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RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April
Posted: Sun Apr 24, 2011 9:58 pm
by berto
A tooltip bug, in the 1108k9 beta build.
For the 7th JAAF Base Force
its Aviation Support is 46 (verified also in the Pisanuloke base screen), but in the tooltip for that unit
there is no "V46" for either the unit itself or in the Total line at the bottom.
I
am seeing V numbers and totals for Aviation-Support-capable units elsewhere on the map.
save
edit> This problem went away after a while.
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April
Posted: Mon Apr 25, 2011 2:52 am
by CaptBeefheart
ORIGINAL: Bradley7735
Can that ship transit a river? I bet it's too big and it's stuck in Portland. It should have it's port of entry set to SF, but that's an oob change, not a code change.
Thanks for the explanation.
Cheers,
CC
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April
Posted: Mon Apr 25, 2011 3:09 am
by michaelm75au
ORIGINAL: berto
ORIGINAL: michaelm
Added Hotkey '5' will show the supply path from the selected base where the number shows the lessening effect of supply [MEM]
Another fantastic feature, but ... in some hexes by the absence of supply numbers, it seems I can infer the presence of enemy units, something that reconnaissance is otherwise not revealing to me. In other words, this feature is helping to dispel the Fog of War. WAD, or an unintended side effect?
Unintended.
Ignoring presence of enemy units would make showing the path useless as path would change.
Absence of supply numbers could be due to other factors apart from enemy.
The strength of enemy units is still unknown.
If the use of '5' is detrimental, I'll just drop it or limit it to just AI games.
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April
Posted: Mon Apr 25, 2011 3:12 am
by michaelm75au
ORIGINAL: Commander Cody
Michaelm: Great work with all of these updates. I had the second ARD (AFDB-2) come in at Portland and when I form a Support TF out of it and try to select any new home port (for instance, Pearl Harbor) it comes up: "HOME BASE MUST BE ACCESSIBLE BY THIS TF!!" I noticed this in K8 and it's the same issue in K9.
Interestingly enough, I tested AFDB-1, which I have parked at Rabaul, and I had no problem forming a Support TF out of it and selecting any home port.
Cheers,
CC
Do you have the save where it is in Portland?
I thought that if a 'too big' ship arrived in a smaller port, the ship got moved to the national home base on arrival.
[edit]
Do worry I just found a save.
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April
Posted: Mon Apr 25, 2011 3:54 am
by michaelm75au
ORIGINAL: Commander Cody
Michaelm: Great work with all of these updates. I had the second ARD (AFDB-2) come in at Portland and when I form a Support TF out of it and try to select any new home port (for instance, Pearl Harbor) it comes up: "HOME BASE MUST BE ACCESSIBLE BY THIS TF!!" I noticed this in K8 and it's the same issue in K9.
Interestingly enough, I tested AFDB-1, which I have parked at Rabaul, and I had no problem forming a Support TF out of it and selecting any home port.
Cheers,
CC
I thought that this had been corrected in a previous patch by changing the arrival base to Seattle in the scenarios.
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April
Posted: Mon Apr 25, 2011 5:06 am
by michaelm75au
ORIGINAL: berto
A tooltip bug, in the 1108k9 beta build.
For the 7th JAAF Base Force
its Aviation Support is 46 (verified also in the Pisanuloke base screen), but in the tooltip for that unit
there is no "V46" for either the unit itself or in the Total line at the bottom.
I
am seeing V numbers and totals for Aviation-Support-capable units elsewhere on the map.
save
edit> This problem went away after a while.
Loaded the save and the AV total for that unit in save was '0'. It would have happened in the previous turn as this total is generated as part of the supply check at end of each turn. [I can't see how it would not have been set if the other support totals were set as they happen at the same time]
It was correct when I ran the save for the next turn.
[edit]
I noticed in another thread, you mentioned that the 7th JAAF BF had recently arrived.
This seems to be it - the support totals are not being updated for newly arriving units until the supply phase of the next turn.(WAD)
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April
Posted: Mon Apr 25, 2011 7:56 am
by Sardaukar
I wonder if it would be possible to get a hotkey for "Patrol around target" for TF waypoints selection..that would save several clicks for my sub TF assignations...
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April
Posted: Mon Apr 25, 2011 9:22 am
by USSAmerica
ORIGINAL: michaelm
ORIGINAL: berto
ORIGINAL: michaelm
Added Hotkey '5' will show the supply path from the selected base where the number shows the lessening effect of supply [MEM]
Another fantastic feature, but ... in some hexes by the absence of supply numbers, it seems I can infer the presence of enemy units, something that reconnaissance is otherwise not revealing to me. In other words, this feature is helping to dispel the Fog of War. WAD, or an unintended side effect?
