Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)
Thanks I think I got it_
-Naval HQs provide naval support within their command range, depending on distance to the Naval HQ and what the HQ itself has the bases around it get:
Distance = naval support value of the Naval HQ(minus damaged naval support)
1 hex = 1/2
2 hex = 1/3
3 hex = 1/4
4 hex = 1/5
5 hex = 1/6
6 hex = 1/7
7 hex = 1/8
8 hex = 1/9
9 hex = 1/10
Would be nice if someone with knowledge of the code could confirm or in case I'm wrong correct this.
@Atilla60
That Ground HQs can have a positive impact(raising the AV of units in their command range) I know but again not that they somehow help with support, at least I don't see that extra support is provide or needed support lowered.
-Naval HQs provide naval support within their command range, depending on distance to the Naval HQ and what the HQ itself has the bases around it get:
Distance = naval support value of the Naval HQ(minus damaged naval support)
1 hex = 1/2
2 hex = 1/3
3 hex = 1/4
4 hex = 1/5
5 hex = 1/6
6 hex = 1/7
7 hex = 1/8
8 hex = 1/9
9 hex = 1/10
Would be nice if someone with knowledge of the code could confirm or in case I'm wrong correct this.
@Atilla60
That Ground HQs can have a positive impact(raising the AV of units in their command range) I know but again not that they somehow help with support, at least I don't see that extra support is provide or needed support lowered.
RE: Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)
+1ORIGINAL: BigDuke66
Thanks I think I got it_
-Naval HQs provide naval support within their command range, depending on distance to the Naval HQ and what the HQ itself has the bases around it get:
Distance = naval support value of the Naval HQ(minus damaged naval support)
1 hex = 1/2
2 hex = 1/3
3 hex = 1/4
4 hex = 1/5
5 hex = 1/6
6 hex = 1/7
7 hex = 1/8
8 hex = 1/9
9 hex = 1/10
Would be nice if someone with knowledge of the code could confirm or in case I'm wrong correct this.
ORIGINAL: BigDuke66
@Atilla60
That Ground HQs can have a positive impact(raising the AV of units in their command range) I know but again not that they somehow help with support, at least I don't see that extra support is provide or needed support lowered.
If you open a LCU screen and check the number of required support, the number will be in red text if below the required. If the number is green, it means that a HQ is providing support.
Example: If support available is 120 and required support is 150, normally the 150 would be displayed in red text, to signify that there's less support.
If the 150 is displayed in green text, it means a HQ is providing support for the unit.
It has been said that democracy is the worst form of government except all those other forms that have been tried from time to time.
-Sir Winston Churchill-
-Sir Winston Churchill-
RE: Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)
Of course they can provide their support for other units but not over the support value they have, naval HQs provide full value to their base and also a lot to bases around and counted together much more than the HQ itself as, that is somehow a bit weird.
RE: Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)
@michaelm
Is there a MP.EXE for the latest official patch?
If not where is the latest MP.EXE and what version is it?
Is there a MP.EXE for the latest official patch?
If not where is the latest MP.EXE and what version is it?
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)
No official one. But the one in this thread would be it if it was.[:D]
Michael
RE: Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)
Sorry I think I misunderstood something, the MP.EXE is for more pilots isn't it?
I was looking for the EXE that raised the number of firing passes.
I was looking for the EXE that raised the number of firing passes.
- michaelm75au
- Posts: 12457
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)
Oh. That one is not in the official release. I think it was attached to one of the other threads dealing with air combat.
found it tm.asp?m=2989021&mpage=5&key=&#
This was from r9 build IIRC.
found it tm.asp?m=2989021&mpage=5&key=&#
This was from r9 build IIRC.
Michael
RE: Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)
Thanks, so it would be OK to use this "Beta" EXE for a game patched with the "official" r9?
RE: Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)
Hi MichaelM,
I ran into a situation where I was giving orders that an air group could not follow because of the airfield size.
I was just thinking that maybe you could change the options available to air groups based on the size of the airfield they are flying out of?
Like - if I had fighters at a level 1 base and I was looking at my mission options, the Sweep mission would be grayed out or something like that?
I don't know if that's possible or not but I thought I'd ask.
I understand that you've been helping to tweak this game and provide even more features for us end-users. I'm finding this a fun game to play and I just wanted to say thank you for all of the help you've been able to provide.
CR
I ran into a situation where I was giving orders that an air group could not follow because of the airfield size.
I was just thinking that maybe you could change the options available to air groups based on the size of the airfield they are flying out of?
Like - if I had fighters at a level 1 base and I was looking at my mission options, the Sweep mission would be grayed out or something like that?
I don't know if that's possible or not but I thought I'd ask.
I understand that you've been helping to tweak this game and provide even more features for us end-users. I'm finding this a fun game to play and I just wanted to say thank you for all of the help you've been able to provide.
