Build 1.70 Status
Moderators: Joel Billings, wdolson, Don Bowen, mogami
RE: Build 1.70 Status
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.
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.
RE: Build 1.70 Status
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
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...
RE: Build 1.70 Status
Hello...
No. Not for now.
Sorry...
Michael Wood
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
RE: Build 1.70 Status
Hello...
Correct.
Bye...
Michael Wood
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-
RE: Build 1.70 Status
Hello...
Guess Eric has not posted it yet. Not sure where he posts public beta files.
Bye...
Michael Wood
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8) Air groups which had been disbanded or withdrawn were returning with zero planes, even though planes were being taken from pool for the group.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 Note that fix only applies to groups disbanded or withdrawn using version 1.603 or later.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?
RE: Build 1.70 Status
Hello...
Restart not required.
Bye...
Michael Wood
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?
RE: Build 1.70 Status
Hello...
A week or two.
Bye...
Michael Wood
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
- Cpt.Buckmaster
- Posts: 65
- Joined: Wed Sep 15, 2004 10:56 pm
- Location: Minneapolis, Minnesota, USA
- Contact:
RE: Build 1.70 Status
Bless your hearts for continuing to support the game when other companies would have been long gone!
/wipes tear
/wipes tear
"In life, as in a football game, the principle to follow is: Hit the line hard!"-Theodore Roosevelt
RE: Build 1.70 Status
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.
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)?
RE: Build 1.70 Status
Hello...
Tried. Worked fine. What version are you running?
Thanks...
Michael Wood
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...
RE: Build 1.70 Status
Hello...
No time to address request in near future. Maybe later.
Bye...
Michael Wood
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?
RE: Build 1.70 Status
Sorry apollo I think Ron win this award.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"
RE: Build 1.70 Status
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! [:)]

Check out my mod for Strategic Command American Civil War!
https://forums.matrixgames.com/viewtopic.php?t=413785
RE: Build 1.70 Status
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

Check out my mod for Strategic Command American Civil War!
https://forums.matrixgames.com/viewtopic.php?t=413785
RE: Build 1.70 Status
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
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
RE: Build 1.70 Status
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)
-
rockmedic109
- Posts: 2442
- Joined: Tue May 17, 2005 11:02 am
- Location: Citrus Heights, CA
RE: Build 1.70 Status
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
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
RE: Build 1.70 Status
Any chance of geting Japanese Bombers to use larger Bombs like the Allied ones do agasnt ships ?

SCW Beta Support Team
Beta Team Member for:
WPO
PC
CF
AE
WiTE
Obi-wan Kenobi said it best: A lot of the reality we perceive depend on our point of view
- FeurerKrieg
- Posts: 3400
- Joined: Wed Jun 15, 2005 8:43 pm
- Location: Denver, CO
RE: Build 1.70 Status
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. [:(]
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. [:(]
RE: Build 1.70 Status
I don't see any mention of the disappearing LCUs after air transport problem. Did I miss seeing it somewhere?
John E. McCallum









