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Build 1.70 Status

Posted: Tue Oct 04, 2005 10:54 am
by Mike Wood
Hello...

Be advised. List of fixes, user requested changes for 1.70, so far:

BUGS FIXED:

1) When air group leaders were killed, ship, task force or land unit leaders sometimes died with them. This was the cause of a great many of the leader problems. Fixed.

2) One of the tests for long lance torpedo attacks was some times returning the wrong value, negating surprise. Fixed.

3) When Allied task force had no radar, Japanese were sometimes said to be spotted by radar, when they were really being visually spotted. Fixed.

4) Enemy units were showing up on bottom bar, when Japanese player selected unit at enemy base from list all units pop-out box. Fixed.

5) Game was running out of pilots. Fixed.

6) Rebuilt LCU was reverting to original device number despite being upgraded when split. Fixed.

7) Negative values were showing on Intel screen because of data overflow. Fixed.

8) Air groups which had been disbanded or withdrawn were returning with zero planes, even though planes were being taken from pool for the group. Fixed. Note that fix only applies to groups disbanded or withdrawn using version 1.603 or later.

9) A bug was causing ship captains to vanish. Fixed.

10) The 10” CD gun (device #516) was not being produced. Fixed.

11) Land units ordered to follow were not arriving in proper hex at proper time. Fixed.

12) Allied heavy bombers were using device #210, 2000 lb AP bombs, instead of device #205, 2000 lb GP bombs. Fixed.

USER REQUESTED CHANGES:

1) When an air group is divided, it may not reform unless all three sub-units are assigned to the same headquarters.

2) When an air group is divided into sub-units and each is reassigned to the same, new headquarters, say Central Pacific to South Pacific, when the sub-units reform, the parent group headquarters will change to that new headquarters.

3) When a land unit is divided, it may not reform unless all sub-units are assigned to the same headquarters.

4) When a land unit is divided into sub-units and each is reassigned to the same, new headquarters, say Central Pacific to South Pacific, when the sub-units reform, the parent group headquarters will change to that new headquarters.

5) Mine laying tenders (MLE) may now service ships of any nationality.

6) Destroyer tenders (AD) may now service ships of any nationality.

7) Submarine tenders (AS) may now ships of any nationality.

8) Repair ships (AR) may now help repair ships of any nationality.

9) Malaria zones have been slightly modified. Includes requested changes for CHS maps.

10) Anti-submarine attack routines have been rewritten. Now, seldom will more than 4 ASW vessels normally attack a submarine during a single phase. Number of attacking ships depends on task force type, ships types and lots of skill rolls. Instead of each ship making one or two attacks, they may now sometimes continue to attack until out of ASW ammunition. Number of attacks made depend on task force type, ships types and lots of skill rolls. Hits are now deadly much less often, usually doing a point or two of system damage and or occasionally a point or so of flood damage. I don't know if they are still around, but a while back there were some players screaming for this change. Just got to it. Long list of code requests.

Thanks for Your Patience...

Michael Wood

RE: Build 1.70 Status

Posted: Tue Oct 04, 2005 11:07 am
by tigercub
a good list thanks!

RE: Build 1.70 Status

Posted: Tue Oct 04, 2005 11:07 am
by Sardaukar
Great stuff !! Thank you !! Thank you !! [&o]

RE: Build 1.70 Status

Posted: Tue Oct 04, 2005 11:07 am
by Apollo11
Hi all,
ORIGINAL: Mike Wood

Hello...

Be advised. List of fixes, user requested changes for 1.70, so far:

BUGS FIXED:

1) When air group leaders were killed, ship, task force or land unit leaders sometimes died with them. This was the cause of a great many of the leader problems. Fixed.

2) One of the tests for long lance torpedo attacks was some times returning the wrong value, negating surprise. Fixed.

3) When Allied task force had no radar, Japanese were sometimes said to be spotted by radar, when they were really being visually spotted. Fixed.

