Build 1.70 Status

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

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Tankerace
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RE: Build 1.70 Status

Post by Tankerace »

Bingo bongo.
Designer of War Plan Orange
Allied Naval OOBer of Admiral's Edition
Naval Team Lead for War in the Med

Author of Million-Dollar Barrage: American Field Artillery in the Great War coming soon from OU Press.
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Mike Wood
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RE: Build 1.70 Status

Post by Mike Wood »

Hello...

Some one sent save for bug. Could not reproduce error. Air groups flew as should. Need save in which problem occurs. Send to mikew@matrixgames.com, along with description of bug in subject and in body instructions on how to make error occur. Do not worry about passwords. Never use them.

Bye...

Michael Wood
ORIGINAL: Tanaka

...Is it possible to fix the "Get Pilot" button problem...
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Mike Wood
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RE: Build 1.70 Status

Post by Mike Wood »

Hello...

No. Not for now.

Sorry...

Michael Wood
ORIGINAL: Knavey

Mike,

Any chance of a toggle for repairing ports and airfields?

I sent you a PM about this a while back.

Dave
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Mike Wood
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RE: Build 1.70 Status

Post by Mike Wood »

Hello...

Correct.

Bye...

Michael Wood
ORIGINAL: Feinder

Poor Mike.

And folks wonder why he doens't post very often...

===

Mike - "Just letting y'all know I fixed this."

"Thanks! What about this?!"
"And this?"
"And what about this?"
"When are we getting this?"
"Remember when we talked abou this?"



-F-
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Mike Wood
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RE: Build 1.70 Status

Post by Mike Wood »

Hello...

Guess Eric has not posted it yet. Not sure where he posts public beta files.

Bye...

Michael Wood
ORIGINAL: Tallyho!

ORIGINAL: Mike Wood

Hello...

Be advised. List of fixes, user requested changes for 1.70, so far:

BUGS FIXED:

8) Air groups which had been disbanded or withdrawn were returning with zero planes, even though planes were being taken from pool for the group. Fixed. Note that fix only applies to groups disbanded or withdrawn using version 1.603 or later.


Good news thankyou[&o]
I didn't realise there was a 1.603 patch - where do i get it?
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Mike Wood
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RE: Build 1.70 Status

Post by Mike Wood »

Hello...

Restart not required.

Bye...

Michael Wood
ORIGINAL: cyberwop36

Great Thanks!!

But please don't tell me I have to restart my game.

Which changes require restarting? How do I get 1.603?
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Mike Wood
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RE: Build 1.70 Status

Post by Mike Wood »

Hello...

A week or two.

Bye...

Michael Wood
ORIGINAL: Bradley7735
...Here's the million dollar question. What time frame are we looking at for 1.7 release?
bc
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Cpt.Buckmaster
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RE: Build 1.70 Status

Post by Cpt.Buckmaster »

Bless your hearts for continuing to support the game when other companies would have been long gone!

/wipes tear
"In life, as in a football game, the principle to follow is: Hit the line hard!"-Theodore Roosevelt
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Mike Wood
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RE: Build 1.70 Status

Post by Mike Wood »

Hello...

Yes. Yes, here is reason to have many escorts. A goodly number of escorts can scare the submarine skipper away or spot submarine first and allow the escorts to attack before the submarine can get into position for a shot.

Typically, you can expect the following:

Fast Transport TF: Up to one or two escorts will attack and unload one or two patterns, while other ships escape. Code assumes these folk have some where go and are in a hurry.

Air Combat TF, Surface TF, Bombardment TF: Up to one or two escorts will attack and unload up to one half ASW ordinance, while other ships escape. Code assumes these folks have some where to go.

Anti-submarine TF: Up to three or four escorts will attack and unload at least one half, up to all ASW ordinance. Code assumes these folk have no where important to go and will tarry.

Other TF: Up to two or three escorts will attack and unload between one pattern and all ASW ordinance. Code assumes these folk have somewhere to go, but leave escorts to pin submarine for long while, other ships escape. Will never use more than one half escorts, as others stay with main body.

Escorts with more ASW weapons and ammunition, a more aggressive skipper with a higher naval skill are more likely to engage in the attack.

This was the Malaria code request (quicker than looking up the code):

Malaria Zones
-------------
- The malaria zone does not encompass the bases of Aru Island (hex 39,80)
and Timoeka (hex 45,81). I believe that both of these bases should be
malarial bases.

