Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)

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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108q2 updated 4 September (2nd part)

Post by michaelm75au »

It has been brought to my attention that there is something odd happening when setting waypoints for offmap TFs.
Example, TF is CapeTown is set to go to Albany (Australia). It shows the path from the most southern entry hex to Albany as expected.

However, if you try to set a waypoint, the TF path jumps to the northern most Aden entry hex row at top of map. And the TF shows up there after running the turn.

Waypoints can't be set properly while the TF is still at it's starting offmap base. Once the TF arrives at its zone entry hex (on the next turn) you can set the on-map waypoints. There is some pathing setup that needs to run as part of the turn in order for the on-map pathing to work.

The initial problem is probably the code trying to do 'off-map' routing which is not possible. If I find the time and can understand the change ([:D]), I'll try to disable the routing button until it gets to the zone entry box or try to determine what needs to be set (and if possible, set it earlier which might not be possible[&:]).

I remember that there were some issues with onmap routing for offmap TF and I disabled it. But put it back as players were using it successfully. I am guessing that my 'knee jerk' reaction back then was that I thought it was broken. Which was also most likely due to the weird TF routing happening for my offmap TF from the offmap base rather than the entry zone.
Michael
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RE: Patch 06 - Public Beta - Build 1108q3 updated 11 September (2nd part)

Post by michaelm75au »


[1108q3]
Tweak Limit Ops expenditure for docked TFs to those ships actually doing something [MEM]
Tweak Error with groups not showing on ships in TF transfer screen [MEM]
Changed Group display on ship to show 77 (88) x AIRTYPE (99) where 77 is ready planes, 88 is un-ready, 99 is group max [MEM]
Changed Account for port damage on adjacent hex supply/resource transfer [MEM]
Fixed Group resize to consider total planes in group rather than max size when consider operational capacity on ship [MEM]
Fixed Force map center on false sightings to help with map sequencing [MEM]
Tweak Global list button for setting build rates (Japan only) [MEM]
Tweak Show naval/merchant yard points on ship availabilty screen, and allow filter on class using particular points (Japan only) [MEM]

Michael
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PaxMondo
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RE: Patch 06 - Public Beta - Build 1108q3 updated 11 September (2nd part)

Post by PaxMondo »

ORIGINAL: michaelm


[1108q3]
Tweak Limit Ops expenditure for docked TFs to those ships actually doing something [MEM]
Tweak Error with groups not showing on ships in TF transfer screen [MEM]
Changed Group display on ship to show 77 (88) x AIRTYPE (99) where 77 is ready planes, 88 is un-ready, 99 is group max [MEM]
Changed Account for port damage on adjacent hex supply/resource transfer [MEM]
Fixed Group resize to consider total planes in group rather than max size when consider operational capacity on ship [MEM]
Fixed Force map center on false sightings to help with map sequencing [MEM]
Tweak Global list button for setting build rates (Japan only) [MEM]
Tweak Show naval/merchant yard points on ship availabilty screen, and allow filter on class using particular points (Japan only) [MEM]

Thanks Michael.

Especially this one:
Fixed Group resize to consider total planes in group rather than max size when consider operational capacity on ship [MEM]

Pax
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RE: Patch 06 - Public Beta - Build 1108q2 updated 4 September (2nd part)

Post by witpqs »

ORIGINAL: michaelm

It has been brought to my attention that there is something odd happening when setting waypoints for offmap TFs.
Example, TF is CapeTown is set to go to Albany (Australia). It shows the path from the most southern entry hex to Albany as expected.

However, if you try to set a waypoint, the TF path jumps to the northern most Aden entry hex row at top of map. And the TF shows up there after running the turn.

Waypoints can't be set properly while the TF is still at it's starting offmap base. Once the TF arrives at its zone entry hex (on the next turn) you can set the on-map waypoints. There is some pathing setup that needs to run as part of the turn in order for the on-map pathing to work.

The initial problem is probably the code trying to do 'off-map' routing which is not possible. If I find the time and can understand the change ([:D]), I'll try to disable the routing button until it gets to the zone entry box or try to determine what needs to be set (and if possible, set it earlier which might not be possible[&:]).

