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RE: Patch 07 - Unofficial Public Beta - 1123j updated 26 April 2013
Posted: Tue Jun 11, 2013 9:09 am
by Quixote
The Scenario folder shouldn't be in the Save Folder, it belongs one level up. They should be sitting next to each other, usually in the War in the Pacific folder unless you named it something else.
RE: Patch 07 - Unofficial Public Beta - 1123j updated 26 April 2013
Posted: Tue Jun 11, 2013 11:05 am
by khyberbill
Thanks. I wonder how I moved that directory without knowing???
RE: Patch 07 - Unofficial Public Beta - 1123j updated 26 April 2013
Posted: Tue Jun 11, 2013 11:20 am
by witpqs
ORIGINAL: khyberbill
Thanks. I wonder how I moved that directory without knowing???
The most likely way is that you were in the main folder and dragged it to the save folder when you actually wanted to navigate to the save folder. Then you just navigated there again when 'nothing happened', never realizing that you had moved it.
RE: Patch 07 - Unofficial Public Beta - 1123j updated 26 April 2013
Posted: Tue Jun 11, 2013 11:23 am
by khyberbill
Sleepwalking with the mouse!
RE: Patch 07 - Unofficial Public Beta - 1123j updated 26 April 2013
Posted: Wed Jun 12, 2013 7:42 am
by michaelm75au
Do that myself a few times at work when in a hurry and the mouse is slower than usual[:D]
RE: Minor-Major Engine Damage
Posted: Mon Jun 17, 2013 2:05 am
by V I Lenin
ORIGINAL: 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.
ORIGINAL: Rainer
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.
Yes, but the 'problem' is not a question of using of shipyard over pierside...it is standing-down versus standing-up repairs at all. For example:
This freighter is at Kobe...it will not repair that one point of damage if left alone, and as a consequence will generate a line in the operations report, along with a dozen other ships. Of course it is fixed if you go around manually setting these ships to stood-down repair, but it is such a stupid, unnecessary use of
time - they are available the next day anyway, and why is Mr. Nimitz required to go to all the harbours to shout at the engineers himself?
My question was, is it possible (assuming the program can check whether a 1pt repair on a ship with no other damage will take one day or not; which I don't know, hence the question) to make these 'automatic' (by putting the ship into offline repair at the end of the turn, or just pretending to, I don't know) - since they would be completed by the next day it should be invisible to the player and take no more resources than are freely available. And make the game less annoying to play!
RE: Minor-Major Engine Damage
Posted: Mon Jun 17, 2013 2:54 am
by michaelm75au
Repair time is calculated based on the number of ships being repaired and priority of the repairs at the instance of the repair phase.
So there would not be a guarantee that the ship was repaired in one day if it was automatically changed to pier-side before the repair cycle.
RE: Patch 07 - Unofficial Public Beta - 1123m updated 9 June 2013
Posted: Tue Jun 18, 2013 11:55 am
by Chris21wen
Latest Beta but don't know if it's this patch that caused it. Out of fuel TF not moving see LC TF 228 located at hex 137,135.
RE: Patch 07 - Unofficial Public Beta - 1123m updated 9 June 2013
Posted: Wed Jun 19, 2013 10:14 am
by michaelm75au
ORIGINAL: Chris H
Latest Beta but don't know if it's this patch that caused it. Out of fuel TF not moving see LC TF 228 located at hex 137,135.
The base in the hex is slowing the move. It appeared to move in the following turn. Did it do so???
RE: Patch 07 - Unofficial Public Beta - 1123m updated 9 June 2013
Posted: Thu Jun 20, 2013 4:43 am
by Chris21wen
ORIGINAL: michaelm
ORIGINAL: Chris H
Latest Beta but don't know if it's this patch that caused it. Out of fuel TF not moving see LC TF 228 located at hex 137,135.
The base in the hex is slowing the move. It appeared to move in the following turn. Did it do so???
I thought it might have something to do with the base. Yes it did but I cancelled the CS and gave it a new order. It had also been there for 5-6 turns.
RE: Patch 07 - Unofficial Public Beta - 1123m updated 9 June 2013
Posted: Thu Jun 20, 2013 5:42 am
by Chris21wen
One very small interface request if it can be done.
When you use the mouse wheel to scroll a list it highlights the line you are pointing too but the mouse popup never changes. Can't post a pic but if you open the Naval Air and point to any unit name or location then scroll you'll see what I mean.
RE: Patch 07 - Unofficial Public Beta - 1123m updated 9 June 2013
Posted: Thu Jun 20, 2013 7:44 am
by JocMeister
Some small suggestions that would really ease management. [:)]
-Would it be possible to have pilots drawn from the reserve appear in the squadron as "active" and not in "group reserve"? Having to put them into active mode each time is really annoying and also easy to forget.
-Day/night mission does not carry over using the "set all xxxx at base". Would it be possible to have it?
-Heavy bombers can only be set in the same way using "set all levelbombers at base. Would it be possible to differentiate medium and heavy bombers at the squadron screen? This would help management when having both 4Es and 2Es at the same base.
-At the pilot screen would it be possible to chose which reserve to send pilots to? For example when using the USN training squadrons (Kingfishers) they are classified as FPs which means all pilots ends up at the Patrol reserve regardless of skill they are trained in.
