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RE: Patch 01 ... Patch 02

Posted: Mon Aug 24, 2009 1:48 am
by rockmedic109
YAAAYYYYY!!

RE: Patch 01 ... Patch 02

Posted: Mon Aug 24, 2009 1:48 am
by Kull
ORIGINAL: fbs

ORIGINAL: jwilkerson

Current (revised as of 23 August) schedule:

patch01 - public pre-release week of 24 Aug


Yay, now is Aug 23 20:21 PM... only 3 hours 39 minutes to the patch! I'll stay awake [:D][:D]

Cheers
fbs

Actually in "3 hours 39 minutes", the devs will have up to 7-days to release the patch. [;)] Hopefully they cram in as many fixes as possible during that time frame, because the next one isn't until October. Just guessing here, but the only changes between the public beta patch and the "offical" release will be fixes to new, patch-caused issues that surface during testing of the public beta.

RE: Patch 01 ... Patch 02

Posted: Mon Aug 24, 2009 1:51 am
by jwilkerson
ORIGINAL: Kull
Just guessing here, but the only changes between the public beta patch and the "offical" release will be fixes to new, patch-caused issues that surface during testing of the public beta.

Well that's the theory according to "Change Management 401" - but in this universe - hard and fast rules are not so hard and fast. If anyone finds a "show stopper" we won't be able to push out fixing it. So shall we say "patch induced issues" and any "show stopper" regardless.

RE: Patch 01 ... Patch 02

Posted: Mon Aug 24, 2009 2:07 am
by Kull
ORIGINAL: jwilkerson
Well that's the theory according to "Change Management 401" - but in this universe - hard and fast rules are not so hard and fast. If anyone finds a "show stopper" we won't be able to push out fixing it. So shall we say "patch induced issues" and any "show stopper" regardless.

Good plan. And if even if (when) one surfaces after the official release, well.....that's what hot-fixes are for! [;)]

RE: Patch 01 ... Patch 02

Posted: Mon Aug 24, 2009 2:33 am
by fbs
ORIGINAL: jwilkerson
Not sure how you are calculating - the "week of" (note I boldified "week of") means any time that week. At this point, I would estimate we about about 3 days away from the "public beta" - note this is not "the patch" ... I still think that will be "week of 31 August" as I said earlier.


Wohoo! That's very much appreciate, Mr. Wilkerson!

That's really awesome - 31 minutes into the week and we already have a description of several items in the patch. Very nice. I just wished that my car mechanic were that fast - with him, "next week" kinda means "someday next 3 months".. :(

Thank you! [&o][&o][&o]
fbs

RE: Patch 01 ... Patch 02

Posted: Mon Aug 24, 2009 3:02 am
by Caltone
ORIGINAL: jwilkerson


...

Well there are literally over a hundred changes, surface combat tweaks just topping my personal list since I've been working in that area this weekend, but by roughly Thursday (plus or minus one day) we should be able to post the public beta of patch 01 ... followed about a week later by the actual patch 01.

Thanks for your support and patience. This forum has definitely helped us focus on the priorities and this will result in a better AE for everyone!
[&o][&o][&o]


Great news, thanks to the entire team for all the hard work!




(Except for that guy Sonny II, my bet is he's up to no good, finding ways to foil my plans for East Asia Domination)




RE: Patch 01 ... Patch 02

Posted: Mon Aug 24, 2009 6:43 am
by BShaftoe
ORIGINAL: jwilkerson

Early war radar has also been toned down a bit - it will no longer give its owners as much of an advantage. There will be an effectiveness roll, not only representing possible malfunction of the radar, but perhaps more the (in) ability to assimilate the information from the radar, into the TF command and then generate useful orders back to the TF elements in a timely manner. Early war battles involving radar included a learning curve that was not sufficiently represented in AE, now we think it will be.

That sounds really great... but... are british ships object to the same roll? I mean, British Royal Navy had demonstrated they knew how to use radar (Matapan as the most obvious example). Do they suffer the same lack of efectivity as, let's say, US Navy?

RE: Patch 01 ... Patch 02

Posted: Mon Aug 24, 2009 6:47 am
by tigercub
Good work! thanks, will there be list of whats in patch 2 when you release patch 1 ?[&o]


Tiger!

RE: Patch 01 ... Patch 02

Posted: Mon Aug 24, 2009 11:09 am
by jwilkerson
ORIGINAL: tigercub

Good work! thanks, will there be list of whats in patch 2 when you release patch 1 ?[&o]

As mentioned previously, the only item in the plan for patch 02 is the implementation of "borders" - other than that - it will depend on what issues are discovered.


RE: Patch 01 ... Patch 02

Posted: Mon Aug 24, 2009 11:16 am
by John Lansford
Radar presence and its use was often ignored by USN TF commanders unless the device was in his flagship, and even then it wasn't always trusted.  There were several night battles around Guadalcanal in 1942 where the flagship didn't have radar installed but other ships did, leading to some very confused and bloody battles.  I'd like it if the lack of radar in a TF's flagship would limit its effectiveness in battle even if other ships had it.

