Page 4 of 5

RE: Patch 02 Hot fix -having problems

Posted: Mon Dec 21, 2009 5:41 pm
by Oliver Heindorf
And now Mr Wilkinson, hand me over all of those .exe files asap, or Santa will have a tough ride to your house [;)] and may bring an empty box to you [:'(][:D]

Besides, I still have the Ship TF display bug when creating Transport TFs. No real problem for me, though.

RE: Patch 02 Hot fix (build 1096e)

Posted: Wed Dec 23, 2009 2:45 pm
by jwilkerson

Patch 02 Hot fix (build 1096e)

Ok, uploaded a new version of the hot fix with a few more issues resolved. The new issues resolved are numbered 101 and above.

changeLog:

01. Resolve supply/fuel/resource/oil overflow issues causing loss of same.

02. Fixed issue that was preventing some bases from being resupplied.

03. Added terrain and fort effects against artillery attacks.

04. Artillery when used offensively use 2x amount of supplies.

05. Fixed save not reading properly issue.

06. Fixed overflow issue with air skills going backwards .

07. Fixed some display issues caused by Transfer Ships.

08. Fixed CTD issue with Clouds

09. Fixed issue displaying LCUs at enemy base.

10. Fixed issue with groups that are on withdrawn ships.

11. Adjust ASW/Escort/Submarine attack issue.


===

101 - Fixed group totals were not correct always during Air Phase

102 - Fixed overflow that was stopping new ships in TF from a Base screen

103 - Fixed ASW combat to stop multiple popouts from opening which could cause CTD when drawing map

104 - Changed cloud drawing to eliminate cases where it could be trying to draw invalid locations

105 - Fixed Surface TF wants to fight

106 - Fixed Task Force Loading/Unload Check

107 - Fixed "Sunk by"

===

Suggested installation process:

Backup existing AE EXE file by renaming.

Download attachment install into desired AE folder containing current AE EXE file.

Unzip.

Run.


===

Merry Christmas - and Happy New Year !!!
[:)]

RE: Patch 02 Hot fix (build 1096e)

Posted: Wed Dec 23, 2009 3:08 pm
by Nomad
I will.

RE: Patch 02 Hot fix (build 1096e)

Posted: Wed Dec 23, 2009 3:21 pm
by Kriegsspieler
ORIGINAL: jwilkerson


101 - Fixed group totals were not correct always during Air Phase
And is this the proposed fix for the mysterious AM air strike bug?

RE: Patch 02 Hot fix (build 1096e)

Posted: Wed Dec 23, 2009 4:31 pm
by Admiral Scott
ORIGINAL: Kriegsspieler

ORIGINAL: jwilkerson


101 - Fixed group totals were not correct always during Air Phase
And is this the proposed fix for the mysterious AM air strike bug?

Yes it is.

RE: Patch 02 Hot fix (build 1096e)

Posted: Wed Dec 23, 2009 4:58 pm
by Yank
ORIGINAL: Kriegsspieler

ORIGINAL: jwilkerson


101 - Fixed group totals were not correct always during Air Phase
And is this the proposed fix for the mysterious AM air strike bug?

Absolutely outstanding. Thank you so much. Two days before Christmas. You guys are unbelievable.

RE: Patch 02 Hot fix (build 1096e)

Posted: Wed Dec 23, 2009 5:23 pm
by DarkestHour
Impressive support. Enjoy your well earned holiday break.

RE: Patch 02 Hot fix (build 1096a)

Posted: Wed Dec 23, 2009 7:30 pm
by freeboy
ok, just so we know who is confused, me, is this patch 2 hotfix "A" or patch 2 hotfix "B"??

RE: Patch 02 Hot fix (build 1096a)

Posted: Wed Dec 23, 2009 7:33 pm
by witpqs
ORIGINAL: freeboy

ok, just so we know who is confused, me, is this patch 2 hotfix "A" or patch 2 hotfix "B"??

Actually I think the one he released today is 'e' not b. The first hotfix was 'a', the current one is 'e'.

RE: Patch 02 Hot fix (build 1096a)

Posted: Wed Dec 23, 2009 8:03 pm
by freeboy
ok, so, are we talking hotfix a b c d e which are not patches?
Is there a published lexicon?
so Is there a version number on the documentation I have dl to confirm where I am at??

RE: Patch 02 Hot fix (build 1096a)

Posted: Wed Dec 23, 2009 8:06 pm
by freeboy
ok, so it seems I see 1096 is the name in my witp folder..
So how many hotfixes are there after patch 2?

RE: Patch 02 Hot fix (build 1096a)

Posted: Wed Dec 23, 2009 8:15 pm
by witpqs
Not quite what you said:

There is Patch 2, which is a comprehensive update IIRC,

Then there was hotfix 'a' - which you should now ignore (if you even have it).

Now there is hotfix 'e' - which you just copy in per the instructions (there are two files).

Keep in mind that some version numbers and letters get used up internally. It's much easier for them to keep things straight (avoid costly mistakes) if they only ever have one version of 1096b and so on. As a result, we might see 'a' and then next see 'e' like we have these past few days with the two hotfixes. b, c, and d existed but only in their test runs because they were still making changes. We will never see them.