I remember that there were some issues with onmap routing for offmap TF and I disabled it. But put it back as players were using it successfully. I am guessing that my 'knee jerk' reaction back then was that I thought it was broken. Which was also most likely due to the weird TF routing happening for my offmap TF from the offmap base rather than the entry zone.

Just in case it helps, my memory of what used to happen with way points set when at off-map base: TF at Cape Town, set destination to Albany. Entry box is opposite Albany as expected. Set a way point, for example farther 'down' the map (say opposite Melbourne). The way point will set, but the entry point remained opposite Albany. That behavior did not help with avoiding subs and raiders so I stopped using it before any changes were made that you referred to.
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trhinz
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RE: Patch 06 - Public Beta - Build 1108q3 updated 11 September (2nd part)

Post by trhinz »

Since installing this beta I'm seeing a number of enemy task forces in places where I have no subs or air searches to spot them. Is there a possible connection to the false sightings fix?
Buck Beach
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RE: Patch 06 - Public Beta - Build 1108q3 updated 11 September (2nd part)

Post by Buck Beach »

OK, I am able to get the q3 to run, but, want to make sure I am doing something wrong that will cause me a problem of not running the game correctly.

When I open the download file and create a shortcut from the exe file in Beta 2 folder it shows my Target (on the properties screen) as: "C:\Matrix Games\War in the Pacific Admiral's Edition\Beta2\War in the Pacific Admiral Edition.exe" -f -px1920 -py1080 (after adding the parameters). My Start In file shows: "C:\Matrix Games\War in the Pacific Admiral's Edition\Beta2"

When I use this configuration, I get the dreaded "Unable to locate PW data" error message, HOWEVER. when I change the Start In location to "C:\Matrix Games\War in the Pacific Admiral's Edition" without pointing to the Beta2, it seems to work fine, and the update shows correctly on the game menu screen.
Am I causing myself problems? Does anybody know what I am doing right or wrong?

PS the pwsdll.dll in the main folder appears to be the correct one.
Rainer
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RE: Patch 06 - Public Beta - Build 1108q3 updated 11 September (2nd part)

Post by Rainer »

Start In seems to be wrong.
Should be "C:\Matrix Games\War in the Pacific Admiral's Edition" (in order to find pwhexe.dat).
BTW, pwsdll.dll in the main folder should be the one of your last official update, not the beta.


To clarify:
TARGET "J:\Matrix Games\War in the Pacific Admiral's Edition\Beta2\War in the Pacific Admiral Edition.exe" -altFont
tells WHAT exe file to execute and WHERE to find the executable (and what parameters apply if any)

START IN "J:\Matrix Games\War in the Pacific Admiral's Edition"
tells where to find pwhex.dat (and probably the relative path to sub directories, like ART, SCEN and SAVE).
WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta
Buck Beach
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RE: Patch 06 - Public Beta - Build 1108q3 updated 11 September (2nd part)

Post by Buck Beach »

ORIGINAL: Rainer

Start In seems to be wrong.
Should be "C:\Matrix Games\War in the Pacific Admiral's Edition" (in order to find pwhexe.dat).
BTW, pwsdll.dll in the main folder should be the one of your last official update, not the beta.


To clarify:
TARGET "J:\Matrix Games\War in the Pacific Admiral's Edition\Beta2\War in the Pacific Admiral Edition.exe" -altFont
tells WHAT exe file to execute and WHERE to find the executable (and what parameters apply if any)

START IN "J:\Matrix Games\War in the Pacific Admiral's Edition"
tells where to find pwhex.dat (and probably the relative path to sub directories, like ART, SCEN and SAVE).

OK, seems I have everything OK except my pwsdll.dll definately is the one in the latest 1108 q3 beta update??

Not being that computer savvy, I am left wondering how come when I create the Desk Top short cut, it points to an incorrect Start In?

