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RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May

Posted: Sun May 08, 2011 2:28 pm
by asdicus
ORIGINAL: asdicus

save for 17 May 1942 re supply movements to china.
I have a new pbm save. This turn the supply at Chungking went from 67k to 113k. I have the previous turn if you would like that as well.

RE: Two problems with 1108m2

Posted: Sun May 08, 2011 5:33 pm
by Mac Linehan
ORIGINAL: michaelm
ORIGINAL: sspahr

1. The Burma Road is showing as open despite the Japanese controlling virtually every base in Burma. I ran a turn with Tsuyung set to stockpile supplies and it seems to be receiving the 500 supply point bonus.

A supply path can be traced to Ledo from Tsuyung.
I changed the hotkey 5 to use the same setting as for the Burma Road, and found that the path is going across non-road, no-rail hexes.
According to the manual, it is suppose to follow roads and rails.

When I checked the code, it is not limiting the path by the requirement for road/rail.

I have changed it to the stated condition and it now follows the road/rail network.
As a result, the road is now closed.!
-----------------------
But even when the path is clear of enemy units, it is not possible to trace a road/rail path to Ledo from Tsuyung.
I don't think we can change this to a road/rail network only.

michaelm -

I really liked the supply trace numerical values with the original implementation of the "5" key, is this deactivated - and now only black indicators?

If I missed a post - or the obvious, I apologize.

You have performed miracles; and have my sincere respect, Sir.

Mac

RE: Two problems with 1108m2

Posted: Sun May 08, 2011 6:44 pm
by berto
ORIGINAL: Mac Linehan

I really liked the supply trace numerical values with the original implementation of the "5" key, is this deactivated - and now only black indicators?
I'm using the latest beta, 1108m2, and the "5" key supply numbers seem to be working fine.

RE: Two problems with 1108m2

Posted: Sun May 08, 2011 7:11 pm
by michaelm75au
ORIGINAL: Mac Linehan

ORIGINAL: michaelm
ORIGINAL: sspahr

1. The Burma Road is showing as open despite the Japanese controlling virtually every base in Burma. I ran a turn with Tsuyung set to stockpile supplies and it seems to be receiving the 500 supply point bonus.

A supply path can be traced to Ledo from Tsuyung.
I changed the hotkey 5 to use the same setting as for the Burma Road, and found that the path is going across non-road, no-rail hexes.
According to the manual, it is suppose to follow roads and rails.

When I checked the code, it is not limiting the path by the requirement for road/rail.

I have changed it to the stated condition and it now follows the road/rail network.
As a result, the road is now closed.!
-----------------------
But even when the path is clear of enemy units, it is not possible to trace a road/rail path to Ledo from Tsuyung.
I don't think we can change this to a road/rail network only.

michaelm -

I really liked the supply trace numerical values with the original implementation of the "5" key, is this deactivated - and now only black indicators?

If I missed a post - or the obvious, I apologize.

You have performed miracles; and have my sincere respect, Sir.

Mac
In a PBEM game, the numbers become black dots. There was some concern that seeing the numbers end before they become zero would give away positions of enemy units. With the 'dot', you can't easily tell if the same path ended normally or because of enemy roadblock.[;)]

RE: Two problems with 1108m2

Posted: Sun May 08, 2011 7:30 pm
by Mac Linehan
ORIGINAL: michaelm

ORIGINAL: Mac Linehan

ORIGINAL: michaelm



A supply path can be traced to Ledo from Tsuyung.
I changed the hotkey 5 to use the same setting as for the Burma Road, and found that the path is going across non-road, no-rail hexes.
According to the manual, it is suppose to follow roads and rails.

When I checked the code, it is not limiting the path by the requirement for road/rail.

I have changed it to the stated condition and it now follows the road/rail network.
As a result, the road is now closed.!
-----------------------
But even when the path is clear of enemy units, it is not possible to trace a road/rail path to Ledo from Tsuyung.
I don't think we can change this to a road/rail network only.

michaelm -

I really liked the supply trace numerical values with the original implementation of the "5" key, is this deactivated - and now only black indicators?

If I missed a post - or the obvious, I apologize.

You have performed miracles; and have my sincere respect, Sir.