- The malaria zone encompasses the base of Norfolk Island (hex 60,119).
This island is not tropical - pine tress grow there - and I believe
that it should not be in the malaria zone.

- The following Australian bases are hard coded to be malarial:
Wyndham (base 757)
Derby (base 758)
Broome (base 759)
Cooktown (base 770)
Cairns (base 771)
Thursday Island (base 738)

I believe that none of these bases should be malarial.

- On my map, Ponape (base 688) is in the malarial zone because it is
in a different hex than on the official map. If this base is added
to the malarial exclusion list that won't be the case. This would
not affect the official scenarios. This request is just asking for
a favour.


Weather Zones
-------------
- Along the Northern part of the map, there is a gap in the cold weather
zone, in hex columns 86 (rows 1 to 34) to 88 (rows 1 to 34) inclusive.

- The southern cold zone, which covers the bottom of New Zealand,
extends across the entire map. This is not a big deal on the official
map, but for my alternative map it means that this zone extends
quite close to the Society Islands (Tahiti). For my map it would be
better for the zone to stop somewhere to the East of New Zealand.
This would not affect the official map in any way. This request is
asking for another favour.


ORIGINAL: Damien Thorn

Malaria zones have been slightly modified. Includes requested changes for CHS maps.

10) Anti-submarine attack routines have been rewritten. Now, seldom will more than 4 ASW vessels normally attack a submarine during a single phase. Number of attacking ships depends on task force type, ships types and lots of skill rolls. Instead of each ship making one or two attacks, they may now sometimes continue to attack until out of ASW ammunition. Number of attacks made depend on task force type, ships types and lots of skill rolls. Hits are now deadly much less often, usually doing a point or two of system damage and or occasionally a point or so of flood damage. I don't know if they are still around, but a while back there were some players screaming for this change. Just got to it. Long list of code requests.

What changes were made to the Malaria zones? Once you posted the malaria code. Can you post the revised code so we can see the changes?

Does #10 mean there is no point in having more than 4 ASW ships in a task force now? Are certain ships more likely to engange subs than others (i.e. DD vs DMS)?
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Mike Wood
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RE: Build 1.70 Status

Post by Mike Wood »

Hello...

Tried. Worked fine. What version are you running?

Thanks...

Michael Wood
ORIGINAL: Tanaka
ORIGINAL: Nikademus

I've yet to see it myself though just to be on the safe side i make sure there aren't more ready planes vs pilots for my critical airgroups (usually the CV)


its easy. just load up the south pacific scenario as japan. game settings are with replacements off. go to the tainan airgroup at lae. you start out with 24 pilots and 24 planes with a maximum of 27 plane potential. turn replacements on turn 1. once you get your full compliment of planes on turn 2 (27 planes) turn replacements off. press the get pilot button once. you will now have 25 pilots and 27 planes. your airgroup will no longer fly but maybe a few measley planes...

see screenshot and fatigue of pilots. only a few are flying...

do the same thing with the IJN carrier groups in this scenario and you will get the same thing...
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Mike Wood
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RE: Build 1.70 Status

Post by Mike Wood »

Hello...

No time to address request in near future. Maybe later.

Bye...

Michael Wood
ORIGINAL: jcjordan

Mike I'd like to add a wish item for future updates -

How about making a British or CW Naval Pilot replacement for the British from say the Communist China or French listing using the proper naval ranks & maybe decrease the British replacement rate. As it is now they use Land Air ranks like WCdr or SL & also maybe add Sgt/Flying Sgt to the British flying ranks as there were quite a few especially at start.

In working on the CHS Leaders, I've also noticed in my game that all the Canadian squadron leaders are FLT & only those seem to be in the Canadian list to chose from for command but there are Cpts in the squadron. Shouldn't the Canadians follow the same as the CW or Brit structure of flying ranks?
madmickey
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RE: Build 1.70 Status

Post by madmickey »

ORIGINAL: Apollo11

Hi all,
ORIGINAL: Mike Wood

10) Anti-submarine attack routines have been rewritten. Now, seldom will more than 4 ASW vessels normally attack a submarine during a single phase. Number of attacking ships depends on task force type, ships types and lots of skill rolls. Instead of each ship making one or two attacks, they may now sometimes continue to attack until out of ASW ammunition. Number of attacks made depend on task force type, ships types and lots of skill rolls. Hits are now deadly much less often, usually doing a point or two of system damage and or occasionally a point or so of flood damage. I don't know if they are still around, but a while back there were some players screaming for this change. Just got to it. Long list of code requests.

