Re: New! v1127 Public Beta Available
Posted: Sun Nov 26, 2023 4:20 am
Why is it a rail move for air to go between Cristobal to Balboa? Its 37 miles... Didnt used to have to rail it.
What's your Strategy?
https://forums.matrixgames.com:443/
The air units were moved from Eastern US to Cristobal (as they cant move directly to Balboa, why I cant even guess). They arrive in Cristobal in mostly repaired condition after 14 days (usually 2-3 aircraft damaged, the rest serviceable). Carriers are waiting in Balboa for these Marine aircraft. Cant fly them to the carriers OR the airbase, have to ship them by rail, disband the carriers, load the planes on the carriers, and then reform the carrier groups, wasting a day game time and a lot of Mickey Mousing around disbanding and reforming carriers.Yaab wrote: Sun Nov 26, 2023 11:46 am Manual p.98-99 mentions that Cristobal-Balboa is a normal land movement. Distance is 45 miles, both bases are connected by rail and road.
Any air group, which has disabled aircraft at hand, will have those aircraft moved by rail if the air group's destination is linked by rail.
Were all your aircraft ready and put on rail? That shouldn't happen.
Actually I did do that. Just before WitP (original) came out. Differences between MINE and this:btd64 wrote: Sat Oct 21, 2023 11:17 pmAgreed....GPRangerJoe wrote: Sat Oct 21, 2023 10:43 pmMaybe he needs to start writing what he wants and then code it all but without using any information from this game nor any previous games.btd64 wrote: Sat Oct 21, 2023 9:23 pm Meaneye, If you're so upset about the game, Don't play it. Move on to something else....GP
Just WOW on some of those things. So why not finish that game and quit complaining about this one because it won't change anything other than to annoy people - or is that your intention?Meaneye wrote: Sun Nov 26, 2023 9:26 pmActually I did do that. Just before WitP (original) came out. Differences between MINE and this:
1) Every land hex on the map was a base.
2) Ground units were FAR more realistic (I have no idea where GG got the idea for the ground stuff in this game, but frankly its a joke)
2a) Ground units not moving dig in, and the longer they sit the deeper they dig - you know like they they REALLY do.
2b) Ground supply was food/ammo/arty. Not just generic "supply" and was assigned from higher HQs.
2c) Ground unit combat was at the bn scale with defending units occupying a set amount of space and attacking units occupying a set amount of space (I have all the data somewhere, just see no need to look it up right now). I used a factor system instead of counting individual squads/guns, ect.
2d) Ground units didnt lose ALL their "unorganized" equipment when retreating (no clue where this idea came from but its the main reason the ground combat system in this game is such a joke).
3) Air units actually "flew missions" similar to GGs "Fighter command" or "USAAF". The raids could be spotted and intercepted enroute to their targets unlike THIS game that just air in the target hex intercepts with a chance that random air from nearby also mixes in.
4) Naval combat was based on a miniatures battle game called "Seapower".
4a) Ships could engage as many targets as fire direction stations on the ship, meaning capital ships secondaries could for example engage destroyers while the main guns engaged cruisers for example.
4b) Torpedo attacks were NOT directed at individual ships but rather at an area (you know, like "realistic").
4c) Ammo on the ships were tracked by shell type. AP, HE, AA, ect.
Ect so on and so forth. I could go on for days and pages...
My background:
I was a medic on active duty for 4 years from 74 to 78. 3 years of that training rangers/special forces.
1 was a medic for 1 year and an infantryman in an active reserve unit for 5 years (I had to switch my MOS from 91B to 11B to stay with the unit after I reenlisted). This unit was the last straight leg infantry unit in the US Army btw.
My father was in the 96th infantry division (Leyte and Okinawa) so I have a pretty good handle on the ground stuff they went through. I have books printed by the 96th division that I doubt are available anywhere else that tells very in depth stoires.
I was a computer programmer for 10 years including a year at a company contracted to JPL in the early 80s. Some of my software flew on the space shuttles.
I was a computer science major and a history minor in college.
I love when people under estimate me and my abilities...
Reasons I didnt finish it:
1) not enough horsepower in the home computers at the time. I could run it on a mainframe. Now a days would be no problem.
2) Im not an artist.
3) WitP came out and I didnt see a need to continue. I was going to start it up again a few years later, and AE was announced and I was asked to help on it, so I figured I would have some input on changes that way.
4) After AE was out, frankly I was burned out and didnt care anymore.
