Patch 01 ... Patch 02 ... Patch 03 ...

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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Dukemourn
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RE: Patch 01 ... Patch 02

Post by Dukemourn »

When you post the lists of changes for the patches can you put an asterisk or something next to any fixes that require a restart? This would go a long way in helping us decide if we wish to restart.
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jwilkerson
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RE: Patch 01 ... Patch 02

Post by jwilkerson »

ORIGINAL: Dukemourn

When you post the lists of changes for the patches can you put an asterisk or something next to any fixes that require a restart? This would go a long way in helping us decide if we wish to restart.

No fixes will "require" a restart. Whether to restart or not, is a player decision. Some fixes may not take effect without a restart - but at least this patch (as is true with all WITP patches this team has ever done) will not "require" a restart.



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Buck Beach
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RE: Patch 01 ... Patch 02

Post by Buck Beach »

ORIGINAL: fbs

ORIGINAL: rockmedic109

Play till the patch comes out to truly find out HOW the game is played.  Then restart once the first patch comes out.  I lost count of the number of times I restarted WITP.


Or do like me and study every single little thing there is to study on the Dec 8, 1941 turn. I plan on not going past the first turn by the time when the patch comes, hahahaha [:D]

fbs


I'm with you here and I am doing the same, but, for me, I won't try a serious stab at the game until after Patch 2. Until then anything done is futile. It may not bother some to to start over and over and over again but I learned my lesson with my favorite WITP mod RHS.
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Sardaukar
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RE: Patch 01 ... Patch 02

Post by Sardaukar »

[8|]
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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Buck Beach
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RE: Patch 01 ... Patch 02

Post by Buck Beach »

ORIGINAL: Sardaukar

[8|]


Obviously you disagree with my approach. Cool. That's why they make chocolate and vanilla ice cream and different size shoes. You do what you want Dude.[8D][:'(]
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Sardaukar
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RE: Patch 01 ... Patch 02

Post by Sardaukar »

ORIGINAL: Buck Beach

ORIGINAL: Sardaukar

[8|]


Obviously you disagree with my approach. Cool. That's why they make chocolate and vanilla ice cream and different size shoes. You do what you want Dude.[8D][:'(]

Nah, just that they have repeatedly said they try to make patches so they do not require re-start. AFAIK, some things might need you to restart the game to have them implemented, but I don't think there was ever even WitP patch that REQUIRED player to do restart. One could play game just fine, but some database changes could be implemented only with new start of scenario. Patch 1.6. comes to my mind.

Sorry if I appeared bit insulting! [8D]
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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Hanzberger
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RE: Patch 01 ... Patch 02

Post by Hanzberger »

ORIGINAL: Dukemourn

When you post the lists of changes for the patches can you put an asterisk or something next to any fixes that require a restart? This would go a long way in helping us decide if we wish to restart.

Good Idea, should be for all patches.[&o]
Playing Scen 2 vs Ai currently

Japan AC wire chart here
tm.asp?m=2769286&mpage=1&key=?
Buck Beach
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RE: Patch 01 ... Patch 02

Post by Buck Beach »

ORIGINAL: Sardaukar

ORIGINAL: Buck Beach

ORIGINAL: Sardaukar

[8|]


Obviously you disagree with my approach. Cool. That's why they make chocolate and vanilla ice cream and different size shoes. You do what you want Dude.[8D][:'(]

Nah, just that they have repeatedly said they try to make patches so they do not require re-start. AFAIK, some things might need you to restart the game to have them implemented, but I don't think there was ever even WitP patch that REQUIRED player to do restart. One could play game just fine, but some database changes could be implemented only with new start of scenario. Patch 1.6. comes to my mind.

Sorry if I appeared bit insulting! [8D]



I guess I should have stated in my response to fbs that I am only an AI player where patches do have a greater impact.

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Kull
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RE: Patch 01 ... Patch 02

Post by Kull »

ORIGINAL: jwilkerson
ORIGINAL: Dukemourn

When you post the lists of changes for the patches can you put an asterisk or something next to any fixes that require a restart? This would go a long way in helping us decide if we wish to restart.

