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RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Posted: Tue Oct 11, 2011 11:09 am
by Mike Solli
Amazing feature. Too bad there's not room on the screen to add a box to check to harvest pilots. Then you could pick and choose who you wanted.

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Posted: Tue Oct 11, 2011 11:22 am
by michaelm75au
ORIGINAL: ny59giants

Michael - Thanks for the new feature of being able to harvest pilots 5 or 10 at a time. In my game as Japan, I have many air groups in Japan that have a few highly skilled pilots. If I use this feature, then they would end up at TRACOM or Reserve pool. Some also include the leader as an active pilot. If I was to make these few pilots inactive (shows up as 1 in "Delay" column), can I then withdraw the 5 or 10 pilots?? Thus, any pilot which shows any number besides a 0 in the "Delay" column cannot be withdrawn using this feature.

Edit: Added a screenshot. I want to keep the two pilots in yellow and the leader (shows asterisk next to name) and harvest about 15 to 20 other pilots.

Image
I think it will only release '0' delay pilots. Need to check but it will need to wait till tomorrow before I can look at code again.

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Posted: Tue Oct 11, 2011 2:28 pm
by witpqs
ORIGINAL: michaelm
ORIGINAL: ny59giants

Michael - Thanks for the new feature of being able to harvest pilots 5 or 10 at a time. In my game as Japan, I have many air groups in Japan that have a few highly skilled pilots. If I use this feature, then they would end up at TRACOM or Reserve pool. Some also include the leader as an active pilot. If I was to make these few pilots inactive (shows up as 1 in "Delay" column), can I then withdraw the 5 or 10 pilots?? Thus, any pilot which shows any number besides a 0 in the "Delay" column cannot be withdrawn using this feature.

Edit: Added a screenshot. I want to keep the two pilots in yellow and the leader (shows asterisk next to name) and harvest about 15 to 20 other pilots.

Image
I think it will only release '0' delay pilots. Need to check but it will need to wait till tomorrow before I can look at code again.

It's always been that only 0 delay pilots can be sent to reserve. It would be a good change if any delay pilots could be redirected toward the reserve.

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Posted: Tue Oct 11, 2011 2:39 pm
by SqzMyLemon
Disregard.

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Posted: Tue Oct 11, 2011 9:41 pm
by jcjordan
Finally saw reply to it - ignore

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Posted: Tue Oct 11, 2011 10:17 pm
by rader
I've said it before but I'll say it again. You are a god, Michael [&o][&o][&o][&o]

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Posted: Tue Oct 11, 2011 10:25 pm
by ny59giants
It's always been that only 0 delay pilots can be sent to reserve. It would be a good change if any delay pilots could be redirected toward the reserve.

I set the three pilots with the best "Air" to inactive and they still went into reserve as a test (didn't save the changes, so it never happened). If Michael changes the code to do what you want, then you cannot use this new feature on a significant number of air groups. Many of Japan's Home Island groups have a few highly skilled pilots to train up to green pilots.

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Posted: Tue Oct 11, 2011 10:41 pm
by Nemo121
In the interests of further reducing clicking would it be possible to have a button on the pilot screen of airgroups to automatically accept pilots from the reserve?

What happens at the moment is that when I pull pilots from the reserve into the airgroup those pilots get a delay between 1 and 7 days. I then have to go back and check that airgroup every day to make the pilots who arrived that day active.

If we could automate this so that all pilots who reached a delay of 0 were automatically activated it would reduce another huge cause of button clicking and unnecessarily repetitive checking.



Personally my preferred solution would just be to not have this toggle at all but just automatically make all pilots active once they reach a delay of 0. After all the commander's intent when sending pilots to airgroups is that those pilots should be active. Some may want to try to tweak things by filling airgroups with inactive pilots but 99% of the time you want them to be activated when delay hits 0. Could we make this the automatic default for the game? It would save a lot of clicking.

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Posted: Tue Oct 11, 2011 10:45 pm
by witpqs
ORIGINAL: ny59giants
It's always been that only 0 delay pilots can be sent to reserve. It would be a good change if any delay pilots could be redirected toward the reserve.

I set the three pilots with the best "Air" to inactive and they still went into reserve as a test (didn't save the changes, so it never happened). If Michael changes the code to do what you want, then you cannot use this new feature on a significant number of air groups. Many of Japan's Home Island groups have a few highly skilled pilots to train up to green pilots.

Why would you not be able to use the feature on some air groups?

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Posted: Wed Oct 12, 2011 1:07 am
by ny59giants
I'm trying to harvest the 'best' pilots with a particular skill like "Air." The three best from those shown in my screenshot, I want to remain with the air group to train up the new pilots. So, I want a way to allow them to stay. Also, there are some air groups that have the leader as an active pilot. I don't want them to go away and have to use PP to get a new leader.

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Posted: Wed Oct 12, 2011 5:02 am
by michaelm75au
ORIGINAL: Nemo121

In the interests of further reducing clicking would it be possible to have a button on the pilot screen of airgroups to automatically accept pilots from the reserve?