Unintended.
Ignoring presence of enemy units would make showing the path useless as path would change.
Absence of supply numbers could be due to other factors apart from enemy.
The strength of enemy units is still unknown.
If the use of '5' is detrimental, I'll just drop it or limit it to just AI games.
Love the added feature, Michael, but if there's no way to avoid this unintended side effect then I would vote for dropping it. To me, even the knowledge of otherwise unspotted LCU's in a hex is "spoiling the surprise." [:D]
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April
Posted: Mon Apr 25, 2011 9:42 am
by michaelm75au
I will drop it back to AI games.
Didn't think about the effect on PBEM.[&:]
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April
Posted: Mon Apr 25, 2011 11:01 am
by berto
ORIGINAL: michaelm
ORIGINAL: berto
ORIGINAL: michaelm
Added Hotkey '5' will show the supply path from the selected base where the number shows the lessening effect of supply [MEM]
Another fantastic feature, but ... in some hexes by the absence of supply numbers, it seems I can infer the presence of enemy units, something that reconnaissance is otherwise not revealing to me. In other words, this feature is helping to dispel the Fog of War. WAD, or an unintended side effect?
Unintended.
Ignoring presence of enemy units would make showing the path useless as path would change.
Absence of supply numbers could be due to other factors apart from enemy.
The strength of enemy units is still unknown.
If the use of '5' is detrimental, I'll just drop it or limit it to just AI games.
Supply paths are vital information. On balance, I would say keep them. The pros outweigh the cons.
edit> At least make it an optional rule. I'd hate to lose this wonderful feature.
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April
Posted: Mon Apr 25, 2011 11:23 am
by michaelm75au
I may compromise (as usual) by just showing the 'green dots' of the hexes within the supply range.
You wont know if the path ended due to running out of supply points or presence of enemy unit.
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April
Posted: Mon Apr 25, 2011 11:42 am
by berto
The numbers are good to know. But too much bean counting is bad. So, yes, maybe half a loaf is better than none.
Maybe wait to see what others have to say about this.
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April
Posted: Mon Apr 25, 2011 11:54 am
by KittyHawk
Michael
Thanks for all your work on the Betas.
After updating my diagram for bombing altitudes, I was wonder if you see anything out of place with the changes made over the last few betas.
KHawk

RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April
Posted: Mon Apr 25, 2011 12:03 pm
by foliveti
I thought dive bombing worked at 10K? Does it need to go up to 11k?
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April
Posted: Mon Apr 25, 2011 12:12 pm
by KittyHawk
That is kind of why I am asking. I go in at 12000 just to be safe.
There has been changes with the attack bombers and torpedo bombers.
Recently I tried using fighters at 12000 and they seamed to Level Bomb.
Was hoping to get the facts.
KHawk
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April
Posted: Mon Apr 25, 2011 12:21 pm
by Buck Beach
ORIGINAL: michaelm
I may compromise (as usual) by just showing the 'green dots' of the hexes within the supply range.
You wont know if the path ended due to running out of supply points or presence of enemy unit.
The problem with green dots is that for us color blind people (and there are a lot of us)it provides no information. This is just not for this issue but for all such color items in the game.
That would be red/green color blind.
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April
Posted: Mon Apr 25, 2011 12:22 pm
by USSAmerica
Don't know about fighters, but DB's do dive attack from 10,000'.
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April
Posted: Mon Apr 25, 2011 12:22 pm
by USSAmerica
ORIGINAL: michaelm
I may compromise (as usual) by just showing the 'green dots' of the hexes within the supply range.
You wont know if the path ended due to running out of supply points or presence of enemy unit.
Seems a very good compromise to me. [:)]
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April
Posted: Mon Apr 25, 2011 1:06 pm
by michaelm75au
Still not happy with resource/oil movement.
Seems that bases are holding onto too much and not letting it flow to ports. The fuel/supply seems to flow okay.
RE: Patch 06 - Public Beta - Build 1108k9 updated 24 April
Posted: Mon Apr 25, 2011 1:06 pm
by berto
A move tick bug, in the 1108k9 beta build.
For the LCU icon in hex 57,53 (just west of Chiang Mai)
the move tick is pointing east, but all LCUs in that hex are moving west, to Paingkyon hex 56,53.
save
This was a concern for me in an earlier turn. Elements of this stack were then at Chiang Mai. My orders were for them to march west, but the move tick was pointing southeast. Concerned that somehow the game really would have them move down the rail line southeast despite my orders for them to move west along the secondary road, I cancelled the move.
So, just a cosmetic issue? But maybe has a real effect on game play.