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RE: Patch 06 - Public Beta - Build 1108q3a updated 13 September (2nd part)

Posted: Sat Sep 17, 2011 10:41 pm
by michaelm75au
ORIGINAL: Feurer Krieg

ORIGINAL: michaelm

Due to the bug I introduced in beta p8, my earlier premise is incorrect.

The best factory would be 30(0) to get at least 1 R&D a day. The initial R&D value per factory should be just as with normal a/c production.

The next beta q4 will fix this up and put it back to how it was/should be.

Okay - just saw this. So are you saying there is no +1 bonus for an undamaged factory after all? In other words, a size 1 factory only has a 1 in 30 chance of generating a point? If so, then clearly 30 is (as has been suspected all along) the ideal factory size to have.

Sorry for all the questions, I'm getting ready to start a game and I want to set my R&D factories correctly from the get go.

Thanks for your time spent enlightening us. :)
The '+1' is actually what gives you the 1 R&D.

Please refer to the post in this thread that shows the correct R&D sequence/formula.
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RE: Patch 06 - Public Beta - Build 1108q3a updated 13 September (2nd part)

Posted: Sun Sep 18, 2011 6:29 am
by Chris21wen
ORIGINAL: michaelm

ORIGINAL: Chris H

There's a problem setting LCU odjectives when lcu type filters are used.

For instance, selecting just Art in a list then picking one to change its objective followed by 'set all' to this objective does not just change the art but all units in the full list.
The 'Set all' from the LCU screen affects all units in the hex, not in the list. Designed that way from start.
Not sure if it could be done the other way.

Personnally I think it should affect only those visible in the list. What do others think?

RE: Patch 06 - Public Beta - Build 1108q4 updated 18 September (2nd part)

Posted: Sun Sep 18, 2011 8:23 am
by michaelm75au
Fixed Restored fully repaired factory needed before R&D starts [MEM]
Fixed Removed incorrect DL addition for TF patrols [MEM]
Changed Updated RD totals to reflect actual R&D available for a/c and engines [MEM]
Fixed Not all dead group fragments being removed [MEM]
Tweak Changed 'Night ops' on group screen to BLUE to match group lists [MEM]
Tweak Add pool totals on mouse over for a/c and engines on IM [MEM]
Tweak Added some burning fires on land bombing screen for affect [MEM]
Tweak Added unit stacking cost on screen [MEM]

RE: Patch 06 - Public Beta - Build 1108q4 updated 18 September (2nd part)

Posted: Sun Sep 18, 2011 10:46 am
by PaxMondo
ORIGINAL: michaelm

Fixed Restored fully repaired factory needed before R&D starts [MEM]
Fixed Removed incorrect DL addition for TF patrols [MEM]
Changed Updated RD totals to reflect actual R&D available for a/c and engines [MEM]
Fixed Not all dead group fragments being removed [MEM]
Tweak Changed 'Night ops' on group screen to BLUE to match group lists [MEM]
Tweak Add pool totals on mouse over for a/c and engines on IM [MEM]
Tweak Added some burning fires on land bombing screen for affect [MEM]

Thanks Michael. Great Support.

[&o][&o][&o]

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Sun Sep 18, 2011 2:15 pm
by Pascal_slith
Thanks again michaelm. Your weekly updates (now q4) are great.

I thought, though, that you had resolved the appearance of restricted air units at an off-map base by allowing an HQ change at that point? My Dutch air units are arriving at Aden fully restricted (HQ is appearing in white).... Is this WAD as they can't go anywhere?

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Sun Sep 18, 2011 2:28 pm
by zuluhour
The last thing I need is more fires![:D]

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Sun Sep 18, 2011 2:31 pm
by ny59giants
If it was done before Q4, I missed it. But I love the new feature of being able to see the "Stacking Cost" for each ground unit under the Troop and Cargo Load in the far left column. It will help both players when it comes to placing them or invading an island and atoll.

KUDOS!! [&o][&o]

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Sun Sep 18, 2011 10:21 pm
by DOCUP
Hey guys going on vacation.  Just installed the game on my GFUs laptop can someone send me the link or copy of teh Q2 beta. TY.  Oh and don't tellt he GFU that I did this.

doc

Edit: found it.

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Mon Sep 19, 2011 5:27 am
by michaelm75au
ORIGINAL: Pascal

Thanks again michaelm. Your weekly updates (now q4) are great.

I thought, though, that you had resolved the appearance of restricted air units at an off-map base by allowing an HQ change at that point? My Dutch air units are arriving at Aden fully restricted (HQ is appearing in white).... Is this WAD as they can't go anywhere?

There seems to be a fine line to be drawn here. I have done work on handling army units being returned, but haven't touched on groups yet.
It maybe that groups that are permanently restricted wont be able to be rebuild. This would be in keeping with why groups start out restricted - to be kept in locale their in. So such groups that can't be returned to a national base would stay off map in queue or not allowed to be rebuilt if destroyed.

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Mon Sep 19, 2011 5:28 am
by michaelm75au
ORIGINAL: ny59giants

If it was done before Q4, I missed it. But I love the new feature of being able to see the "Stacking Cost" for each ground unit under the Troop and Cargo Load in the far left column. It will help both players when it comes to placing them or invading an island and atoll.