Mac
In a PBEM game, the numbers become black dots. There was some concern that seeing the numbers end before they become zero would give away positions of enemy units. With the 'dot', you can't easily tell if the same path ended normally or because of enemy roadblock.[;)]

michaelm -

Yet again, you have the answer before I even ask - kind of biblical.... <grin>

I can but gravel at you feet, Sir!

Mac

RE: Two problems with 1108m2

Posted: Sun May 08, 2011 7:33 pm
by Nemo121
WHy would you lay gravel at his feet?

Is this some Army thing? Surely it'd be better to grovel? [:D]

*cough* kamikazes * cough* Just a friendly reminder.

RE: Two problems with 1108m2

Posted: Sun May 08, 2011 7:36 pm
by witpqs
ORIGINAL: Nemo121

WHy would you lay gravel at his feet?

It helps with drainage.

RE: Two problems with 1108m2

Posted: Sun May 08, 2011 7:43 pm
by Nemo121
Touche [:D]

RE: Two problems with 1108m2

Posted: Sun May 08, 2011 8:04 pm
by Mac Linehan
ORIGINAL: witpqs

ORIGINAL: Nemo121

WHy would you lay gravel at his feet?

It helps with drainage.

My Point exactly....

Le Mac (Mac in French).

RE: Two problems with 1108m2

Posted: Sun May 08, 2011 8:09 pm
by Mac Linehan
michaelm -

Strongly suspect that this has been already asked -

Any chance of a global setting for Heavy Industry Off / On?

Am currently the Allies, and using your magical patch to busily turn off HI to save fuel.

Now Gentlemen; if I am off track - and there is a reason to keep HI on as the Allies, please don't hesitate to slap me around.

Mac


RE: Two problems with 1108m2

Posted: Sun May 08, 2011 9:08 pm
by Mac Linehan
ORIGINAL: Nemo121

WHy would you lay gravel at his feet?

Is this some Army thing? Surely it'd be better to grovel? [:D]

*cough* kamikazes * cough* Just a friendly reminder.

Nemo!

I feel somewhat betrayed....

Mac

RE: Two problems with 1108m2

Posted: Mon May 09, 2011 2:21 am
by michaelm75au
ORIGINAL: Mac Linehan

michaelm -

Strongly suspect that this has been already asked -

Any chance of a global setting for Heavy Industry Off / On?

Am currently the Allies, and using your magical patch to busily turn off HI to save fuel.

Now Gentlemen; if I am off track - and there is a reason to keep HI on as the Allies, please don't hesitate to slap me around.

Mac


HI can be used to produce devices and planes in addition to those produced by any Build Rate on said device/aircraft.

RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May

Posted: Mon May 09, 2011 3:33 am
by michaelm75au
ORIGINAL: asdicus

ORIGINAL: michaelm

ORIGINAL: asdicus

I have a query rather than a bug regarding the ease of moving large amounts of supply between distant bases via very poor terrain.

In the opening release of ae it was near impossible to move supply by land from india to burma and from burma to china. This seemed very realistic as in reality the terrain between burma/india is thick jungle with just a few muddy tracks. Supplies and goods were shipped by sea to rangoon.

The more recent patches have allowed supplies to flow automatically from india to burma and then from burma to china - in very large amounts eg tens of thousands of supply points. This means I never have to ship supply by sea into burma very unrealistic and in china I can supply all my troops and bases quite easily. You can see this in my current pbm game. Chunking has recently gained around 50k supplies drawn from rangoon. save pbm attached.

Is the supply draw system working as planned and if so is it allowing supply to flow too easily over impassible terrain ? Also are too many supply points being allowed to move in this way ?
This is the resource/supply movement between bases for that turn. I don't see that movement.
1 Chungking receives 13 supply from Neikiang (99), store = 70736 req = 5623
1 Mandalay receives 24 supply from Rangoon (99), store = 1052 req = 351
1 Meiktila receives 11 supply from Rangoon (99), store = 737 req = 246
1 Prome receives 100 supply from Rangoon (99), store = 257 req = 53
1 Taung Gyi receives 18 supply from Rangoon (99), store = 770 req = 257
1 Toungoo receives 13 supply from Rangoon (99), store = 800 req = 267
1 Pegu receives 4010 supply from Rangoon (100), store = 20598 req = 3182
2 Magwe receives 500 oil from Rangoon (91), store = 10000 req = 1000
3 Rangoon receives 3000 oil from Magwe (91), store = 7000 req = 1000