CR
Coffee tastes better if the latrines are dug downstream from the encampment.
-- US Army Field Regulations, 1861
-- US Army Field Regulations, 1861
RE: Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)
ORIGINAL: cohimbra
ORIGINAL: cohimbra
ORIGINAL: jcjordan
Ok I'm having a problem for something that was supposedly fixed but it looks like there's another case that needs to be solved. I have an ambhib TF that is to unload at Iba & for some reason 2 HQ become fragments during the turn execution w/ the main part due in 40+ days even thought the entire unit was in the tf before it unloaded.
I have the same problem; after unload my AirHQ is divided in 2 fragments;
the fragment whit 'torpedo ordnance' has a delay of 52 days...my Betty needs torpedo![;)]
Hi, I report this problem once again, assuming that someone is interested
I would like to know when we finally get a fix for that bug. It is VERY annoying and can ruin a game especially in the start. Why can´t we get a hotfix for this, Michael ?
It happened now 4 (FOUR) times to me in my running game. I don´t want to use multiple taskforces because of the buggy torpedo support. I would like to get a fix for this
especially since you said it is already fixed for a future release. PLEASE.
RE: Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)
I had this happen to me recently also. But I thought this might be WAD because I dropped the amphib corp HQ w/ the troops into the battle w/out an amphib force HQ present. So I considered the effect a penalty against the allies for not conducting a perfect coordinated amphib assault.ORIGINAL: seille
ORIGINAL: cohimbra
ORIGINAL: cohimbra
I have the same problem; after unload my AirHQ is divided in 2 fragments;
the fragment whit 'torpedo ordnance' has a delay of 52 days...my Betty needs torpedo![;)]
Hi, I report this problem once again, assuming that someone is interested
I would like to know when we finally get a fix for that bug. It is VERY annoying and can ruin a game especially in the start. Why can´t we get a hotfix for this, Michael ?
It happened now 4 (FOUR) times to me in my running game. I don´t want to use multiple taskforces because of the buggy torpedo support. I would like to get a fix for this
especially since you said it is already fixed for a future release. PLEASE.
RE: Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)
MichaelM already confirmed this is a bug which will be fixed with next patch. The question is when this will be.
I already screwed 4 HQ´s this way, so i would like to get a fix for this as fast as possible.
I already screwed 4 HQ´s this way, so i would like to get a fix for this as fast as possible.
RE: Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)
It only happens when the AIRHQ is part of an amphibious assault right? I was under that impression from another thread that you can workaround by dropping the HQ off after the base is taken.
RE: Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)
Yes, that seem to be the case.
RE: Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)
Warning, do not drop a corp hq in an amphib, a fragment will occur.ORIGINAL: Saros
It only happens when the AIRHQ is part of an amphibious assault right? I was under that impression from another thread that you can workaround by dropping the HQ off after the base is taken.
I apologize at the bluntness of my statement. I understand a fix is on the next beta.
- CyrusSpitama
- Posts: 222
- Joined: Mon Feb 21, 2011 2:36 am
- Location: Naw'lins, Luzianna
RE: Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)
Had this occur on my 14th Army HQ as I was trying to take over the Philippines. I was not in combat at the time but, I did have the fleet as ampihbious. A sub attacked my fleet and even though the sub did not sink the leader fragment, the HQ was fragmented upon landing. 60 days I think it took to replace the Army HQ leader? I thought it a bit extreme considering it was such a small fragment of the entire army landed.
"I'm sure the universe is full of intelligent life. It's just been too intelligent to come here." - Arthur C. Clarke
RE: Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)
Hi Michael,
I'm just curious, is there any new patch for AE coming in the near future?
I'm just curious, is there any new patch for AE coming in the near future?

As swift as wind;
As calm as wood;
Invasion like flames;
Defense like rocks.
RE: Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)
ORIGINAL: hades1001
Hi Michael,
I'm just curious, is there any new patch for AE coming in the near future?
Me too[:D]
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- Posts: 16982
- Joined: Mon Oct 10, 2005 4:40 pm
RE: Patch 06 - Public Beta - Build 1108p3 updated 10 July (2nd part)
ORIGINAL: sanch
ORIGINAL: ecwgcx
I LOVE the "Load Tenders" option on the ships screen. Absolutely awesome![&o][&o]
There is a side benefit from "Load Tenders" that might be considered gamey by some ...
1. Take an AGP (PT-boat tender) and some PT boats, and park them in some dinky port that happens to have some supplies.
2. Use "Load Tenders"; the AGP load some supplies.
3. Next turn, form the PT TF, and your PT boats are at 100% torpedo strength. Nice! (or maybe gamey).
Sounds right to me, in logistic terms. The tender carried torpedoes to the location. I would prefer torpedoes were tracked as
a kind of supply, by model number - but they are not. This is a reasonable approximation.