Patch 07 - Unofficial Public Beta - 1126b updated 17 Sept 2016

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Captain Cruft
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RE: Patch 07 - Unofficial Public Beta - 1123 updated

Post by Captain Cruft »

OK thanks for looking at it.
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Sardaukar
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by Sardaukar »

ORIGINAL: barkorn45

I'm running 1123b do i have to upgrade to 1123c first and then 1123d?
Also I just spent a couple of days setting up first turn using saardukar's thread
if I change to 1123d will i have to start again?
I notice there are'nt any data changes so maybe i can use my turn?

Should have looked down a few threads beta's can be used in ongoing games.

Betas are just EXE-file changes, no data changes. You can use them without problem in ongoing games. I do that all the time when new beta comes available.
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Theages
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by Theages »

@michaelm
In port view ships, which have been convert to carry more troops (Japanese xAK or AK), are shown with a '-t' following their type (eg xAK-t)
On the ship selection screen (Task Force creation) and the Task Force screen, this extension is not shown. Especially on the Task Force creation screen this would be useful for quickly finding the converted xAKs / AKs in the list of numerous standard xAKs / AKs. Could this be implemented?[&o]
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LargeSlowTarget
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by LargeSlowTarget »

+1

and another "@michaelm":

It would be nice if the mouseover info in the TF transfer screen could show the ship class as well - like:

Left click to add Kamo to Task Force
[Torpedo Boat Otori class]
3 x 12 cm etc.


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michaelm75au
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by michaelm75au »

Never mind got posts mixed up
Michael
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PaxMondo
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by PaxMondo »

ORIGINAL: michaelm

Never mind got posts mixed up
Michael,

Are you suggesting that we are supposed to disregard this?
Pax
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BigDuke66
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by BigDuke66 »

As I now played the Guadalcanal scenario and saw that so few ships are upgrade and many air groups are still at low XPs I wonder if small steps should be taken to slow down Air and Naval operations similar to the slow down of land operations(wasn't the whole planing process introduced their for?).
Seeing that michaelm added for example the double air support on big airfields I hope that small steps in slowing down naval and air operations are considered too.

1. Naval operations
I propose to let upgrades only proceed if all requirements are fulfilled. Meaning that if a ship needs a yard to do its upgrade the ship has to stay in the yard to proceed the upgrade.
The way it is now one can simply let the upgrade start but can than pull the ship out of the yard without the upgrade process stopping.
If the requirements have to be fulfill over the complete process the player usually things twice if he wants to do the at a nearby base or let the ship move further back so the frontline yards aren't filled with ships in upgrade process.
This would extend the time for such upgrades as ships travel longer or block frontline shipyards, either way it would slow down naval operations.
Hopefully this would also stop mass upgrades like US subs getting radar that are totally ahistorical.

2. Air operations
I propose to let the pilot values(all by a random factor, even better the higher the XP the lower the drop is, so veterans can handle switching planes better) drop if switching to a new plane.
The way it is now upgrading to a new plane isn't a problem at all even at a frontline airfield as the unit is soon back in action.
If the pilot values drop the player hopefully considers to move the unit further back and let it train for some weeks to get them back to their old values, I guess that would simulate the process of getting the pilots and ground crews accustomed to the new plane type at a none frontline airfield.
This way the AGs would keep outdated planes or lower their pilot values at the frontline or move the AG back for the upgrade and retrain process, either way it will slow down air operations.


So are these ideas worth considering?
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LargeSlowTarget
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by LargeSlowTarget »

Another request if possible: Would be nice if the "Load TF screen" could allow the changing of LCU ops modes. More often than not I find myself in the load screen of a transport TF and am greeted with the status "Not in strategic mode" because I forgot to prepare the LCUs for the intended move. So I have to exit, go into the LCU screen to change the op mode and than back into the TF load screen. Clicking on "Not in strategic mode" should change the LCU to this op mode. Similar if the TF is an Amphib TF and the LCU I want to load is not in combat mode - a click on "Not in combat mode" and there you go. Would same some clicks.
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JeffroK
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by JeffroK »

ORIGINAL: LargeSlowTarget

Another request if possible: Would be nice if the "Load TF screen" could allow the changing of LCU ops modes. More often than not I find myself in the load screen of a transport TF and am greeted with the status "Not in strategic mode" because I forgot to prepare the LCUs for the intended move. So I have to exit, go into the LCU screen to change the op mode and than back into the TF load screen. Clicking on "Not in strategic mode" should change the LCU to this op mode. Similar if the TF is an Amphib TF and the LCU I want to load is not in combat mode - a click on "Not in combat mode" and there you go. Would same some clicks.