The path for resource movement from Rangoon to Chungking can be traced through the rail/road network mainly.
It's length is not affected by any of the beta patches. The only patch change was to extend the supply length for resource movement once every 7 days to go one or two hex to cater for a path tracing hitch.
michaelm thank-you for looking at this. I have gone back over my save games for the last month and I think I have a better example of the growth of supply stocks in china.
The first save is for the 16 May 1942. The second is for the 17 May 1942
Supply stocks changes - Bombay 201k to 175k, Calcutta 134k to 164k, Rangoon 76k to 72k, Chungking 46k to 70k, Changsha 36k to 37k. 16 may save attached
My concern is the increase at Chungking from 46k to 70k. This supply is not coming from within china so it must be coming from burma or india. 24k increase in supply at Chungking in 1 day. Over time this soon adds up.

Here is the resource/supply movement for 16 May
COMBAT EVENTS FOR 03/16/42

ADJUST TASK FORCE MISSIONS
1 Chungking receives 544 supply from Chengtu (98), store = 46645 req = 5637
1 Ichang receives 170 supply from Chungking (96), store = 2072 req = 660
1 Sinyang receives 1226 supply from Chungking (95), store = 26390 req = 8785
1 Kanhsien receives 149 supply from Chungking (96), store = 2310 req = 739
1 Kukong receives 160 supply from Chungking (96), store = 1548 req = 485
1 Mengtze receives 15 supply from Chungking (97), store = 617 req = 206
1 Nanning receives 341 supply from Chungking (97), store = 3269 req = 1060
1 Nanyang receives 163 supply from Chungking (95), store = 3055 req = 988
1 Siangtan receives 96 supply from Chungking (96), store = 2264 req = 723
1 Tienshui receives 381 supply from Chungking (96), store = 1179 req = 365
1 Pingsiang receives 170 supply from Chungking (96), store = 2006 req = 638
1 Chungking receives 603 supply from Kunming (97), store = 44240 req = 5637
1 Chungking receives 255 supply from Lanchow (95), store = 44495 req = 5637
1 Chungking receives 42 supply from Liuchow (97), store = 44537 req = 5637
1 Chungking receives 86 supply from Nanning (97), store = 44623 req = 5637
1 Chungking receives 86 supply from Nanyang (95), store = 44709 req = 5637
1 Chungking receives 14 supply from Neikiang (99), store = 44723 req = 5637
1 Chungking receives 23750 supply from Pakhoi (95), store = 68473 req = 5637
1 Chungking receives 38 supply from Paoshan (95), store = 68511 req = 5637
1 Chungking receives 13 supply from Shaoyang (96), store = 68524 req = 5637
1 Chungking receives 100 supply from Sian (96), store = 68624 req = 5637
1 Chungking receives 91 supply from Siangtan (96), store = 68715 req = 5637
1 Chungking receives 80 supply from Tienshui (96), store = 68795 req = 5637
1 Chungking receives 956 supply from Tsuyung (97), store = 69751 req = 5637
1 Chungking receives 38 supply from Tuyun (98), store = 69789 req = 5637
1 Chungking receives 32 supply from Wuchow (95), store = 69821 req = 5637
1 Chungking receives 88 supply from Pingsiang (96), store = 69909 req = 5637
2 Chungking receives 1620 fuel from Lanchow (50), store = 4220 req = 1300
2 Chungking receives 65040 resource from Pakhoi (59), store = 178900 req = 17890
2 Chungking receives 8780 fuel from Pakhoi (59), store = 13000 req = 1300

3 Pakhoi receives 53670 resource from Chungking (59), store = 125230 req = 17890
3 Pakhoi receives 9100 fuel from Chungking (59), store = 3900 req = 1300

Pakhoi seems to be main supplier of Chungking.

RE: Patch 06 - Public Beta - Build 1108m2 updated 2 May

Posted: Mon May 09, 2011 6:12 am
by michaelm75au
With disruption gained while troops are at sea, a invasion TF probably should NOT start from an offmap base, but be delivered to an on-map base to recover from the long journey.