No fixes will "require" a restart. Whether to restart or not, is a player decision. Some fixes may not take effect without a restart - but at least this patch (as is true with all WITP patches this team has ever done) will not "require" a restart.

Just curious, but is that due to the fact you guys made such a strong effort to "non-hard-code" so many of the AE changes? Even pulling things OUT of the original WitP engine and making them accessible through editable files?

As to Duke's request, I think what he's really asking is this - Can the change list indicate which ones would not take effect without a restart?
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Hanzberger
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RE: Patch 01 ... Patch 02

Post by Hanzberger »

As I am still going over the map and manuel, I am still waiting to even start a game because I am afraid of a 'patch requiring a restart'.

Please, PLease, if you guys think that there may be changes requiring a restart, please focus on that part first. [&o]

And if you think your changes will not require a restart but may effect game play in a somewhat dramatic way, Please include them in the first patch.
Playing Scen 2 vs Ai currently

Japan AC wire chart here
tm.asp?m=2769286&mpage=1&key=?
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tigercub
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RE: Patch 01 ... Patch 02

Post by tigercub »

ORIGINAL: Sardaukar

ORIGINAL: Buck Beach

ORIGINAL: Sardaukar

[8|]


Obviously you disagree with my approach. Cool. That's why they make chocolate and vanilla ice cream and different size shoes. You do what you want Dude.[8D][:'(]

Nah, just that they have repeatedly said they try to make patches so they do not require re-start. AFAIK, some things might need you to restart the game to have them implemented, but I don't think there was ever even WitP patch that REQUIRED player to do restart. One could play game just fine, but some database changes could be implemented only with new start of scenario. Patch 1.6. comes to my mind.

Sorry if I appeared bit insulting! [8D]
Yes Sardaukar they don`t require a restart after but it will not help you if the CL Bose or some other ship blows away a fleet because of the ship battle bug,applying a patch will not refloat your boat.

So a few other wise people and I play waiting game for the War to begin![:(]


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Kull
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RE: Patch 01 ... Patch 02

Post by Kull »

ORIGINAL: Hanzberger

As I am still going over the map and manuel, I am still waiting to even start a game because I am afraid of a 'patch requiring a restart'.

Start up the Aleutians scenario. It has minimal forces and can be played very quickly. And when the patch come tomorrow, ditch your game and start over. It'll be painless.
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Hanzberger
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RE: Patch 01 ... Patch 02

Post by Hanzberger »

ORIGINAL: Kull
ORIGINAL: Hanzberger

As I am still going over the map and manuel, I am still waiting to even start a game because I am afraid of a 'patch requiring a restart'.

Start up the Aleutians scenario. It has minimal forces and can be played very quickly. And when the patch come tomorrow, ditch your game and start over. It'll be painless.
didn't know there was one LOL I am still going thru the manuel and actually hoping to take on a human once the first and possibly the second patches are released.
Playing Scen 2 vs Ai currently

Japan AC wire chart here
tm.asp?m=2769286&mpage=1&key=?
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jwilkerson
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RE: Patch 01 ... Patch 02

Post by jwilkerson »



Current (revised as of 23 August) schedule:

patch01 - public pre-release week of 24 Aug ... real public release ... week of 31 Aug ... change list will be in both pre-release and real release.

patch02 - target date roughly - end of Oct 09.

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kaleun
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RE: Patch 01 ... Patch 02

Post by kaleun »

Thanks. Mmmm, wonder what this will do for my 2 campaign PBEM games.
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DrewMatrix
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RE: Patch 01 ... Patch 02

Post by DrewMatrix »

One huge advantage of playing vs the AI is that my opponent won't complain if I start over <G>.
&nbsp;
I plan to continue my current GC (Allies vs AI, Scen 6 but I'll probably do Scen 2, HI&nbsp;next time) but play much faster for the next week, ignoring small stuff and seeing how a few things work out, mostly production and repair rates. That should get me to Apr or May 42 by the time the patch is out. Then I likely will start over not just for the patch, but because&nbsp;I didn't understand a number of things.
&nbsp;
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Buck Beach
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RE: Patch 01 ... Patch 02

Post by Buck Beach »

ORIGINAL: Beezle

One huge advantage of playing vs the AI is that my opponent won't complain if I start over <G>.

