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

Posted: Tue Sep 20, 2011 8:51 am
by pws1225
ORIGINAL: bk19@mweb.co.za
ORIGINAL: DOCUP
<snip> .. GFU <snip>.

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

GFU = Girl Friend Unit

There is no known documentation or manual on the proper utilization of a GFU, although antidotal evidence indicates that the loading costs are high, the unit must be fully prepped for the intended objective, and if left unsupplied will not be responsive to orders.

Sorry Michael, I couldn't resist.

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

Posted: Tue Sep 20, 2011 3:56 pm
by Chris21wen
ORIGINAL: michaelm

Drop limit is 7 or less.
Move limit is 9 or less.

Thanks

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

Posted: Tue Sep 20, 2011 11:10 pm
by Itdepends
Would it be possible for a future beta to allow the number of days per turn to be varied (allowing it to be changed, presumably by the Japanese player in their orders phase after mutual agreement).

Or is this something that is available now? Currently playing a PBEM and my opponent and I are considering moving from 1 day to 2 day turns but we don't think it's possible to change (I believe he's tried at my request).

Regards,

Daniel

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

Posted: Thu Sep 22, 2011 1:00 pm
by SqzMyLemon
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'm having the same problem under 1108q3 as hjalmar99. TF's don't seem to load fuel or supplies at Cape Town. I don't seem to have any issues anywhere else on the map. I do not have them set to "Do Not Unload" and they have no destination set, but some of these are rather large TF's and wouldn't be able to load/unload in only one turn, as Don Bowen suggests. I can order TF's to load fuel/supplies with no destination set and still have them set to "Unload" and everything works fine, except at Cape Town.

I can provide a save if necessary.

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

Posted: Fri Sep 23, 2011 8:46 pm
by witpqs
Michael,

If you could look at pages

http://www.matrixgames.com/forums/tm.asp?m=2341315&mpage=176

and

http://www.matrixgames.com/forums/tm.asp?m=2341315&mpage=177

beginning on that first page somewhat above post #5280. The topic is the mouse-over of enemy carrier groups. The way they used to work always seemed strange because lots of planes were counted as "auxiliary". Be that as it was, I did a quick test with the present Beta (1108q4). It seems that now there are (FOW modified) counts given for fighters as "fighters", for dive bombers and torpedo bombers as "bombers" (which seems the correct way to me), and a large number of "auxiliary" planes which are way too many to be the float planes. It almost looks like the dive bombers or torpedo bombers are also being counted in that auxiliary number.

Attached is an auto-save from the test I ran.

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

Posted: Sat Sep 24, 2011 1:52 am
by michaelm75au
ORIGINAL: SqzMyLemon
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'm having the same problem under 1108q3 as hjalmar99. TF's don't seem to load fuel or supplies at Cape Town. I don't seem to have any issues anywhere else on the map. I do not have them set to "Do Not Unload" and they have no destination set, but some of these are rather large TF's and wouldn't be able to load/unload in only one turn, as Don Bowen suggests. I can order TF's to load fuel/supplies with no destination set and still have them set to "Unload" and everything works fine, except at Cape Town.

I can provide a save if necessary.
I have traced this and the ships are loading. And then unloading.
I wonder if this is because the base has a high Naval Support number that is allowing the ship to load faster than other bases.

The tf is unloading because it thinks it is at its destination.

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

Posted: Sat Sep 24, 2011 2:09 am
by witpqs
ORIGINAL: michaelm
ORIGINAL: SqzMyLemon
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'm having the same problem under 1108q3 as hjalmar99. TF's don't seem to load fuel or supplies at Cape Town. I don't seem to have any issues anywhere else on the map. I do not have them set to "Do Not Unload" and they have no destination set, but some of these are rather large TF's and wouldn't be able to load/unload in only one turn, as Don Bowen suggests. I can order TF's to load fuel/supplies with no destination set and still have them set to "Unload" and everything works fine, except at Cape Town.

I can provide a save if necessary.
I have traced this and the ships are loading. And then unloading.
I wonder if this is because the base has a high Naval Support number that is allowing the ship to load faster than other bases.

The tf is unloading because it thinks it is at its destination.

That seems like the (normal) behavior that has been around forever. Why aren't you just setting them to "Do Not Unload" if you want them to load and not start unloading?

