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RE: Patch 07 - Unofficial Public Beta - 1123r update
Posted: Fri Sep 13, 2013 9:24 am
by KenchiSulla
Hi Michael,
Great work on the beta!
We are using the q version of your beta in a PBEM. My interpretation of the notes was that it should not be possible for units with a garrison component in the TOE to retreat (regardless of it containing an actual squad)
I noticed that garrison units from Calcutta can now be moved freely due to the fact that the garrison component got destroyed in combat..

RE: Patch 07 - Unofficial Public Beta - 1123r update
Posted: Fri Sep 13, 2013 11:15 am
by michaelm75au
Static devices should not allow unit to move. However, once all the devices were killed off, the code no longer saw it as static.
This is not how it should have worked as originally designed. In reality it should have looked at the TOE complement to determine if it was static, and then it would not matter if all the devices were killed off.
So rather than 'break' existing games by suddenly freezing units in place, I decided to go back to what this really meant by checking the TOE for static squad/engineer devices only.
The current set of static devices like the 'Garrison unit' have generally been defined as type 'Army weapon'. If this was changed to 'Squad', then it wont allow the unit to move or retreat. [I have not fully tested this yet due to other commitments.]
RE: Patch 07 - Unofficial Public Beta - 1123r update
Posted: Sat Sep 14, 2013 3:35 am
by KenchiSulla
Hi Michael,
Thanks for the explanation. For now I'll just approach my opponent about the issue.
Cheers,
RE: Patch 07 - Unofficial Public Beta - 1123r update
Posted: Sat Sep 14, 2013 6:44 pm
by koniu
Can someone will explain how impact this fix will have for game
18/07/2013: 1123n - Correct retreat test in supply phase for isolated units
In last turn of my PBEM Allies capture Ramree Island (dot base). But they not force me to surrender. After combat remnants of 21 ID retreat to jungle in hex.
In supply phase i get that massage
"Japanese Unit(s) surrounded at Ramree Island" and unit disappear
I am worried that this will impact ground combat in places like islands.
Very often defender after losing base retreat to jungle and was still able to fight or at lest to buy some time. I hope that those units will not disappear only because they are surrounded and AF/port in in enemy hands.
RE: Patch 07 - Unofficial Public Beta - 1123r update
Posted: Wed Sep 18, 2013 1:54 am
by michaelm75au
ORIGINAL: koniu
Can someone will explain how impact this fix will have for game
18/07/2013: 1123n - Correct retreat test in supply phase for isolated units
In last turn of my PBEM Allies capture Ramree Island (dot base). But they not force me to surrender. After combat remnants of 21 ID retreat to jungle in hex.
In supply phase i get that massage
"Japanese Unit(s) surrounded at Ramree Island" and unit disappear
I am worried that this will impact ground combat in places like islands.
Very often defender after losing base retreat to jungle and was still able to fight or at lest to buy some time. I hope that those units will not disappear only because they are surrounded and AF/port in in enemy hands.
The fix mentioned was around units being forced to retreat when only a check was being performed. The message you are seeing is normal attrition and not to do with the mentioned patch.
RE: Patch 07 - Unofficial Public Beta - 1123r update
Posted: Sat Sep 21, 2013 3:21 am
by miv792
The patch is lacking in editing features to the game play is not hung.
Sorry for my english use translate.google.
RE: Patch 07 - Unofficial Public Beta - 1123r update
Posted: Sat Sep 21, 2013 10:20 am
by PaxMondo
ORIGINAL: miv79
The patch is lacking in editing features to the game play is not hung.
Sorry for my english use translate.google.
Try again. Not quite getting it. Also try your language, quite a few linguists in this forum.
niye bitno da neznas ingles ovdje ...
RE: Patch 07 - Unofficial Public Beta - 1123r update
Posted: Wed Oct 02, 2013 3:32 pm
by viberpol
Proposition of an improvement...
Michael, is it possible to add a single click functionality "Activate all delayed"?
Explanation:
Pilots transferred manually come with random delay. That delay varies and counts down till 1.
Then "delay: 1" pilots
will not automatically switch becoming active and taking part in the action. Player needs to click them to "activate". [At least this is my understanding].
I found myself clicking my life to bring thousands of those transferred pilots to active duty. [:D]
Such an improvement shall make the players' WITPAE virtual life a little bit easier... [;)]

RE: Patch 07 - Unofficial Public Beta - 1123r update
Posted: Wed Oct 02, 2013 3:56 pm
by viberpol
or
... that click can be made more "global" somewhere on the panel view of all "Show groups".