I plan to continue my current GC (Allies vs AI, Scen 6 but I'll probably do Scen 2, HI next time) but play much faster for the next week, ignoring small stuff and seeing how a few things work out, mostly production and repair rates. That should get me to Apr or May 42 by the time the patch is out. Then I likely will start over not just for the patch, but because I didn't understand a number of things.


Nor if you go back to an earlier save and play do overs. It's only cheating when you have an opponent or a prize for winning a game.[;)]
Buck Beach
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RE: Patch 01 ... Patch 02

Post by Buck Beach »

ORIGINAL: kaleun

Thanks. Mmmm, wonder what this will do for my 2 campaign PBEM games.


Nothing if you don't mind a game that is flawed. Please I'm not complaining about the original release. It occurs with all new games during the real consumer test phase If you and your opponent enjoy investing weeks, months, years, all the while knowing the current product is better, just remember that "no restarts are required (except for AI games) " per the management.
fbs
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RE: Patch 01 ... Patch 02

Post by fbs »

ORIGINAL: jwilkerson

Current (revised as of 23 August) schedule:

patch01 - public pre-release week of 24 Aug


Yay, now is Aug 23 20:21 PM... only 3 hours 39 minutes to the patch! I'll stay awake [:D][:D]

Cheers
fbs
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jwilkerson
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RE: Patch 01 ... Patch 02

Post by jwilkerson »

ORIGINAL: fbs

ORIGINAL: jwilkerson

Current (revised as of 23 August) schedule:

patch01 - public pre-release week of 24 Aug


Yay, now is Aug 23 20:21 PM... only 3 hours 39 minutes to the patch! I'll stay awake [:D][:D]

Cheers
fbs

Not sure how you are calculating - the "week of" (note I boldified "week of") means any time that week. At this point, I would estimate we about about 3 days away from the "public beta" - note this is not "the patch" ... I still think that will be "week of 31 August" as I said earlier.

We have spent most of the weekend working on the patch rather than posting about working on the patch. We have a pile of stuff that will be in the patch, the list will be included in the public beta.

We've done some tweaking on surface combat.
For AE we had added in a "wipe out" capability that was missing in WITP. Basically in WITP, a large surface force of BB, CA, CL and DD, could enter a landing hex containing 20 AP/AK and wind up only getting maybe 4 of them. We thought there should be a chance of getting more - maybe even all of them if the conditions were optimal. For most of the past 9 months or so, this feature seemed to work fine. You would get something more than 4 ships some times .. but sometimes some would get away ... then all of a sudden, right at the end, some "unintended consequences" crep in - and the wipe outs started happening more often than we desired. This has now been adjusted back. There is still the chance of a wipe out, but it will not be happening all over the map every turn.

A similar symptom - but caused by a completely different issue - was wipe outs of surface TFs operating at "cruise" speed found this weekend by "Barb" (thanks Barb !!!) - we've addressed that issue as well.

Early war radar has also been toned down a bit - it will no longer give its owners as much of an advantage. There will be an effectiveness roll, not only representing possible malfunction of the radar, but perhaps more the (in) ability to assimilate the information from the radar, into the TF command and then generate useful orders back to the TF elements in a timely manner. Early war battles involving radar included a learning curve that was not sufficiently represented in AE, now we think it will be.

Well there are literally over a hundred changes, surface combat tweaks just topping my personal list since I've been working in that area this weekend, but by roughly Thursday (plus or minus one day) we should be able to post the public beta of patch 01 ... followed about a week later by the actual patch 01.

Thanks for your support and patience. This forum has definitely helped us focus on the priorities and this will result in a better AE for everyone!
[&o][&o][&o]
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