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

Posted: Sat Sep 24, 2011 3:01 am
by michaelm75au
ORIGINAL: witpqs

Michael,

If you could look at pages

http://www.matrixgames.com/forums/tm.asp?m=2341315&mpage=176

and

http://www.matrixgames.com/forums/tm.asp?m=2341315&mpage=177

beginning on that first page somewhat above post #5280. The topic is the mouse-over of enemy carrier groups. The way they used to work always seemed strange because lots of planes were counted as "auxiliary". Be that as it was, I did a quick test with the present Beta (1108q4). It seems that now there are (FOW modified) counts given for fighters as "fighters", for dive bombers and torpedo bombers as "bombers" (which seems the correct way to me), and a large number of "auxiliary" planes which are way too many to be the float planes. It almost looks like the dive bombers or torpedo bombers are also being counted in that auxiliary number.

Attached is an auto-save from the test I ran.
Aux is being increased by 'fighters' due to bad 'if' clause. Been that way all along. Fixed in q5

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

Posted: Sat Sep 24, 2011 3:37 am
by witpqs
ORIGINAL: michaelm
ORIGINAL: witpqs

Michael,

If you could look at pages

http://www.matrixgames.com/forums/tm.asp?m=2341315&mpage=176

and

http://www.matrixgames.com/forums/tm.asp?m=2341315&mpage=177

beginning on that first page somewhat above post #5280. The topic is the mouse-over of enemy carrier groups. The way they used to work always seemed strange because lots of planes were counted as "auxiliary". Be that as it was, I did a quick test with the present Beta (1108q4). It seems that now there are (FOW modified) counts given for fighters as "fighters", for dive bombers and torpedo bombers as "bombers" (which seems the correct way to me), and a large number of "auxiliary" planes which are way too many to be the float planes. It almost looks like the dive bombers or torpedo bombers are also being counted in that auxiliary number.

Attached is an auto-save from the test I ran.
Aux is being increased by 'fighters' due to bad 'if' clause. Been that way all along. Fixed in q5

Thanks! [:)]

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

Posted: Sat Sep 24, 2011 4:04 am
by inqistor
Buttons for quick accelerate/stop ships production are great!

However, when I click "Stop build" all ships on list are stopped (including those, which are not "in-production" yet), but when I click "Normal build" it activates only those ships, which are already building, those not yet "in-production" remain at "Stopped". I am guessing they will accumulate building points, until they will enter production, and then suddenly stop. The only way to activate them is by manual right-clicking every of them. Kinda scary, when you accidentaly click "Stop build".
ORIGINAL: Itdepends

Would it be possible for a future beta to allow the number of days per turn to be varied (allowing it to be changed, presumably by the Japanese player in their orders phase after mutual agreement).

Or is this something that is available now? Currently playing a PBEM and my opponent and I are considering moving from 1 day to 2 day turns but we don't think it's possible to change (I believe he's tried at my request).

There is setting for continuous play, you just choose manually, when to stop turns, and issue orders. However, I am not sure if this option is available in PBEM.

Image

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

Posted: Sat Sep 24, 2011 11:57 am
by Theages
When I have achieved a high enough DL for a hex, there is detailed information of the number of enemy troops (not just the number of enemy LCU units) in this hex available when mousing over. But if there is a high number of enemy LCU (eg.: 21) there, only this number is shown (has been this way since I can remember; DL = 10). Any reason for this (WAD?)?

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

Posted: Sat Sep 24, 2011 1:47 pm
by michaelm75au
ORIGINAL: Theages

When I have achieved a high enough DL for a hex, there is detailed information of the number of enemy troops (not just the number of enemy LCU units) in this hex available when mousing over. But if there is a high number of enemy LCU (eg.: 21) there, only this number is shown (has been this way since I can remember; DL = 10). Any reason for this (WAD?)?
There is only a limited amount of space to hold the mouse-over info.
If you have a save with this and attach here, I can verify it.

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

Posted: Sat Sep 24, 2011 3:55 pm
by Theages
Save attached.
load up playing japanese side (AI = Allied)
Go to Singapore.
Mouse over Allied LCU Icon. Enemy Units: 21 is shown. The Spotted Troops line is missing (DL 9/10).