RE: Patch 06 - Public Beta - Build 1108m3 updated 9 May

Posted: Mon May 09, 2011 7:05 am
by michaelm75au
[1108m3]
Tweaked Show the supply path as black dots in a PBEM rather than actual suppply numbers [MEM]
Added Mine count on TF list [MEM]
Tweaked TOE upgrade in order for it to retain any the same weapons even if they have moved slot [MEM]
Changed the 'turret hit' to show what weapon mount it is [MEM]
Fixed Moonlight and Turn were mixed together on top line of some screens [MEM]
Fixed Mines were not being removed from sub properly if TF wasn't docked. Allowed for base in hex if not docked [MEM]
Tweaked Increased required oil/resource by a fraction of the load capacity of any TFs in hex wanting a load [MEM]
Tweaked Stockpiling resource/oil creates a small 'need' for such [MEM]
Changed Removed Ledo from Burma Road consideration [MEM]
Added 'Get xx pilots' will appear to allow over-fill once group has pilot operational level [MEM]
Tweaked Suppress some 'get pilot' buttons if not applicable [MEM]
Changed Stop ability to overfill fragments [MEM]
Added Show group or pilot stats on the group list screen [MEM]
Changed Made current TOE upgrade delay show as -1 on LCU list so it can sort this cases [MEM]
Tweaked LCU rebuilt in order for it to retain any weapons could upgrade to TOE weapon [MEM]


RE: Patch 06 - Public Beta - Build 1108m3 updated 9 May

Posted: Mon May 09, 2011 11:14 am
by PaxMondo
Michael,
&nbsp;
Thanks for the support!&nbsp; Trust you are on the mend.

RE: Patch 06 - Public Beta - Build 1108m3 updated 9 May

Posted: Mon May 09, 2011 11:22 am
by drw61
I have to select the same operation mode to get units to recombine. Take a look at Pegu with the 4/14th, 4/8th and 9/11th Bns, and Canberra with the 14th, 5th and 8th Bde.
The 14th is in move mode and the Rebuild Unit button is grayed out. Select Combat mode and then you can rebuild the unit.

Thanks Daryl

RE: Patch 06 - Public Beta - Build 1108m3 updated 9 May

Posted: Mon May 09, 2011 11:47 am
by PaxMondo
ORIGINAL: drw61

I have to select the same operation mode to get units to recombine. Take a look at Pegu with the 4/14th, 4/8th and 9/11th Bns, and Canberra with the 14th, 5th and 8th Bde.
The 14th is in move mode and the Rebuild Unit button is grayed out. Select Combat mode and then you can rebuild the unit.

Thanks Daryl
Isn't this WAD, or was there a change and I missed it in the change notes?

RE: Patch 06 - Public Beta - Build 1108m3 updated 9 May

Posted: Mon May 09, 2011 11:59 am
by drw61
ORIGINAL: PaxMondo
ORIGINAL: drw61

I have to select the same operation mode to get units to recombine. Take a look at Pegu with the 4/14th, 4/8th and 9/11th Bns, and Canberra with the 14th, 5th and 8th Bde.
The 14th is in move mode and the Rebuild Unit button is grayed out. Select Combat mode and then you can rebuild the unit.

Thanks Daryl
Isn't this WAD, or was there a change and I missed it in the change notes?

You may be right. I just dont remember having to do this before to get them to combine.
Daryl

RE: Patch 06 - Public Beta - Build 1108m3 updated 9 May

Posted: Mon May 09, 2011 12:26 pm
by michaelm75au
ORIGINAL: PaxMondo

ORIGINAL: drw61

I have to select the same operation mode to get units to recombine. Take a look at Pegu with the 4/14th, 4/8th and 9/11th Bns, and Canberra with the 14th, 5th and 8th Bde.
The 14th is in move mode and the Rebuild Unit button is grayed out. Select Combat mode and then you can rebuild the unit.

Thanks Daryl
Isn't this WAD, or was there a change and I missed it in the change notes?
Yep.
Combining units now need to be in the same mode, unpack time and travel distance.
Units with diferring values could cause funny situations when trying to 'average out' these, so it is best for them to be the same.