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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012
Posted: Fri May 24, 2013 2:32 pm
by hades1001
Thank you Michael for the response.
Does it matter if the game started before this particular patch?
I still see bunch British Combat Engineer squads which has expired for 12 months in my game.
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012
Posted: Fri May 24, 2013 3:26 pm
by koniu
ORIGINAL: hades1001
Thank you Michael for the response.
Does it matter if the game started before this particular patch?
I still see bunch British Combat Engineer squads which has expired for 12 months in my game.
No it does no matter when game start but in game settings "Auto convert obsolete devices" need to be
ON
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012
Posted: Fri May 24, 2013 3:35 pm
by hades1001
Thanks Koniu,
I see that option is on and my game version is 1.7.11.23h
So now I can only wait for them to convert slowly, right?
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012
Posted: Fri May 24, 2013 3:42 pm
by koniu
ORIGINAL: hades1001
Thanks Koniu,
I see that option is on and my game version is 1.7.11.23h
So now I can only wait for them to convert slowly, right?
Yes. If You are playing allies after six months squads will slowly convert to last available version(only squads. Devices, guns, vehicles not covert).
If You are playing Japan old devices(tanks, guns, radars) will slowly convert back to armament or vehicle points.
RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012
Posted: Fri May 24, 2013 3:50 pm
by hades1001
One last question, how slowly we are talking about here? I still see a bunch British combat engineer squad(41 version), they have been expired for more than a year by now. British Combat Engineer 43 already in production for some time but the old ones are still there.
ORIGINAL: koniu
ORIGINAL: hades1001
Thanks Koniu,
I see that option is on and my game version is 1.7.11.23h
So now I can only wait for them to convert slowly, right?
Yes. If You are playing allies after six months squads will slowly convert to last available version(only squads. Devices, guns, vehicles not covert).
If You are playing Japan old devices(tanks, guns, radars) will slowly convert back to armament or vehicle points.
RE: Patch 07 - Unofficial Public Beta - 1123k updated 19 May 2013
Posted: Sun May 26, 2013 6:36 am
by Chris21wen
Don't know if this is possible but could a filter be added to the Naval Air list to list just those air units that are on ships and currently in a TF. Ideally the filter should be All/Port/TF but just ships at sea will do. Thanks even if it can't be done.
RE: Patch 07 - Unofficial Public Beta - 1123k updated 19 May 2013
Posted: Sun May 26, 2013 9:19 am
by Itdepends
Edited- deleted- misunderstood query of previous poster
Kate payload for bombs
Posted: Tue May 28, 2013 3:02 am
by 1EyedJacks
Hi Michaelm,
It looks like Kates can use the 800kg bomb in place of a torpedo while flying port attacks (there might be some checks/rolls that need to be made also?).
I am wondering if the 800kg bomb can be used during Naval Attack missions? I've used Kates attacking warships (BBs and CVs) and in the three missions flown recently they've only used 250kg bombs while flying the Naval attack mission. Maybe there is a roll they are failing?
I guess my thought is that if the Japanese CVs have 800kg bombs stored away for Port Attacks, it would seem to me that they'd arm Kates with those same 800kg munitions if they are going after Big Boys & Carriers.
Can you share the rules involved in access to the 800kg bombs for Kates and perhaps some thoughts on any in-game restrictions in current access to that bomb?
Thanks much,
Mike
RE: Patch 07 - Unofficial Public Beta - 1123j updated 26 April 2013
Posted: Fri May 31, 2013 12:06 am
by bigred
ORIGINAL: blueatoll
Can I apply the patch to a game I started with the official version? Can I continue to play my game against the AI or does the patch only work for PBEM? Are the game changes significant enough that I'm going to have to learn a completely new game if I apply the patch? I'm just getting the hang of the official version. I don't want to have to start over as it's taken me almost 3 months of daily play to get to May 1942.
Thanks.
No need to restart..usually beta update has no problem. Wait about 3 days before u upgrade so the old timers can vet any issues which will appear quickly on this thread...
RE: Kate payload for bombs
Posted: Fri May 31, 2013 5:30 am
by Chris21wen
ORIGINAL: 1EyedJacks
Hi Michaelm,
It looks like Kates can use the 800kg bomb in place of a torpedo while flying port attacks (there might be some checks/rolls that need to be made also?).
I am wondering if the 800kg bomb can be used during Naval Attack missions? I've used Kates attacking warships (BBs and CVs) and in the three missions flown recently they've only used 250kg bombs while flying the Naval attack mission. Maybe there is a roll they are failing?
I guess my thought is that if the Japanese CVs have 800kg bombs stored away for Port Attacks, it would seem to me that they'd arm Kates with those same 800kg munitions if they are going after Big Boys & Carriers.