I still have ALL my data and I could very well be a project lead on it...
Thank you for letting me know, Don.Zovs wrote: Fri Dec 01, 2023 11:16 am Luc,
Its a little confusing there are 11.26 A and B, and this "Beta", don't worry about the Beta or try to install it, its not fixed yet, just stick with 26 B. That is the latest. Eventually the Beta will be released but its been in "beta" for over a year.
So just install the basic game and apply the patch in the download section (11.26 B) and come back here next year in Jan or so whenever they do finish up this beta update thing.
https://www.matrixgames.com/forums/view ... 4&t=226197Delaware wrote: Sun Dec 03, 2023 7:18 pm Where is 11.26 B? I only see 11.26 A on the file downloads page.
Nope, not new. That has been known for awhile.Meaneye wrote: Tue Dec 05, 2023 12:53 am Another new bug.
TF was heading to Capetown. I changed the destination to Mombasa (left home port as Capetown). Hit "Return to Capetown" on the TF screen and go this. Saved the game and reloaded to see if that would clear it and no go.
bug.png
That message is a new one to me and it suggests that coding has been updated to PREVENT players from doing what you tried to do. The game engine cannot count hexes between on-map and off-map areas as there are no continuous hexes to follow. It is set up to put the TFs into a holding box and calculate the date of arrival at off-map location (or first on-map hex when going the other way). If you try to reroute the TF while it is in the holding box, waiting for the arrival date to happen, you give the game engine a calculation it cannot make because of insufficient data. In the current game version (not the 1127 Beta) your TF can disappear, get stuck in an un-navigable hex like 0,0 , get teleported to strange locations or routed from one side of the map to the other.Meaneye wrote: Tue Dec 05, 2023 12:53 am Another new bug.
TF was heading to Capetown. I changed the destination to Mombasa (left home port as Capetown). Hit "Return to Capetown" on the TF screen and go this. Saved the game and reloaded to see if that would clear it and no go.
bug.png
Except that the TF is OFF the map according to the TF screen. So if anything, that is a DISPLAY error but only if the TF symbol that is shown on the map is the actual TF in question.Meaneye wrote: Fri Dec 15, 2023 7:37 am Except if you look at the screen shot, that TF is ON THE MAP.... Are you saying that ON MAP TFs, once ordered to head to an off map base are locked in to that until they get there? LOL, ok....
Going back to a non-beta version then.
I agree with RJ - the display can be wrong. That happens fairly often when I give an Off Map TF orders to sail to a point On Map and it has already finished loading or unloading so it is eligible to go straight into the holding box. Instead of the icon showing up in the holding box it appears in the darkened strip along the edge of the map, at the point it will come On-Map when it's travel time elapses. A bug, but not a harmful one if you don't try to change anything.RangerJoe wrote: Fri Dec 15, 2023 10:45 amExcept that the TF is OFF the map according to the TF screen. So if anything, that is a DISPLAY error but only if the TF symbol that is shown on the map is the actual TF in question.Meaneye wrote: Fri Dec 15, 2023 7:37 am Except if you look at the screen shot, that TF is ON THE MAP.... Are you saying that ON MAP TFs, once ordered to head to an off map base are locked in to that until they get there? LOL, ok....
Going back to a non-beta version then.
It isnt wrong though. I formed a new TF with it and did what I tried to do. Where it shows on the MAP is where it is. If the TF were indeed "off map" there would NOT be the option to form a new TF. Yet the option is there, and it works, which PROVES its on map...BBfanboy wrote: Fri Dec 15, 2023 12:11 pmI agree with RJ - the display can be wrong. That happens fairly often when I give an Off Map TF orders to sail to a point On Map and it has already finished loading or unloading so it is eligible to go straight into the holding box. Instead of the icon showing up in the holding box it appears in the darkened strip along the edge of the map, at the point it will come On-Map when it's travel time elapses. A bug, but not a harmful one if you don't try to change anything.RangerJoe wrote: Fri Dec 15, 2023 10:45 amExcept that the TF is OFF the map according to the TF screen. So if anything, that is a DISPLAY error but only if the TF symbol that is shown on the map is the actual TF in question.Meaneye wrote: Fri Dec 15, 2023 7:37 am Except if you look at the screen shot, that TF is ON THE MAP.... Are you saying that ON MAP TFs, once ordered to head to an off map base are locked in to that until they get there? LOL, ok....
Going back to a non-beta version then.