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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012
Posted: Tue Jan 29, 2013 10:56 am
by michaelm75au
ORIGINAL: n01487477
While you're making changes, maybe I could request a change to TF display too. Out at sea, I sometimes want to split a larger TF into smaller TF's near a locale I am attacking multi-prong. The thing is when I want to split these I can only see troop numbers, not unit names...and chance of toggling this ? I can do this with tracker open tho
Thx for any consideration...
You should be able to right click the ship carrying the troops and see the details. However, for that display it isn't showing the cargo which it does in another small ship display screen.
I'll fix up that screen so it will be consistent.

RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012
Posted: Tue Jan 29, 2013 1:44 pm
by henry1611
ORIGINAL: michaelm
It sounds reasonable. However, the screen is full and we can't just overwrite the info where you had it.
So I have made the TF type a 'menu item' so it can show a mouse-over message as shown.
Fantastic! Just what I was looking for. Thanks.
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012
Posted: Tue Jan 29, 2013 10:16 pm
by PaxMondo
Michael,
Thanks for the ongoing great support!
[&o][&o][&o]
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012
Posted: Tue Jan 29, 2013 11:13 pm
by nadia911
Hello, this is the first time I write in the forum, I think ... Although I have been playing since the Uncommon Valor [&o]
Is there any way to bring some transparency to the game menus?
Thank you very much for your great effort to keep this game as the best game of strategy.
Regards
Excuse my english
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012
Posted: Tue Jan 29, 2013 11:52 pm
by JeffroK
ORIGINAL: nadia911
Excuse my english
Nadia,
Never apologise for your ability in a second, third? language.
As you read through you will find that many native English speakers struggle to get it right.
Its only when you try to stalk strine will you and most others struggle.[8D]
PS I believe some have found this a great way to learn English, look forward to more posts.
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012
Posted: Tue Jan 29, 2013 11:55 pm
by JeffroK
Maybe building on from Nadia's post, I find the combat report screen too big, a good portion taken up by pictures, plus it sits over the centre of the map which is usually in the area where the combat is.
? Could the combat report screen be made smaller, crop out the pictures.
? Could the combat report be placed in a corner of the map.
Items 32424244 and 32424245 on the works in progress!
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012
Posted: Wed Jan 30, 2013 5:09 pm
by LargeSlowTarget
+1
The combat animation screens are already on the right side so the combat area in the center is visible. Same for the combat report screen would be nice.
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012
Posted: Thu Jan 31, 2013 8:12 am
by michaelm75au
ORIGINAL: nadia911
Hello, this is the first time I write in the forum, I think ... Although I have been playing since the Uncommon Valor [&o]
Is there any way to bring some transparency to the game menus?
Thank you very much for your great effort to keep this game as the best game of strategy.
Regards
Excuse my english
Not really without changes to the engine that handles screen/windows. It is not a MS Windows handler, but a purpose built one.
RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013
Posted: Fri Feb 01, 2013 4:35 pm
by Numdydar
Does the below mean that Allied ships that are overdue to withdraw can withdraw from ANY port now versus having to go to a specific port? I never understood why a ship had to sail to a special location to withdraw. Just allow it to be taken OOT from whatever port is happens to be in. Like the Navy really cared that the ship was in OZ or Pearl when they needed it elsewhere?
Allow overdue ship groups to withdraw from ship in base hex rather than move ashore
Navy: "We need you for DDay so sail to Pearl ASAP."
Capt: " I'll just sail directly to England around South Africia"
Navy: "No we have to have you sail to Pearl before we can send you there."
Capt: "But we are currently docked in Darwin!!"
Navy: "Sail to Pearl of be relieved of command."
Pretty silly no?
RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013
Posted: Fri Feb 01, 2013 4:57 pm
by BigDuke66
I prefer to move them off-map just to give a jap sub a chance to take a shoot.
This way ships can get out of the biggest mess just like "Jeannie".
@michaelm
Could you tell me what values flow into the automatic conquering of empty bases if any?
Just seeing strange things like being on Lunga, jap on Tassafaronga, and suddenly Allies take Russel Island.
RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013
Posted: Fri Feb 01, 2013 7:04 pm
by Crackaces
ORIGINAL: Numdydar
Does the below mean that Allied ships that are overdue to withdraw can withdraw from ANY port now versus having to go to a specific port? I never understood why a ship had to sail to a special location to withdraw. Just allow it to be taken OOT from whatever port is happens to be in. Like the Navy really cared that the ship was in OZ or Pearl when they needed it elsewhere?
Allow overdue ship groups to withdraw from ship in base hex rather than move ashore
Navy: "We need you for DDay so sail to Pearl ASAP."
Capt: " I'll just sail directly to England around South Africia"
Navy: "No we have to have you sail to Pearl before we can send you there."
Capt: "But we are currently docked in Darwin!!"
Navy: "Sail to Pearl of be relieved of command."
Pretty silly no?
Reality has very little to do with this .. simply the Allied player has to preplan the withdrawal of naval platforms or pay a tremendous price in some circulstances as much as a division or two ..
My .02 .. Checking the withdrawal schedule every turn is probably a better effort than trying to convince the powers to be to change the system ..
IN your case BTW you would probably sail to Sydney to report in .. [8D]
RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013
Posted: Fri Feb 01, 2013 11:12 pm
by Alfred
ORIGINAL: Numdydar
Does the below mean that Allied ships that are overdue to withdraw can withdraw from ANY port now versus having to go to a specific port? I never understood why a ship had to sail to a special location to withdraw. Just allow it to be taken OOT from whatever port is happens to be in. Like the Navy really cared that the ship was in OZ or Pearl when they needed it elsewhere?
Allow overdue ship groups to withdraw from ship in base hex rather than move ashore
Navy: "We need you for DDay so sail to Pearl ASAP."
Capt: " I'll just sail directly to England around South Africia"
Navy: "No we have to have you sail to Pearl before we can send you there."
Capt: "But we are currently docked in Darwin!!"
Navy: "Sail to Pearl of be relieved of command."
Pretty silly no?
The list of valid withdrawal ports is quite extensive. Furthermore it is not nationality specific. By making it easier to withdraw ships than was the original design intention, it in fact fudges history.
Besides the historical angle, to just allow ship withdrawal with no conditions to be met, would allow players to "cheat". The devs have always been quite clear on this point; the ship withdrawal mechanism is not to provide a means for saving a too damaged ship or magically getting it out of harm's way.
Here is a good exposition of the intent from Don Bowen on 32 Oct 2009.
"The original concept of ship withdrawal required that the ship first be moved off map. This was to prevent any exploits where a player might avoid risks of enemy action between the base and the map. However this caused players some problems and it was decided (over my objections) to allow ships to be withdrawn from a few select on-map bases. Karachi is the base in the Indian Ocean.
It continues to be a problem for players and we will be loosening this even more in the next patch. Ships will be able to be withdrawn from any port in the historical "off to Atlantic" regions - US/Canadian West Coast, South Australia and Perth, and Ceylon/Western India. Port size restrictions will be used to ensure withdrawal only from a major base, and that base can not be under enemy threat. The ship itself may not be withdrawn from on-map if it is so badly damaged that it could not reasonable make the trip to an off map port The intent is to emulate the historical ports from which ships departed the theatre, but no block use of withdrawal as a way of escaping enemy action or imminent sinking."
Alfred
RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013
Posted: Sat Feb 02, 2013 8:07 am
by inqistor
Some more little visual problems with longer names:
I swear, that this Kosomethingsomethingima was there from the beginning.

RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013
Posted: Sat Feb 02, 2013 8:24 am
by michaelm75au
The extra codes getting added to the 'name' are doing this. Can't keep with the names changing length. Name use to be displayed as a max of 20 or 25 characters, but limit removed in order to get in the extra codes.
RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013
Posted: Sat Feb 02, 2013 12:00 pm
by EdM
help
how do you download it
not a computer geek
do they have way for idiots
RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013
Posted: Sat Feb 02, 2013 9:00 pm
by btd64
MichaelM what can i say, this is like art. thanks for all your support.

RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013
Posted: Mon Feb 04, 2013 2:53 am
by AlanBrooke
Removed
RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013
Posted: Mon Feb 04, 2013 3:00 am
by AlanBrooke
Michael
I have a problem with a DMS which has 62 float damage (all major) and is in a level 5 port. It originally had more damage but all the other minor damage is repaired now leaving only the major float damage which won't repair without a repair yard. The ship can still make 6 or 7 kts so I have tried several times to form it into an escort TF and send it to a port with a yard for repair. It keeps on auto-disbanding back into the origin port though and so is essentially trapped there. Is there anyway to work around this or is it working as designed?
Cheers
Andrew
RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013
Posted: Mon Feb 04, 2013 3:09 am
by n01487477
ORIGINAL: AlanBrooke
Michael
I have a problem with a DMS which has 62 float damage (all major) and is in a level 5 port. It originally had more damage but all the other minor damage is repaired now leaving only the major float damage which won't repair without a repair yard. The ship can still make 6 or 7 kts so I have tried several times to form it into an escort TF and send it to a port with a yard for repair. It keeps on auto-disbanding back into the origin port though and so is essentially trapped there. Is there anyway to work around this or is it working as designed?
Cheers
Andrew
Have you set the home port and destination to where you want to go ? Also, this may not be a tech q - better to ask the forum regulars first before over-burdening Michael.
RE: Patch 07 - Unofficial Public Beta - 1123c updated 26 January 2013
Posted: Mon Feb 04, 2013 3:13 am
by AlanBrooke
I have done both those things. I asked Michael the question becuase I think this may be causing the issue
9/12/12: 1120f - Auto-disbanded Escort TF with heavy damage (>50 float or >70 system) in port 3+ goes into Pierside repair
The ship is auto-disbanding before it can get on its way.
Regards
Andrew