Can you share the rules involved in access to the 800kg bombs for Kates and perhaps some thoughts on any in-game restrictions in current access to that bomb?
Thanks much,
Mike
I believe they are only used in the initial attacks.
Minor-Major Engine Damage
Posted: Sat Jun 08, 2013 12:41 pm
by V I Lenin
Hello Michael. One minor but quite annoying thing about how ship repairs are handled is that ships with a single point of major engine or flotation damage must manually be put into a shipyard. This tends to result in dozens of ships with 1pt of damage that they have acquired while at sea piling up in ports and spamming up the operations log. Could it be made possible that if a ship, at the end of a turn, is in a port with a shipyard that has enough room to take it, and has only 1pt of major engine or major float damage, without having any other damage, can have a chance to repair the 1pt without user intervention? It would cut down on tedious clicking for the sake of clicking quite a lot, I think.
(I suppose it's possible that this already happens and I simply haven't paid attention to individual ships enough to notice, but then if that's the case I wouldn't know...)
RE: Minor-Major Engine Damage
Posted: Sun Jun 09, 2013 10:07 am
by michaelm75au
Updated for 1123m
RE: Minor-Major Engine Damage
Posted: Sun Jun 09, 2013 2:19 pm
by witpqs
ORIGINAL: michaelm
Updated for 1123m
On the download screen the file is named 'k' rather than 'm', but appears to be the right one as it was only downloaded 2 times before me.
RE: Minor-Major Engine Damage
Posted: Sun Jun 09, 2013 4:16 pm
by Bullwinkle58
ORIGINAL: V I Lenin
Hello Michael. One minor but quite annoying thing about how ship repairs are handled is that ships with a single point of major engine or flotation damage must manually be put into a shipyard. This tends to result in dozens of ships with 1pt of damage that they have acquired while at sea piling up in ports and spamming up the operations log. Could it be made possible that if a ship, at the end of a turn, is in a port with a shipyard that has enough room to take it, and has only 1pt of major engine or major float damage, without having any other damage, can have a chance to repair the 1pt without user intervention? It would cut down on tedious clicking for the sake of clicking quite a lot, I think.
(I suppose it's possible that this already happens and I simply haven't paid attention to individual ships enough to notice, but then if that's the case I wouldn't know...)
In a sufficiently large port ships with one point of engine damage should not need to be put in the shipyard. Ports size 7 or larger can repair up to 5 points of engine or major floatation damage while in Pierside.
RE: Minor-Major Engine Damage
Posted: Sun Jun 09, 2013 6:25 pm
by Rainer
In a sufficiently large port ships with one point of engine damage should not need to be put in the shipyard. Ports size 7 or larger can repair up to 5 points of engine or major floatation damage while in Pierside.
Right. That's why I wouldn't like ships move into yard automatically. They could potentially block the yard for ships in urgent need of repair. With only one point of major damage that blocking wouldn't be that long though.
RE: Minor-Major Engine Damage
Posted: Sun Jun 09, 2013 10:42 pm
by michaelm75au
ORIGINAL: witpqs
ORIGINAL: michaelm
Updated for 1123m
On the download screen the file is named 'k' rather than 'm', but appears to be the right one as it was only downloaded 2 times before me.
The first post hold the current beta (m), while second post holds the previous beta (k).
RE: Minor-Major Engine Damage
Posted: Mon Jun 10, 2013 1:06 am
by witpqs
ORIGINAL: michaelm
ORIGINAL: witpqs
ORIGINAL: michaelm
Updated for 1123m
On the download screen the file is named 'k' rather than 'm', but appears to be the right one as it was only downloaded 2 times before me.
The first post hold the current beta (m), while second post holds the previous beta (k).
I knew that, but yes, indeed I had unwittingly grabbed it from the wrong post. Thanks!
RE: Patch 07 - Unofficial Public Beta - 1123j updated 26 April 2013
Posted: Mon Jun 10, 2013 11:42 pm
by khyberbill
Tried that - same "Unable to find PW data"
I am having the same problem.
RE: Patch 07 - Unofficial Public Beta - 1123j updated 26 April 2013
Posted: Tue Jun 11, 2013 7:26 am
by michaelm75au
On the shortcut, the 'Start in' directory should be the one containing the main game files (i.e. where these files (amongst others) are found
pwfind.txt
sopachex.dat
witprec.exe
)
RE: Patch 07 - Unofficial Public Beta - 1123j updated 26 April 2013
Posted: Tue Jun 11, 2013 8:23 am
by khyberbill
I had the Start In pointing to the wrong directory. Now the game loads but there are no scenarios. The Scen file is there as a sub-directory in the Save file.