What happens at the moment is that when I pull pilots from the reserve into the airgroup those pilots get a delay between 1 and 7 days. I then have to go back and check that airgroup every day to make the pilots who arrived that day active.

If we could automate this so that all pilots who reached a delay of 0 were automatically activated it would reduce another huge cause of button clicking and unnecessarily repetitive checking.



Personally my preferred solution would just be to not have this toggle at all but just automatically make all pilots active once they reach a delay of 0. After all the commander's intent when sending pilots to airgroups is that those pilots should be active. Some may want to try to tweak things by filling airgroups with inactive pilots but 99% of the time you want them to be activated when delay hits 0. Could we make this the automatic default for the game? It would save a lot of clicking.
You shouldn't have to 'activate' delay 1 pilots. They are there to be pulled into the group as needed.
If the group had more pilots than it needed, then the delay '1' guys would need to be manually managed.

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Posted: Wed Oct 12, 2011 11:10 am
by michaelm75au
ORIGINAL: michaelm

ORIGINAL: ny59giants

Michael - Thanks for the new feature of being able to harvest pilots 5 or 10 at a time. In my game as Japan, I have many air groups in Japan that have a few highly skilled pilots. If I use this feature, then they would end up at TRACOM or Reserve pool. Some also include the leader as an active pilot. If I was to make these few pilots inactive (shows up as 1 in "Delay" column), can I then withdraw the 5 or 10 pilots?? Thus, any pilot which shows any number besides a 0 in the "Delay" column cannot be withdrawn using this feature.

Edit: Added a screenshot. I want to keep the two pilots in yellow and the leader (shows asterisk next to name) and harvest about 15 to 20 other pilots.

Image
I think it will only release '0' delay pilots. Need to check but it will need to wait till tomorrow before I can look at code again.

The release of the pilots applies to both delay 0 and 1 pilots.
Leader/pilot should have been excluded from being released. Will fix in next build.

I can added a 'retain pilot' option. But it will only be affective until one of the release buttons is pressed. After processing the button, the pilot list needs to be rebuilt and thus the 'retension' flag is nolonger aligned with correct pilot as the list has changed.

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Posted: Wed Oct 12, 2011 4:04 pm
by TulliusDetritus
First of all, many many thanks to Michaelm. The list of improvements is simply amazing. We really owe you many beers (minimum 3 or 4, each of us)! Literally [:)]

Ok, let's see if someone can clarify this thing, please. In the bases menu we have some yellow "NO" or "YES", and above it's written "Stockpiling". "NO" means these bases will NOT try for example to absorb supplies, etc. from surrounding bases?

Image

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Posted: Wed Oct 12, 2011 4:11 pm
by witpqs
Stockpiling means (loosely) "keep them and don't share them".

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Posted: Wed Oct 12, 2011 4:29 pm
by TulliusDetritus
ORIGINAL: witpqs

Stockpiling means (loosely) "keep them and don't share them".

If "YES" is selected then we have your "keep them and don't share them" [:)]

"NO" therefore means "don't be a cheap greedy bastard and share them".

Is that correct?

Thank you [:)]

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Posted: Wed Oct 12, 2011 4:42 pm
by witpqs
ORIGINAL: TulliusDetritus

ORIGINAL: witpqs

Stockpiling means (loosely) "keep them and don't share them".

If "YES" is selected then we have your "keep them and don't share them" [:)]

"NO" therefore means "don't be a cheap greedy bastard and share them".

Is that correct?

Thank you [:)]

Right! [:)]

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Posted: Wed Oct 12, 2011 4:43 pm
by witpqs
Michael,

A quick question not strictly related to the Beta:

Naval HQs - do they help speed ship repair independent of any Naval Support Squads they have?

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Posted: Fri Oct 14, 2011 10:10 pm
by khyberbill
I am patched up to q7 but suddenly can not transfer air squadrons from East Coast to Capetown-I have not tried LCUs yet. It doesnt matter if the squadron is restricted or not. Save attached.

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Posted: Fri Oct 14, 2011 11:57 pm
by michaelm75au
3 groups restricted and 1 group with no flyable planes = no movement out of base to CT.

I tried CT to EC and the groups can do that.

[edit]
I will treat the 'no-fly' group differently for offmap movement; as if they could fly, rather than wait for 1 to be ready.

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Posted: Sat Oct 15, 2011 12:36 am
by michaelm75au
ORIGINAL: witpqs

Michael,

A quick question not strictly related to the Beta:

Naval HQs - do they help speed ship repair independent of any Naval Support Squads they have?
The Naval HQ is usually only going to count if it does have any Naval Support in it.

Shore Parties as part of the overall Naval Support for repairs, count separately.

So a base containing Naval HQs with just Shore Parties will assist in repairs in SAME hex, but those same HQs cannot support repairs outside of the base. They would need Nav Support squads present to use the command radius to affect other bases in range.