I think I was the one of the more vocal member of that group... I think I started to lobby for this (4 ASW MAX and less damage) in UV days when WitP was still in it's infancy... [8D]

THANK YOU!!! [&o][&o][&o]


Leo "Apollo11"
Sorry apollo I think Ron win this award.
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Tanaka
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RE: Build 1.70 Status

Post by Tanaka »

ORIGINAL: Mike Wood

Hello...

Some one sent save for bug. Could not reproduce error. Air groups flew as should. Need save in which problem occurs. Send to mikew@matrixgames.com, along with description of bug in subject and in body instructions on how to make error occur. Do not worry about passwords. Never use them.

Bye...

Michael Wood
ORIGINAL: Tanaka

...Is it possible to fix the "Get Pilot" button problem...


mike save sent. please let me know if you have any questions about it! thanks! [:)]
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Check out my mod for Strategic Command American Civil War!

https://forums.matrixgames.com/viewtopic.php?t=413785
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Tanaka
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RE: Build 1.70 Status

Post by Tanaka »

ORIGINAL: Mike Wood

Hello...

Tried. Worked fine. What version are you running?

Thanks...

Michael Wood
ORIGINAL: Tanaka
ORIGINAL: Nikademus

I've yet to see it myself though just to be on the safe side i make sure there aren't more ready planes vs pilots for my critical airgroups (usually the CV)


its easy. just load up the south pacific scenario as japan. game settings are with replacements off. go to the tainan airgroup at lae. you start out with 24 pilots and 24 planes with a maximum of 27 plane potential. turn replacements on turn 1. once you get your full compliment of planes on turn 2 (27 planes) turn replacements off. press the get pilot button once. you will now have 25 pilots and 27 planes. your airgroup will no longer fly but maybe a few measley planes...

see screenshot and fatigue of pilots. only a few are flying...

do the same thing with the IJN carrier groups in this scenario and you will get the same thing...

using version 1.602/andrew browns map and scenario
Image

Check out my mod for Strategic Command American Civil War!

https://forums.matrixgames.com/viewtopic.php?t=413785
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ChezDaJez
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RE: Build 1.70 Status

Post by ChezDaJez »

I'm trying not to think about the ASW too much. I'm having nightmarish visions of retuning dancing in my little pointy head.....

Poor Nik!!![:D]

Chez
Ret Navy AWCS (1972-1998)
VP-5, Jacksonville, Fl 1973-78
ASW Ops Center, Rota, Spain 1978-81
VP-40, Mt View, Ca 1981-87
Patrol Wing 10, Mt View, CA 1987-90
ASW Ops Center, Adak, Ak 1990-92
NRD Seattle 1992-96
VP-46, Whidbey Isl, Wa 1996-98
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Nikademus
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RE: Build 1.70 Status

Post by Nikademus »

ORIGINAL: ChezDaJez
I'm trying not to think about the ASW too much. I'm having nightmarish visions of retuning dancing in my little pointy head.....

Poor Nik!!![:D]

Chez

yes indeed as ASW works (IMO) very very well as is in my mod. But i'll do what i have too to align it if there's a major change. (no rest for the pizza deprived)


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RE: Build 1.70 Status

Post by rockmedic109 »

Hi Mike

I just sent you a save from my CHS game. No Get Pilot button on VF-42. Probably a deficient IQ on the part of the end user.

Not many games continue to get such service so long after the game is released. I am impressed and thankful that my favorite game of all time {at least till WITP II or FPS Football Pro 2007 comes out} has such support.

Thank You
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Brady
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RE: Build 1.70 Status

Post by Brady »


Any chance of geting Japanese Bombers to use larger Bombs like the Allied ones do agasnt ships ?

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FeurerKrieg
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RE: Build 1.70 Status

Post by FeurerKrieg »

THANK YOU MIKE AND COMPANY!!!! Way to show those pessimists out there that said 1.602 was the last patch.

If it would help Matrix allow folks to keep working on code fixes, I'd make a donation to the 'Keep improving WITP fund'. [:D]

I suppose it takes more than a handful of 20 dollar donations to keep pay for a full time programmer though. [:(]
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Upper portion used with permission of www.subart.net, copyright John Meeks
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afspret
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RE: Build 1.70 Status

Post by afspret »

I don't see any mention of the disappearing LCUs after air transport problem. Did I miss seeing it somewhere?
John E. McCallum
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