Excellent work guys! #35, 50, 63 and OF COURSE 69 are all awesome!
But the one close to my heart is
Item 21 - Correct processing for floatplane groups on submarines.
The routine that handles aircraft on ships first determines the type of ship. Different processing is used for Airgroups on carriers, Float Plane airgroups on BB, cru, CS, AV, ML, and PG, and Airgroups on AK (as cargo). Submarines were not properly processed since V1.8.0.1. Added submarines to list of float plane ships.
[:D][:D][&o][&o]
Upper portion used with permission of www.subart.net, copyright John Meeks
I'm starting to enjoy SP:WAW alot more slowed down so that i can actually read the msgs properly even if it does make the bigger battles take a long time. I had to finally ask myself..."whats my hurry to get to the end of the battle? Isn't the battle the fun part? Is there a marching band at the end of the battle? Or Patton ready to either pin a medal on me if i win or slap me across the face with a glove if i lose?
[:D]
(ok i do understand the desire for speed during the AI planning phase....and am blessed in that department)
"Item 17 - Restructure end-of-turn processing for efficiency" [:)]
I had bought and played the original 'Pac War,' loved it. Uncommon Valour, ditto.
War in the Pacific was a no brainer, or so I thought.
I bought it and tried to play it, only to be put off by the processing time between turns. [:@] [>:]I figured with an AMD XP2400 processor and a gig of ram (at the time I purchased the game), a 2D strategy title, even one this detailed, shouldn't take 'forever and a day' for a turn to process. Call me funny, but this has always been a game breaker for me with this title (I am a single player strategy/war gamer and am not one for PBEM games).
I am hoping that now that they have finally addressed this issue, the programmers have removed, for me, the single worst aspect of this title. I eagerly await downloading this patch and getting through a turn without my hair turning grey. *crosses fingers*
I had never played PBEM before, now I would never go back. You should try it. Heck Play Ron, I heard he is easy [8|]
I thought this place was a empire, now im the last, I can't be sure...
ORIGINAL: Ron Saueracker
Then Andrew Brown came along and CHS attracted loads of volunteers and now it is the big boy.
You mean "Andrew Brown didn't back away quickly enough..."
Yes, you have a noble side and grabbed the regimental colours and charged forward. I lost a contact lens and wandered around the battlefield in a confused daze.[:)]
Here is the change list for 1.8.0.2. Note that we have already found a problem that will occasionally cause excessive delays during DivideCrippledTF processing - caused by erroneously checking everything twice
I encountered this already in ealier versions, so if you ask me, thats nothing new. I hadnt figuered out what causes this though.
Here is the change list for 1.8.0.2. Note that we have already found a problem that will occasionally cause excessive delays during DivideCrippledTF processing - caused by erroneously checking everything twice
I encountered this already in ealier versions, so if you ask me, thats nothing new. I hadnt figuered out what causes this though.
btw : gr8 work ! [&o] [:)]
Well Don looked at the code quite a while b4 he figured it out !! ... It is an "ingenious" problem !!
[:D]
Well i upgraded the game... and i never experienced something like this before... i moved a fully operational Air unit with 27 flyable plane and that is what was left[:'(]
Now that is something I've never seen before! Did your 27 planes arrive safely at the destination??
This happens all the time to me but the unit left behind always disappears during combat so I have never been overly concerned.
Following up from my earlier post, my first turn in, and wow! What a difference this patch makes to end of turn processing! I am going to lose many days, weeks and months to my struggle against Japan. Love it!!!!
Excellent. Where may one find a comprehensive list of changes.... without downloading the update?
Chez
It's a catch 22 [:D] the list of changes is in the update (as always) !
Some notes about this patch:
(1) After 1.8.0.1 came out, we had a few things we'd been working on that were "finished" but hadn't gone through the full test cycle. So, we figured we'd do the testing and release a quick 1.8.0.2 just to get those things out. Well 4 months and 70 items later, it is finally out !!! Part of what happened, was that just when we thought we had the final build and entered a final test cycle, one of the players would send us another save with an issue that we thought was worth addressing. Actually most of the time we spent was in addressing these items. Unfortunately, even after we finally called it "done" people were still sending us saves, of things worth fixing. but at least we don't have to worry about having any material for the next patch [:D][;)] !!! But I first and foremost want to thank the players who sent in the saves. They are the guys who made the bug fixes possible. With those saves, our job was the easy past [:)].
(2) Next I'd like to thank Don who did the bulk of the programming on this patch and Nik and MichaelM who did the bulk of the intergration testing. This team (of 4, counting moi) are the guys who work on this stuff every day, any hour, every week (well Don has taken a break, but that was after we turned in the code for production) to get this stuff done. We don't toot our horn too much (we're too busy) but without the effort these guys put in, there would be no patch.
(3) But the big announcement is in regard to MichaelM. Around July, we were able to get MichaelM approved to work on the code with Don and I. And what did MichaelM do? Within a few days, he nailed the "synch" bug !!!! So, please welcome MichaelM to the development team and join us in thanking him for nailing this one, what had been the "toughest of the tough" until he got his hands on it !!! Thanks Michael !!! [&o][&o][&o]
We will have some more announcements soon.
Thanks very much for the info. I appreciate all you guys busting butt on this. Thanks for the change listing, Dan.
Chez
Ret Navy AWCS (1972-1998)
VP-5, Jacksonville, Fl 1973-78
ASW Ops Center, Rota, Spain 1978-81
VP-40, Mt View, Ca 1981-87
Patrol Wing 10, Mt View, CA 1987-90
ASW Ops Center, Adak, Ak 1990-92
NRD Seattle 1992-96
VP-46, Whidbey Isl, Wa 1996-98