Hope this helps.

RE: Patch 02 Hot fix (build 1096a)

Posted: Thu Dec 24, 2009 5:08 am
by michaelm75au
The inbetween 'characters' are builds that didn't past muster.
So the final one that pasted 'my' internal tests was 1096e.

Note that these particular hotfixes are outside the usual Matrix patch release path due to the holidays.
The hotfix just contains the EXE and DLL to replace those in the normal game directory.

We expect to create an 'official patch release' for the hotfix once the gang from Matrix returns from their break.
But you wont need to apply it if you already have the quick hotfix in place.

RE: Patch 02 Hot fix (build 1096a)

Posted: Thu Dec 24, 2009 5:12 am
by Oliver Heindorf
[&o]thanks so much [&o]

RE: Patch 02 Hot fix (build 1096a)

Posted: Fri Dec 25, 2009 3:29 am
by PaxMondo
AE Dev Team - Merry Christmas!! Thanks for your efforts!!!!

RE: Patch 02 Hot fix (build 1096a)

Posted: Sun Dec 27, 2009 4:21 pm
by moose1999
Wow, great support releasing two hot-fixes well into the holidays (for me, anyway [;)]).
Thanks!

RE: Patch 02 Hot fix (build 1096a)

Posted: Sat Jan 02, 2010 4:39 am
by Sardaukar
bump

RE: Patch 02 Hot fix (build 1097)

Posted: Sun Jan 03, 2010 3:10 pm
by jwilkerson
Ok, here is a third (and we expect final) revision of the hot fix for patch 02. We will desginate this "hot fix 03 - for - patch 02". Matrix will return from vacation in the next few days - and place this version of the hot fix into production per their normal process. But here it is for those who want it now.

Changes which are new to the 3rd version of the hot fix begin with number 201.

changeLog:

01. Resolve supply/fuel/resource/oil overflow issues causing loss of same.

02. Fixed issue that was preventing some bases from being resupplied.

03. Added terrain and fort effects against artillery attacks.

04. Artillery when used offensively use 2x amount of supplies.

05. Fixed save not reading properly issue.

06. Fixed overflow issue with air skills going backwards .

07. Fixed some display issues caused by Transfer Ships.

08. Fixed CTD issue with Clouds

09. Fixed issue displaying LCUs at enemy base.

10. Fixed issue with groups that are on withdrawn ships.

11. Adjust ASW/Escort/Submarine attack issue.


===

101 - Fixed group totals were not correct always during Air Phase

102 - Fixed overflow that was stopping new ships in TF from a Base screen

103 - Fixed ASW combat to stop multiple popouts from opening which could cause CTD when drawing map

104 - Changed cloud drawing to eliminate cases where it could be trying to draw invalid locations

105 - Fixed Surface TF wants to fight

106 - Fixed Task Force Loading/Unload Check

107 - Fixed "Sunk by"

===

201 - Allow para-troops to drop on damaged enemy bases.

202 - Fixed Group withdraw check where group does not return but still had a withdraw date; could allow 'gaining' of PPs.

203 - Fixed Returning groups on delayed ships not correctly account for.

204 - Fixed No bonus PPs if withdrawing on the actual withdraw date.

205 - Fixed patrol levels when complement less than 10.

206 - Fix aerial mining missions not working.

207 - Fixed issue causing ships to carry wrong land unit.

208 - Fixed AVD AVP Problem.

209 - Fixed Industry Management Screen - was allowing free expansion of industry.

210 - Submarine reaction range toned down for human players and historical difficulty AI players.

211 - LCU given fort and concealment protection based on terrain from air to ground bombs. Protection will reduce casualties a lot and disruption a bit.

212 - Minor adjustment to upgrade land devices.

213 - Changed disbands to must be in national home base and can not be permently restricted then disband is free (no vp cost), in all other situations it is not allowed.

214 - Fixed bug wherein resources and oil were still being deleted/not produced above 999,999. There is no production cap for resources
however there is still a production cap for oil.

215 - Added supply and fuel spoilage limit to base screen if there is a limit (af + port < 9).

216 - Fixed bug in checking AI cbt TFs (CV,NGFS,SAG) for damage and or lack of a/c and if severe enough TF will RTB.

===

Suggested installation process:

Backup existing AE EXE file by renaming.

Download attachment install into desired AE folder containing current AE EXE file.

Unzip.

Run.


===



RE: Patch 02 Hot fix (build 1097)

Posted: Mon Jan 04, 2010 1:41 pm
by Knavey
I think I have not installed the 2nd part of this hotfix.

Do I need to install that one or will this 03 version take care of that for me?

RE: Patch 02 Hot fix (build 1097)

Posted: Mon Jan 04, 2010 1:53 pm
by witpqs
ORIGINAL: Knavey

I think I have not installed the 2nd part of this hotfix.

Do I need to install that one or will this 03 version take care of that for me?

They are replacement files - just copy in the new .exe and .dll. and you got whatever one you copied in (there is no update 'process' in the usual sense).