I see by the above that you have a parameter -altFont. Can I add this after my screen size parameter?
Rainer
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RE: Patch 06 - Public Beta - Build 1108q3 updated 11 September (2nd part)

Post by Rainer »

Not being that computer savvy, I am left wondering how come when I create the Desk Top short cut, it points to an incorrect Start In?
That depends how you create the shortcut.
You said you created the shortcut by pointing to the exe file in the BETA directory. That's why the beta directory showed up in both the target as well as the Start In line.

When the next update comes you better execute the update as provided by MichaelM (execute the file AEupdate1108q3.exe). That will create a shortcut on your desktop with all entries in the correct form, except the parameters. The shortcut created that way has only -w which makes the game run in windows form and not full screen. You have to update the shortcut target line with the parameters you prefer.
Which brings us to your next question.
I see by the above that you have a parameter -altFont. Can I add this after my screen size parameter?

Yes, you can do that. It will show the text in game with a somewhat larger font making it better to read.

Your target line would then read:
"C:\Matrix Games\War in the Pacific Admiral's Edition\Beta2\War in the Pacific Admiral Edition.exe" -f -px1920 -py1080 -altFont
Be aware that altFont must be written exactly as it is, meaning it is case sensitive.
WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta
Buck Beach
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RE: Patch 06 - Public Beta - Build 1108q3 updated 11 September (2nd part)

Post by Buck Beach »

ORIGINAL: Rainer
Not being that computer savvy, I am left wondering how come when I create the Desk Top short cut, it points to an incorrect Start In?
That depends how you create the shortcut.
You said you created the shortcut by pointing to the exe file in the BETA directory. That's why the beta directory showed up in both the target as well as the Start In line.

When the next update comes you better execute the update as provided by MichaelM (execute the file AEupdate1108q3.exe). That will create a shortcut on your desktop with all entries in the correct form, except the parameters. The shortcut created that way has only -w which makes the game run in windows form and not full screen. You have to update the shortcut target line with the parameters you prefer.
Which brings us to your next question.
I see by the above that you have a parameter -altFont. Can I add this after my screen size parameter?

Yes, you can do that. It will show the text in game with a somewhat larger font making it better to read.

Your target line would then read:
"C:\Matrix Games\War in the Pacific Admiral's Edition\Beta2\War in the Pacific Admiral Edition.exe" -f -px1920 -py1080 -altFont
Be aware that altFont must be written exactly as it is, meaning it is case sensitive.

Went back and did what you suggested and works fine.

Buck
Rainer
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RE: Patch 06 - Public Beta - Build 1108q3 updated 11 September (2nd part)

Post by Rainer »

and works fine.

Another transatlantic achievement [:)]
WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta
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rader
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RE: Patch 06 - Public Beta - Build 1108q3 updated 11 September (2nd part)

Post by rader »

ORIGINAL: michaelm


[1108q3]
Tweak Limit Ops expenditure for docked TFs to those ships actually doing something [MEM]
Tweak Error with groups not showing on ships in TF transfer screen [MEM]
Changed Group display on ship to show 77 (88) x AIRTYPE (99) where 77 is ready planes, 88 is un-ready, 99 is group max [MEM]
Changed Account for port damage on adjacent hex supply/resource transfer [MEM]
Fixed Group resize to consider total planes in group rather than max size when consider operational capacity on ship [MEM]
Fixed Force map center on false sightings to help with map sequencing [MEM]
Tweak Global list button for setting build rates (Japan only) [MEM]
Tweak Show naval/merchant yard points on ship availabilty screen, and allow filter on class using particular points (Japan only) [MEM]



I noticed you put in the halt ships thing.... you are a GOD!!

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BigDuke66
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RE: Patch 06 - Public Beta - Build 1108q3 updated 11 September (2nd part)

Post by BigDuke66 »

"Fixed Force map center on false sightings to help with map sequencing [MEM]"
Does it mean the map now jumps to the false sighting location?
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108q3 updated 11 September (2nd part)

Post by michaelm75au »

ORIGINAL: rader
ORIGINAL: michaelm

[1108q3]
Tweak Limit Ops expenditure for docked TFs to those ships actually doing something [MEM]
Tweak Error with groups not showing on ships in TF transfer screen [MEM]
Changed Group display on ship to show 77 (88) x AIRTYPE (99) where 77 is ready planes, 88 is un-ready, 99 is group max [MEM]
Changed Account for port damage on adjacent hex supply/resource transfer [MEM]
Fixed Group resize to consider total planes in group rather than max size when consider operational capacity on ship [MEM]
Fixed Force map center on false sightings to help with map sequencing [MEM]
Tweak Global list button for setting build rates (Japan only) [MEM]
Tweak Show naval/merchant yard points on ship availabilty screen, and allow filter on class using particular points (Japan only) [MEM]
I noticed you put in the halt ships thing.... you are a GOD!!