Great idea, you would still have the same delay in changing mode.
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mikkey
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by mikkey »

+1
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BigDuke66
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by BigDuke66 »

I don't know what to make of it so a simply post it here:
"7th Indian Division takes replacements from Bhaunagar"

The strange thing is that the div. is at Diamond Harbour on the other side of India.
Also I have never seen a message that an LCU takes replacements from a different location, don't the convert the overflow supply at their current locations, I mean it doesn't work like with air groups where new subunits are formed.
Even if that is OK Calcutta is right besides Diamond Harbour and as 37k supplies with 10k needed, so more than enough to use the overflow.

So ist that message OK or could it be a bug?
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michaelm75au
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by michaelm75au »

Attach the save and I'll have a look.
If it trace a supply path from the unit to the base, it can use it to supply the replacements. It is based on the supply stored at the base at the time of tracing the path.
Michael
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BigDuke66
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by BigDuke66 »

Autosave, rename zip to pws.
Attachments
wpae119_1_19420326.zip
(2.56 MiB) Downloaded 8 times
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michaelm75au
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by michaelm75au »

WAD. The bases are checked in numerical order to see what units can be supplied. That base is in supply range of unit.
It does look strange when base next door has the supply.
Michael
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BigDuke66
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by BigDuke66 »

Oh OK, thanks for checking that.
Chris21wen
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RE: Patch 07 - Unofficial Public Beta - 1123e updated 17 February 2013

Post by Chris21wen »

ORIGINAL: Chris H

Air unit would not upgrade.

Mandalay had no damage, 20,000+ supply, level 8 a/f, not cut off, enough a/c and air Hq in same base. It is the turn after and it has now upgraded automatically and I still don't know why it would do it manually.

The only difference that I can see between the upgrade requirements and the turn prior to the problem occurring is the base only had 14K supply. I boosted the supply required by 25,000 which has, as you can see in the pic, increased supply 20.4K. Now this should be enough but wasn't. I left the unit set to upgrade and with the supply boost increasing supply to over 22K the unit did upgrade to 42 Tony the next turn.

I'm surmising here but it's the only thing that fits. There are two supply phases per turn. If some kind base supply check is made after the first one and supply is not over 20K then a flag is set. Now if this check is not repeated after the second supply phase then the upgrade button will be greyed out. This is a guess.


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The above is taken from a thread I started in the general forum, it was put there because I thout I was missing something. After various suggestion in appears there should be no reason for the unit (any unit in the base as I tried others) not to upgrade. Unfortunately I do not have a save as I've subsequently overwriten it but theses are my thoughts as to why it happened.
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michaelm75au
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RE: Patch 07 - Unofficial Public Beta - 1123e updated 17 February 2013

Post by michaelm75au »

The 20K supply minimum check happens at the time of the upgrade.
Required supply would be 20K plus the cost to upgrade (42 planes x 12 for fighter) = 20504. [cost varies between 12 and 30 dependent on type of aircraft]

I tender to assume extra 20 per group size.
Michael
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michaelm75au
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by michaelm75au »

ORIGINAL: LargeSlowTarget

Another request if possible: Would be nice if the "Load TF screen" could allow the changing of LCU ops modes. More often than not I find myself in the load screen of a transport TF and am greeted with the status "Not in strategic mode" because I forgot to prepare the LCUs for the intended move. So I have to exit, go into the LCU screen to change the op mode and than back into the TF load screen. Clicking on "Not in strategic mode" should change the LCU to this op mode. Similar if the TF is an Amphib TF and the LCU I want to load is not in combat mode - a click on "Not in combat mode" and there you go. Would same some clicks.

I had tried to change that in an earlier release without success - still have the code in program but disabled.
I may look at this again.
Michael
Chris21wen
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RE: Patch 07 - Unofficial Public Beta - 1123e updated 17 February 2013

Post by Chris21wen »

ORIGINAL: michaelm

The 20K supply minimum check happens at the time of the upgrade.
Required supply would be 20K plus the cost to upgrade (42 planes x 12 for fighter) = 20504. [cost varies between 12 and 30 dependent on type of aircraft]

I tender to assume extra 20 per group size.


Problem solved, Never even gave the answer a thought. Thank you.
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Christopher John
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RE: Patch 07 - Unofficial Public Beta - 1117 updated 22 September 2012

Post by Christopher John »

Wide Screen Resolution

How do I get Beta WitP AE to resize to my monitor?

It works fine with the normal edition

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