4) Enemy units were showing up on bottom bar, when Japanese player selected unit at enemy base from list all units pop-out box. Fixed.

5) Game was running out of pilots. Fixed.

6) Rebuilt LCU was reverting to original device number despite being upgraded when split. Fixed.

7) Negative values were showing on Intel screen because of data overflow. Fixed.

8) Air groups which had been disbanded or withdrawn were returning with zero planes, even though planes were being taken from pool for the group. Fixed. Note that fix only applies to groups disbanded or withdrawn using version 1.603 or later.

9) A bug was causing ship captains to vanish. Fixed.

10) The 10” CD gun (device #516) was not being produced. Fixed.

11) Land units ordered to follow were not arriving in proper hex at proper time. Fixed.

12) Allied heavy bombers were using device #210, 2000 lb AP bombs, instead of device #205, 2000 lb GP bombs. Fixed.

USER REQUESTED CHANGES:

1) When an air group is divided, it may not reform unless all three sub-units are assigned to the same headquarters.

2) When an air group is divided into sub-units and each is reassigned to the same, new headquarters, say Central Pacific to South Pacific, when the sub-units reform, the parent group headquarters will change to that new headquarters.

3) When a land unit is divided, it may not reform unless all sub-units are assigned to the same headquarters.

4) When a land unit is divided into sub-units and each is reassigned to the same, new headquarters, say Central Pacific to South Pacific, when the sub-units reform, the parent group headquarters will change to that new headquarters.

5) Mine laying tenders (MLE) may now service ships of any nationality.

6) Destroyer tenders (AD) may now service ships of any nationality.

7) Submarine tenders (AS) may now ships of any nationality.

8) Repair ships (AR) may now help repair ships of any nationality.

9) Malaria zones have been slightly modified. Includes requested changes for CHS maps.

10) Anti-submarine attack routines have been rewritten. Now, seldom will more than 4 ASW vessels normally attack a submarine during a single phase. Number of attacking ships depends on task force type, ships types and lots of skill rolls. Instead of each ship making one or two attacks, they may now sometimes continue to attack until out of ASW ammunition. Number of attacks made depend on task force type, ships types and lots of skill rolls. Hits are now deadly much less often, usually doing a point or two of system damage and or occasionally a point or so of flood damage. I don't know if they are still around, but a while back there were some players screaming for this change. Just got to it. Long list of code requests.

Thanks for Your Patience...

Michael Wood

Thanks Mike - you are truly our WitP hero!!! [&o][&o][&o]


Leo "Apollo11"

RE: Build 1.70 Status

Posted: Tue Oct 04, 2005 11:10 am
by Apollo11
Hi all,
ORIGINAL: Mike Wood

10) Anti-submarine attack routines have been rewritten. Now, seldom will more than 4 ASW vessels normally attack a submarine during a single phase. Number of attacking ships depends on task force type, ships types and lots of skill rolls. Instead of each ship making one or two attacks, they may now sometimes continue to attack until out of ASW ammunition. Number of attacks made depend on task force type, ships types and lots of skill rolls. Hits are now deadly much less often, usually doing a point or two of system damage and or occasionally a point or so of flood damage. I don't know if they are still around, but a while back there were some players screaming for this change. Just got to it. Long list of code requests.

I think I was the one of the more vocal member of that group... I think I started to lobby for this (4 ASW MAX and less damage) in UV days when WitP was still in it's infancy... [8D]

THANK YOU!!! [&o][&o][&o]


Leo "Apollo11"

RE: Build 1.70 Status

Posted: Tue Oct 04, 2005 11:18 am
by Speedysteve
Excellent stuff. Especially the ASW tweak.

Steven

RE: Build 1.70 Status

Posted: Tue Oct 04, 2005 11:35 am
by saj42
ORIGINAL: Mike Wood

Hello...