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

Posted: Sat Sep 24, 2011 11:35 pm
by michaelm75au
ORIGINAL: Theages

Save attached.
load up playing japanese side (AI = Allied)
Go to Singapore.
Mouse over Allied LCU Icon. Enemy Units: 21 is shown. The Spotted Troops line is missing (DL 9/10).
It is related to the size of the mouse over. However, it 'shorts' the display out without any consideration to which side is viewing it.
21 enemy units only shows one line, while the other shows 21 lines.
There may be an issue if both sides in the hex and combined number of units exceeds 21, though.

RE: Patch 06 - Public Beta - Build 1108q5 updated 25 September (2nd part)

Posted: Sun Sep 25, 2011 9:02 am
by michaelm75au
[1108q5]
Fixed Correct 'from zone' for TF starting at offmap base for waypoints [MEM]
Tweak Allow restricted groups to be loaded on ships from off-map bases [MEM]
Fixed Aux overstated on enemy TF mouse over [MEM]
Fixed LCU mouse over being cut short for large number of enemy units [MEM]
Tweak Added nationality and air type to Destroyed Group screen; revised rebuild costs [MEM]
------------------
The PP cost to rebuild destroyed 'static-attached' groups and groups that no longer have a national home base is higher now. It is similar to the higher cost for destroyed land units.

If you do want to pay the cost, then it will arrive no longer 'statically attached'. However, groups at or arriving at the offmap base before this, may still be unavailable to be moved from the base.
I still have not quite decided how to handle this in such a way as not to open it to abuse. I have seen suggested methods in the other thread, but I want to try to keep away from hard-coding exceptions.
A follow-on solution will probably be in next week's build.[:)]

RE: Patch 06 - Public Beta - Build 1108q5 updated 25 September (2nd part)

Posted: Sun Sep 25, 2011 11:15 am
by Halsey
Not sure if the restricted unit loading from mapbases is a good idea.
It would allow the Allied player to dump West Coast airgroups in large quanities at selected on map bases.

The system already allows movement of these to off map bases, with a time delay included.

This inclusion would allow a TF loaded with restriced units to get to on map bases.

RE: Patch 06 - Public Beta - Build 1108q5 updated 25 September (2nd part)

Posted: Sun Sep 25, 2011 3:42 pm
by Mac Linehan
michaelm -

Thank You as always for your wonderful work, attention to detail and exceptional standard of excellence.

Mac

RE: Patch 06 - Public Beta - Build 1108q5 updated 25 September (2nd part)

Posted: Sun Sep 25, 2011 4:37 pm
by beppi
michaelm,

saw a little and strange problem last turn. Have a hex, controlled by allieds, around 3,5k allieds AV inside the hex.
Japanese units around 100 units and 6,5k AV. Now some armored bdes cross over a rivider into that hex.

One of the bdes does a shock attack and gets completly mauled. All other bdes dont attack. At least in theory i should have enough AV to safe cross into that hex. So why that attack by the bde ?


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

Posted: Sun Sep 25, 2011 6:31 pm
by inqistor
ORIGINAL: Theages

When I have achieved a high enough DL for a hex, there is detailed information of the number of enemy troops (not just the number of enemy LCU units) in this hex available when mousing over. But if there is a high number of enemy LCU (eg.: 21) there, only this number is shown (has been this way since I can remember; DL = 10). Any reason for this (WAD?)?
Good thinking. This was actually like that since WITP days, but I always thought it was some kind of overflow.
ORIGINAL: Halsey

Not sure if the restricted unit loading from mapbases is a good idea.
It would allow the Allied player to dump West Coast airgroups in large quanities at selected on map bases.

The system already allows movement of these to off map bases, with a time delay included.

This inclusion would allow a TF loaded with restriced units to get to on map bases.
Yeah, once loaded it can be dump anywhere, so that defeats restrictions. Is there actually need to rebuild permanently restricted units? After all this should represent some local defense forces. Since "local" no longer exists, just delete them permanently.

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

Posted: Sun Sep 25, 2011 6:57 pm
by Ginella1946
hi
big trouble!
playing PBEM, we have both trouble with saved turns files since updating q5 : "file save to load" on the load save screen
unable to play our pbem (end of '42)[&o]
please HELP !
no way to continue our game