page Addendum in the Docs folder for the Bombard changes? I'm sure there will be dozens, or more, posts asking what those new buttons do over the next years.

Just a thought.

and the moaning and wailing and gnashing of teeth [;)]. It'll be up there with the manouver bands and pre-cap flak, oh and lets not forget strato weeps [;) (not misspelt) ]<ducks behind sofa>
sorry for the spelling . English is my main language , I just can't type . and i'm too lazy to edit :)
Andy Mac
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Joined: Wed May 12, 2004 8:08 pm
Location: Alexandria, Scotland

RE: v1.01.06c Public Beta Now Available!

Post by Andy Mac »

But if we do I need to stop tinkering with them which means they need to be finished...

And it also means I need to get all the text files finished etc etc...

ORIGINAL: jwilkerson

ORIGINAL: mbar

That all looks great. Has there been any evaluation of some Andy Mac scenarios being added to the official patch?

Yes [:)]
pad152
Posts: 2835
Joined: Sun Apr 23, 2000 8:00 am

RE: v1.01.06c Public Beta Now Available!

Post by pad152 »

47. Added hooks for revolving ship art similar to aircraft.

Can someone explain this one?
jcjordan
Posts: 1900
Joined: Wed Jun 27, 2001 8:00 am

RE: v1.01.06c Public Beta Now Available!

Post by jcjordan »

ORIGINAL: pad152

47. Added hooks for revolving ship art similar to aircraft.

Can someone explain this one?

If I understood Michael's post in the art mod topic, it allows for the changing of the bitmaps to match the progression of paint schemes throughout the war ie the way the Allied planes changed the national id markings going from the star roundel to stars & bars to the red outline stars & bars etc. At least that's the way I take his post on this but look under the art mod thread in the Scen & Mods section.
wpurdom
Posts: 441
Joined: Fri Oct 27, 2000 8:00 am
Location: Decatur, GA, USA

RE: v1.01.06c Public Beta Now Available!

Post by wpurdom »

Could you explain #43?
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jhdeerslayer
Posts: 1224
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RE: v1.01.06c Public Beta Now Available!

Post by jhdeerslayer »

ORIGINAL: DaveConn

Given this change, does the "escorts bombard" setting do anything else? Or should we just keep escorts from bombarding by using the minimum range setting (that is, keeping the minimum longer than the escort's range)?

--Dave
ORIGINAL: michaelm

Bombardment process change:
Rather than start the ship bombardment at a fixed range of 3 to 12 depending on the ship type, the start range is 30 for day and 15 for night.

As range closes, weapons become more accurate. This also means weapons become available to fire as range closes, rather than be mainly available immediately as currently.
If a minimum Bombardment Range is set, then the ships will outside that range of the shore and only guns with the range will fire. Setting the range to 0 will make the TF behave as now.

Yea not sure how this setting works other than 0 is like the current method.
latosusi
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Joined: Wed Jun 02, 2004 12:50 pm
Location: London/Kuopio

RE: v1.01.06c Public Beta Now Available!

Post by latosusi »

You are firing .50 MG and oerlikons from miles away...
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sdevault
Posts: 143
Joined: Tue Oct 28, 2008 4:26 pm

RE: v1.01.06c Public Beta Now Available!

Post by sdevault »

Millions of thanks for the AE squad!  You have shown your dedication to me through support and I will remain a loyal customer.



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jomni
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RE: v1.01.06c Public Beta Now Available!

Post by jomni »

So when's the official release?
santino250
Posts: 147
Joined: Wed Jun 17, 2009 4:30 pm

RE: v1.01.06c Public Beta Now Available!

Post by santino250 »

Where can I download this Beta???&nbsp;
santino
hunchback77
Posts: 189
Joined: Mon May 13, 2002 4:28 am
Location: Whitby, Ontario, Canada

RE: v1.01.06c Public Beta Now Available!

Post by hunchback77 »

ORIGINAL: santino250

Where can I download this Beta??? 

Link is below, log into members club first.
http://www.matrixgames.com/community/pr ... sp?gid=351
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Zebedee
Posts: 535
Joined: Tue Aug 30, 2005 11:52 am

RE: v1.01.06c Public Beta Now Available!

Post by Zebedee »

Thanks guys. :)

Couple of quick questions (new rig and trying to optimise the command line switches - the ability to change resolution is heaven sent, very much appreciate you putting these features in as it's been fantastic having no problems with this game on Win 7 64-bit).

Are four cores currently the maximum supported by the game?
The command switch to force the game to use one core during orders phase is confusing me a little - what benefit would this have on a system with 6 cores?

Sorry if they're dumb questions.
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