Be advised. List of fixes, user requested changes for 1.70, so far:

BUGS FIXED:

8) Air groups which had been disbanded or withdrawn were returning with zero planes, even though planes were being taken from pool for the group. Fixed. Note that fix only applies to groups disbanded or withdrawn using version 1.603 or later.


Good news thankyou[&o]
I didn't realise there was a 1.603 patch - where do i get it?

RE: Build 1.70 Status

Posted: Tue Oct 04, 2005 11:43 am
by patrickl
Thank you very much, Mike.[&o][:D] The game is very good except some bugs and we just pray they can go away. [:D][;)]

RE: Build 1.70 Status

Posted: Tue Oct 04, 2005 11:43 am
by Sardaukar
ORIGINAL: Tallyho!

Good news thankyou[&o]
I didn't realise there was a 1.603 patch - where do i get it?

I don't think it's public beta.

RE: Build 1.70 Status

Posted: Tue Oct 04, 2005 12:08 pm
by JamesM
Mike,

Great service as always, thank you for your continuing development of WitP.


RE: Build 1.70 Status

Posted: Tue Oct 04, 2005 12:10 pm
by Feinder
[* sub crews of nationalities cheering *]



-F-

RE: Build 1.70 Status

Posted: Tue Oct 04, 2005 12:25 pm
by Andrew Brown
ORIGINAL: Mike Wood
9) Malaria zones have been slightly modified. Includes requested changes for CHS maps.

Thankyou Mike. GREATLY appreciated.


RE: Build 1.70 Status

Posted: Tue Oct 04, 2005 3:22 pm
by cyberwop36
Great Thanks!!

But please don't tell me I have to restart my game.

Which changes require restarting? How do I get 1.603?

RE: Build 1.70 Status

Posted: Tue Oct 04, 2005 3:46 pm
by LargeSlowTarget
Thankyouthankyouthankyou!!!!

RE: Build 1.70 Status

Posted: Tue Oct 04, 2005 3:50 pm
by Bradley7735
ORIGINAL: cyberwop36

Great Thanks!!

But please don't tell me I have to restart my game.

Which changes require restarting? How do I get 1.603?

Bug fixes #10 and #12 look like the only two that might not change unless you restart. All the rest, including user changes look like they'll take effect once the patch is installed. Code changes do not require a restart. But, database changes do. I'm betting that all the fixes will work on games in progress.

Here's the million dollar question. What time frame are we looking at for 1.7 release?

Thanks all you Matrix and 2X3 guys for keeping up the good work. I'm especially happy about the ASW changes. I saw something in the WPO forum about that and knew you'd implement it in WITP.

bc

RE: Build 1.70 Status

Posted: Tue Oct 04, 2005 3:55 pm
by rtrapasso
Bug fixes #10 and #12 look like the only two that might not change unless you restart. All the rest, including user changes look like they'll take effect once the patch is installed. Code changes do not require a restart. But, database changes do. I'm betting that all the fixes will work on games in progress.

Database changes apparently NO LONGER require a restart - they somehow figured a way around this. At least the #10 (and maybe #12) were fixed in 1.602 without restart. I had always kept an eye on the 10" gun, and after the last (beta) patch, sure enough it started showing up as being built. Haven't gotten to August, so not sure about #12...

RE: Build 1.70 Status

Posted: Tue Oct 04, 2005 3:58 pm
by PJJ
ORIGINAL: Mike Wood
10) Anti-submarine attack routines have been rewritten.

Even this one is enough to make me happy! Excellent work! [:)]

RE: Build 1.70 Status

Posted: Tue Oct 04, 2005 4:03 pm
by ltfightr
Maybe now I can let my subs actually do something without automatically deciding they are lost.

RE: Build 1.70 Status

Posted: Tue Oct 04, 2005 4:49 pm
by Nikademus
Forgive me everyone for a moment of being petty but i cant resist......

"Told ya so"

[:'(]


RE: Build 1.70 Status

Posted: Tue Oct 04, 2005 5:00 pm
by Speedysteve