Hope this does not make me a JFB![:D]
Michael
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108q3 updated 11 September (2nd part)

Post by michaelm75au »

ORIGINAL: BigDuke66

"Fixed Force map center on false sightings to help with map sequencing [MEM]"
Does it mean the map now jumps to the false sighting location?

Yes, in that it didn't jump before but left you looking at West Coast and the sighting report talked about 'near Brisbane'.
Michael
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RE: Patch 06 - Public Beta - Build 1108q3 updated 11 September (2nd part)

Post by michaelm75au »

ORIGINAL: rader

ORIGINAL: michaelm


[1108q3]
Tweak Limit Ops expenditure for docked TFs to those ships actually doing something [MEM]
Tweak Error with groups not showing on ships in TF transfer screen [MEM]
Changed Group display on ship to show 77 (88) x AIRTYPE (99) where 77 is ready planes, 88 is un-ready, 99 is group max [MEM]
Changed Account for port damage on adjacent hex supply/resource transfer [MEM]
Fixed Group resize to consider total planes in group rather than max size when consider operational capacity on ship [MEM]
Fixed Force map center on false sightings to help with map sequencing [MEM]
Tweak Global list button for setting build rates (Japan only) [MEM]
Tweak Show naval/merchant yard points on ship availabilty screen, and allow filter on class using particular points (Japan only) [MEM]

I noticed you put in the halt ships thing.... you are a GOD!!

Only thing I would say would be careful how you use these global settings. I turned off a few ships, then made the mistake of pressing the Stop production button. It toggled on the ships I had stopped, but stopped all the other applicable building ships on the list.
Ended up pressing the Normal production button, and then filtering the ships and setting the ships individually.

Should have done all the filtering first, before pressing the Production buttons.

A note about the "Naval/Merchant yard" filter in the top right section of the screen. The class filters across the top of the panel relate to groups of class (eg the CA/CL covers ship types CA,CL,CLAA,CS). Some of these types use naval yard points and one CS uses merchant yard.
So if you press 'merchant yard' the CA/CL is on, even though only 1 out of the 4 types use that yard; the last type in the group controls if it is highlighted or not. The list will still be filtered by the class type regardless of the highlighted class group or not.
Michael
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by FatR »

Another question, if I may... After upgrading to p9, I noticed that some of the Japanese aircraft started advancing their R&D even though they have no fully repaired factories. See the attached turn for an example, Ki-67 torpedo bomber version. I haven't noticed this in the changelist, so is this a bug?
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The Reluctant Admiral mod team.

Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by michaelm75au »

R&D can happen as soon as a number of factories are repaired. In one city, you have 22(8) factories for Ki-67Ia - the 22 are performing R&D.
Or do I have the wrong a/c?
Michael
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by n01487477 »

ORIGINAL: michaelm

R&D can happen as soon as a number of factories are repaired. In one city, you have 22(8) factories for Ki-67Ia - the 22 are performing R&D.
Or do I have the wrong a/c?
Michael - never worked that way before. Always the factory had to be fully repaired before any R&D points were accumulated.
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michaelm75au
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RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Post by michaelm75au »

Your right. Went back and more closely compared the code from p6 and now.

The line checking for disabled devices being zero is commented out. I might have inadvertently done that when playing around with R&D for the following items from p8.
Tweaked Allow R&D factory change before starting production if R&D option ON [MEM]
Tweaked Production can be turned off but R&D will still happen [MEM]

I'll put it back in.
Sorry for the error.
Michael
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