RE: Patch 07 - Unofficial Public Beta - 1123r update
Posted: Wed Oct 02, 2013 4:25 pm
by JocMeister
ORIGINAL: viberpol
Proposition of an improvement...
Michael, is it possible to add a single click functionality "Activate all delayed"?
+1!!!!! I would love that. One of the most annoying things in the game right now!
RE: Patch 07 - Unofficial Public Beta - 1123r update
Posted: Wed Oct 02, 2013 4:45 pm
by khyberbill
That would be a nice feature.
RE: Patch 07 - Unofficial Public Beta - 1123r update
Posted: Wed Oct 02, 2013 4:47 pm
by Yaab
And "Return all to pool" for PTs, LCMs, LCIs, LCCs, LSMs, LLOs, LLBs...
RE: Patch 07 - Unofficial Public Beta - 1123r update
Posted: Wed Oct 02, 2013 7:01 pm
by rjopel
ORIGINAL: Yaab
And "Return all to pool" for PTs, LCMs, LCIs, LCCs, LSMs, LLOs, LLBs...
This would be great. What a pain this can be with 100 or so at a base.
RE: Patch 07 - Unofficial Public Beta - 1123r update
Posted: Wed Oct 02, 2013 7:24 pm
by rook749
ORIGINAL: viberpol
Proposition of an improvement...
Michael, is it possible to add a single click functionality "Activate all delayed"?
+1
---Rook749
RE: Patch 07 - Unofficial Public Beta - 1123r update
Posted: Thu Oct 03, 2013 12:58 am
by Kull
ORIGINAL: viberpol
Explanation:
Pilots transferred manually come with random delay. That delay varies and counts down till 1.
Not necessarily
RE: Patch 07 - Unofficial Public Beta - 1123r update
Posted: Thu Oct 03, 2013 10:44 am
by michaelm75au
If a group needs a pilot, it will grab one of '1'-delayed pilots if no other available in the group. If I make them all active, at the end of the next turn, it will spend time putting them back to '1' if the group has too many pilots.
I often swap out a fatigued pilot with one of the '1'-delayed guys in order to rest him.
Whats the main reason for wanting them to appear in the group all the time?
RE: Patch 07 - Unofficial Public Beta - 1123r update
Posted: Thu Oct 03, 2013 3:52 pm
by Banzan
ORIGINAL: michaelm
If a group needs a pilot, it will grab one of '1'-delayed pilots if no other available in the group.
Does training count as "needs"? I often build training groups of all those 50-60 skill pilots automaticly added to groups, but i am pretty sure they never came active without "clicking" them.
RE: Patch 07 - Unofficial Public Beta - 1123r update
Posted: Fri Oct 04, 2013 7:14 am
by michaelm75au
Training doesn't specifically fill the group, but I was thinking about it. Prefer that than adding an additional button in several places[:D]
RE: Patch 07 - Unofficial Public Beta - 1123r update
Posted: Fri Oct 04, 2013 11:27 am
by PaxMondo
Michael,
I agree with you. I would not want them automatically added all the time. I routinely put pilots to rest so they won't fly a mission for a few days. I don't want them active. However, for training, having all them active would be ok.
Catch is when the group is only 30% training, I wouldn't want them to join in. Only at 100%.
RE: Patch 07 - Unofficial Public Beta - 1123r update
Posted: Fri Oct 04, 2013 12:34 pm
by rook749
I would agree by default, if I set a pilot to inactive he should stay inactive with the delay of 1 day until I change the state. However, I love the idea of a button to set all inactive pilots to active, this would help speed the game along.
Rook749