Gameplay change suggestions:
Allied transports are suffering huge OPS losses even when transporting from a level 9 AF to another. Currently in my game I have lost 550 transport to OPS losses. The highest in my game by a far margin. Perhaps this should be tweaked a bit?
RE: Patch 07 - Unofficial Public Beta - 1123m updated 9 June 2013
Posted: Sat Jun 29, 2013 6:28 am
by inqistor
I vaguely recall there was added possibility to define initial LCU movement mode in current BETA (in Scenario database, at the game beginning), but I can not find its description anywhere.
Anyone can help, or have I dreamed it somehow?
RE: Minor-Major Engine Damage
Posted: Tue Jul 02, 2013 1:34 pm
by czert2
ORIGINAL: V I Lenin
ORIGINAL: 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.
ORIGINAL: Rainer
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.
Yes, but the 'problem' is not a question of using of shipyard over pierside...it is standing-down versus standing-up repairs at all. For example:
This freighter is at Kobe...it will not repair that one point of damage if left alone, and as a consequence will generate a line in the operations report, along with a dozen other ships. Of course it is fixed if you go around manually setting these ships to stood-down repair, but it is such a stupid, unnecessary use of
time - they are available the next day anyway, and why is Mr. Nimitz required to go to all the harbours to shout at the engineers himself?
My question was, is it possible (assuming the program can check whether a 1pt repair on a ship with no other damage will take one day or not; which I don't know, hence the question) to make these 'automatic' (by putting the ship into offline repair at the end of the turn, or just pretending to, I don't know) - since they would be completed by the next day it should be invisible to the player and take no more resources than are freely available. And make the game less annoying to play!
Well i will love if any major damage can be repaired without using shipyards, then they will go automaticaly to pier-side repair, even if takes more than 1 day to repair. Of course, works only for ships disbanded at port.
If it will need SY - lets player decide.
For fear if it will overflow port repair of ships - well yes, it can, but max for cca 1-3 days (in case of multiple major damage points for ship), after it everthing go back to normal. And it will save a lot of clicks.
RE: Patch 07 - Unofficial Public Beta - 1123m updated 9 June 2013
Posted: Tue Jul 02, 2013 1:38 pm
by czert2
ORIGINAL: JocMeister
Gameplay change suggestions:
Allied transports are suffering huge OPS losses even when transporting from a level 9 AF to another. Currently in my game I have lost 550 transport to OPS losses. The highest in my game by a far margin. Perhaps this should be tweaked a bit?
At how big range you fly these planes ? well doing 12h flying trip is not easy, when you start and at destination is shiny wether it doesnt not garantue that it will not fog here when you arive, not to mention you can meed bad wather when in transit. Not to mention you will arive at sunlight at destination base.
True lvl9 base should indicate that base is fully night flying ready, but not compeltyl sure. Anyone know which lvl is NF ready ?
RE: Patch 07 - Unofficial Public Beta - 1123m updated 9 June 2013
Posted: Wed Jul 03, 2013 12:58 pm
by czert2
Any idea in which time this patch will become official ?
one small request :
it is posible to add ship type to display whn you look at ship ?
say if you look at pb xxxx
then uder name it will display patrol boat, for akl i will display cargo ship light, etc.
Thing like BB, CV dont make troubles, but if you have to deal with all other small pesky ships.....
RE: Patch 07 - Unofficial Public Beta - 1123j updated 26 April 2013
Posted: Sat Jul 06, 2013 11:20 pm
by sanch
ORIGINAL: Itdepends
My apologies if this has already answered but I've noticed an increase in downtime for maintenance on higher service rating aircraft (specifically 4E's). I can't see anything in the beta patch notes other than a comment that durability is now accounted for when putting aircraft into maintenance mode which will "spread" the maintenance out a bit more. Was a change made that increased the maintenance/repair time for aircraft such that high durability aircraft take longer to repair now (similar to ship repair).
Cheers,
Daniel
I've noticed the same thing.
Is this something new, or is it that after several months of operations, my planes are finally wearing out?
Thanks!
RE: Patch 07 - Unofficial Public Beta - 1123m updated 9 June 2013
Posted: Sun Jul 07, 2013 2:59 am
by michaelm75au
ORIGINAL: Chris H
One very small interface request if it can be done.
When you use the mouse wheel to scroll a list it highlights the line you are pointing too but the mouse popup never changes. Can't post a pic but if you open the Naval Air and point to any unit name or location then scroll you'll see what I mean.
I think the problem is that even though the list scrolling, the actual mouse location hasn't changed and thus the popup isn't refreshed.
Don't think that can be fixed without delving into the game engine.
RE: Patch 07 - Unofficial Public Beta - 1123m updated 9 June 2013
Posted: Wed Jul 10, 2013 3:03 pm
by Christopher John
Should we now use Warinthe..on_1123n.zip (2.02 MB)as 1123m has the LCU retreating bug?
RE: Patch 07 - Unofficial Public Beta - 1123m updated 9 June 2013
Posted: Wed Jul 10, 2013 3:12 pm
by Theages
ORIGINAL: Christopher John
Should we now use Warinthe..on_1123n.zip (2.02 MB)as 1123m has the LCU retreating bug?
For everyone who is wondering, where 1123n can be found. Look
here Post #10