KUDOS!! [&o][&o]

Added in q4 by request

RE: Patch 06 - Public Beta - Build 1108q4 updated 18 September (2nd part)

Posted: Mon Sep 19, 2011 10:43 am
by Chris21wen
Thanks for the latest update.

I have a small oddity but don't know if it was me or the game. I parachuted in (being an air landing unit gliders would have be used) the 14th Air landing Bde from Chittagong to Meiktila and along with a US Cav Rgt coming form Lashio captured it on the same turn. (It wasn;t heavily defended). I then left the TR units to carry on transporting the remaining elements of the 14th. All was well for two turns when all the air units reverted to supply leaving the 6pdr AT behind. My immediate reaction was I thought there'd fixed that so that all elements of a parachuteable unit would be air transportable. However I reset the ait units to troop and next turn they had done what I wanted.

Now is there a small glitch in the routines or was it me? I have no save.


RE: Patch 06 - Public Beta - Build 1108q4 updated 18 September (2nd part)

Posted: Mon Sep 19, 2011 11:22 am
by michaelm75au
The 6pdr AT (at cost 8) can be not be air dropped, but can be flown into an airfield.

I wonder if the transport stopped before the base was captured, so the AT missed out being 'dropped', but you could send it there.

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Mon Sep 19, 2011 1:18 pm
by bk19@mweb.co.za
ORIGINAL: DOCUP
<snip> .. GFU <snip>.

What is a GFU..... this term is not included in the game manual.....[X(]

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Mon Sep 19, 2011 8:17 pm
by DeriKuk
Michael,
&nbsp;
I'm playing a PBEM with q4, but the particular problem pre-dates it:&nbsp; Convoys from Cape Town.
&nbsp;
1) When one adds a waypoint to&nbsp;the TF's&nbsp;on-map route, the program insists on sending it via Aden.
&nbsp;
2) When ordered to load fuel - I'm not sure about supplies&nbsp;- &nbsp;the "loading fuel" message appear, but when one checks back on the same TF in the next turn, it is sitting there idle, with nothing loaded or loading.

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Mon Sep 19, 2011 11:51 pm
by michaelm75au
ORIGINAL: hjalmar99

Michael,

I'm playing a PBEM with q4, but the particular problem pre-dates it:  Convoys from Cape Town.

1) When one adds a waypoint to the TF's on-map route, the program insists on sending it via Aden.

I replied to a similar question back a page or two in regard to CT (not sure if only these TFs are affected or any offmap TF).
If you want to add waypoints to an off-map TF, it is advisable to wait until the TF is in the off-map entry box to set the waypoints rather while it is still in port. There are some items that get set when the TF transitions to the map entry box which I think NEED to be set before the waypoints can be used.

[edit]
1. Playing around with this and it does seem only that CT based TFs are exhibiting this behaviour. So it must be specific to some data not being set for CT, that is okay for other offmap bases.
Interesting. Workaround is still to wait until it gets into the entry box.
Creating new TFs and directing from CT to Australia, and then setting waypoint is not showing this behviour.
Try setting the destination again, or creating a new TF under 'q4' and see if it still does it.

2. Tracing this a bit more shows that the CT TFs are failing to find their correct entry zone hex, and as a result default to the first zone which is Aden. Okay. This gives me something to work on now. Explains why it works in the entry zone hex as it does not need to calculate the zone - already there.

3. Found the problem. The offmap zone for existing TF is not always set correctly for using waypoints while still in the base. This only applies to existing TFs that arrive at their offmap destination; newly built TFs look okay as they have no zone yet. The zone setting is updated during the initiation of the offmap movement that puts the TF in the correct offmap entry box (workaround solution).

Image

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Mon Sep 19, 2011 11:53 pm
by michaelm75au
ORIGINAL: hjalmar99
2) When ordered to load fuel - I'm not sure about supplies -  the "loading fuel" message appear, but when one checks back on the same TF in the next turn, it is sitting there idle, with nothing loaded or loading.

I haven't noticed this. Do you have a save that you can attach here where this happens?

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Tue Sep 20, 2011 12:49 am
by DeriKuk
Can I send the saves by e-mail?

RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)

Posted: Tue Sep 20, 2011 1:43 am
by Don Bowen
ORIGINAL: michaelm

ORIGINAL: hjalmar99
2) When ordered to load fuel - I'm not sure about supplies -  the "loading fuel" message appear, but when one checks back on the same TF in the next turn, it is sitting there idle, with nothing loaded or loading.

I haven't noticed this. Do you have a save that you can attach here where this happens?

For ships with lower capacities it is possible the fully load and then fully unload in one turn. Could happen if not given a destination (i.e. current location is both load point and unload point) and Do Not Unload is not specified.

RE: Patch 06 - Public Beta - Build 1108q4 updated 18 September (2nd part)

Posted: Tue Sep 20, 2011 5:58 am
by Chris21wen
ORIGINAL: michaelm

The 6pdr AT (at cost 8) can be not be air dropped, but can be flown into an airfield.

I wonder if the transport stopped before the base was captured, so the AT missed out being 'dropped', but you could send it there.


That explains it. Thanks. By the way what is the max size that can be parachuted in? 6.

RE: Patch 06 - Public Beta - Build 1108q4 updated 18 September (2nd part)

Posted: Tue Sep 20, 2011 6:26 am
by michaelm75au
Drop limit is 7 or less.
Move limit is 9 or less.