RE: Patch 01 ... Patch 02

Posted: Mon Aug 24, 2009 12:06 pm
by decaro
ORIGINAL: ckk

Great!! Now if I could get a shipping notice on my physical copy....

Try your tracking # on this site from the Matrix on-line store: http://www.tracking.smartlabel.com/

I ordered AE via USPS, but the tracking # Matrix sent didn't link to anything; however, when used w/this site, it revealed the USPS # and my package status.

Note that when the PO says "transferred to" it means "sent to," not delivered.

RE: Patch 01 ... Patch 02

Posted: Mon Aug 24, 2009 12:11 pm
by decaro
ORIGINAL: jwilkerson

As stated previously, the approximate time table for the first two patches is as follows:

Patch 01 will be 30 days after game release ...

I assume Patch 01 will be in the "members" section prior to public release, but will it include the elusive AE tutorial?

I stopped looking for it after I did a search and discovered it was "left in the factory".

RE: Patch 01 ... Patch 02

Posted: Mon Aug 24, 2009 12:12 pm
by Erik Rutins
The tutorial is not yet finished, though considerable progress has been made. I think at this point it is a Patch 2 item.

RE: Patch 01 ... Patch 02

Posted: Mon Aug 24, 2009 1:00 pm
by ckk
Thanks Physical is here. And the manual is already been read over several times[8D]

RE: Patch 01 ... Patch 02

Posted: Mon Aug 24, 2009 4:59 pm
by Chad Harrison
ORIGINAL: Erik Rutins

The tutorial is not yet finished, though considerable progress has been made. I think at this point it is a Patch 2 item.

Thanks for all the updates on the patch Joe and Erik. You guys are doing a tremendous job!

Are you all ready to release any details on the tutorial yet? I dont mean super specifics, just basic info on where/when it will be located. For instance, will it be the same scenario from vanilla WitP based on the Marianas (obvioulsy changes to OOB's between vanilla and AE and such would be present)? If not, where/when will it cover?

The reason I ask is that the vanilla WitP tutorial was my universal 'sandbox' for anything I wanted to try out. I would come back to it all the time and try different things out to see how it worked ingame. This was because even though it was small, it had it all: carriers, major surface combatants, subs, amphibious landing, heavily defended islands with forts and coastal defenses, tons of land based aircraft and so on. If you wanted to try something out, it was a one stop shop because just about every major aspect of the game was represented in it. Just curious if the AE tutorial will present a similar 'sandbox' atmosphere.

Again, thanks for all the hardwork and updated from the AE team!

Chad

RE: Patch 01 ... Patch 02

Posted: Mon Aug 24, 2009 11:09 pm
by tigercub
ORIGINAL: jwilkerson

ORIGINAL: tigercub

Good work! thanks, will there be list of whats in patch 2 when you release patch 1 ?[&o]

As mentioned previously, the only item in the plan for patch 02 is the implementation of "borders" - other than that - it will depend on what issues are discovered.


Thanks one last thing,if i mod the game after the first patch will you borders be able to be implemented.

Tiger!


RE: Patch 01 ... Patch 02

Posted: Mon Aug 24, 2009 11:17 pm
by Scott_USN
I am chomping at my bit for it :)
 
I want to play more but sort of waiting to see what gets corrected.
 
Soon I hope....

RE: Patch 01 ... Patch 02

Posted: Mon Aug 24, 2009 11:24 pm
by jwilkerson
ORIGINAL: tigercub
Thanks one last thing,if i mod the game after the first patch will you borders be able to be implemented.

Well, borders may be a rather complex implementation - so we can't yet say for sure what will be involved - we have not done the design for it yet - but it is possible that data changes as well as code changes will be involved.



RE: Patch 01 ... Patch 02

Posted: Tue Aug 25, 2009 8:23 am
by Hanzberger
In PDF form, are you guys gonna include/correct anything with the manuel with an upcoming patch? [8|]

RE: Patch 01 ... Patch 02

Posted: Tue Aug 25, 2009 9:24 am
by decaro
ORIGINAL: jwilkerson

Well, borders may be a rather complex implementation ...

How abt. something less complex like air support on the 'Canal?

I started playing the Guadalcanal scenario the other day: historical first turn, took the Canal, got into a carrier battle w/the IJN and lost a CV; its planes landed on the airstrip at Lunga and managed half a dozen sorties afterwards despite the fact I had zero air support on the base!

So who was refueling and re-arming these planes?

My only experience w/this game comes from UV where Noumea is described in the manual as "a cornicopea of supplies," but in AE, I am often short of both supplies and fuel on this strategic base. And though production is turned-off for this scenario, I can't find the auto-convoy option, or is that disabled as well?

And then there's the issue of not being able to get any Aussies to load onto transports to reinforce PM.

Are the above issues going to be addressed in this or any future patch?