WITP-AE-Patches y Ad-Ons.

Todo lo relacionado con los juegos de Gary Grigsby’s
WitP/AE War In The Pacific - Admiral Edition
WitE War in the East - WitE 2War in the East 2
WitW War in the West

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screamingeagle
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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por screamingeagle »

Pues realmente no se que es lo que puede fallarte, screamingeagle, ya que yo he podido actualizarlo sin problemas (comprobando además lo que dice Fremen, lo de los motores de los Tojos).

Sin duda algo has hecho mal, sino no me cuadra.
En realidad por lo que he podido observar, el cambio de motor solo se produce en los escenarios 1 y 7, yo estoy jugando el 8 y en este sigue con el motor HA35 :Ok:

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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por Chokai »

No sabía que lo de los motores de los Tojos estaba limitado solo a unos escenarios, es que yo solo juego al escenario 1 con lo que no conozco el resto.
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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por screamingeagle »

[quoteNo sabía que lo de los motores de los Tojos estaba limitado solo a unos escenarios, es que yo solo juego al escenario 1 con lo que no conozco el resto.
][/quote]

Estoy jugando el 8 porque soy muy novato y quería concentrarme en el juego sin tenerme que preocupar demasiado de un teatro secundario como China, además pensé que un poquito de ventaja no me vendría mal :oops:, cuando domine más a "la bestia" (supongo que mas o menos en mi otra vida) me animaré con el 1 :Ok: .

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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por KriegDrake »

Nuevo parche beta.

Here is the changelog.

001. Check if active units start on the map or on TFs; some LCU/TFs could end up being lost/disappear
002. Fixed travel delay from East Coast and off-map for group/leader
003. Fixed fragment disband that could be allowed when loaded on ship
004. Fixed bug in refueling barges from carried cargo
005. Fixed bug in TF size check when changing TF mission; affected barge TF
006. Fixed bug where base ownership was checked at scenario start for future arriving air groups; caused the group to divert to home base, rather than divert at the time of arrival if still in enemy hands
007. Removed the supply requirement for returning reserve planes to the pool
008. Removed devices that don't belong to the same side as the LCU
009. Added a destroyed LCU screen and the ability to reform non-Chinese LCUs (at 1% TOE) using PPs
010. Added the Nationality filters to ground reinforcement/withdrawal in line with other screens
011. Show path of group plane upgrades on the user selected upgrade screen; (+) against upgrade indicates the old designer group path upgrade
012. Added an option to retain the user over-ridden group upgrade when manually upgrading only; currently it loses the original upgrade if player down grades
013. Changed to use a common fuel requirement check as there were 2 different check methods used; now requires enough fuel to fuel all disbanded ships in a base regardless if already fueled - originally required the full class fuel level regardless of fuel already in ship
014. Added any future group size changes to be shown in the mouse-over box on group screen
015. Changed to allow HQ units (below the base slots) to upgrade their devices; only LCUs above the base slots were upgraded as check started from there
016. On the army screen, show static device even if no active/disabled devices currently present; explains why unit is "cant load/Not loadable". Currently static device only show when there is at least one device.
017. On the army reinforcement screen, show the arrival base in RED if enemy-held at the time - this is inline with how group bases are shown; LCU is still relocated to home base if arrival base is enemy held at time of arrival
018. Undo rule where viewing TF list automatically tries to refuel ships
019. Added option to refuel all ships in port from the Anchored Ships list to counter above change
020. Fixed empty group showing after group transfer from ship
021. Changed Auto Convoy to determine supply path based on base location(on Auto Convoy screen)
022. Changed Auto Convoy to skip enemy-held main supply base (on Auto Convoy screen)
023. Added '*' to base name if supplied from the western Allied supply base (on Auto Convoy screen)
024. Added column for fuel required to Auto Convoy screen; '+' next to value indicates ships in port
025. Added ship class filter on ship list on Auto Convoy screen; filters line up with 12 major classes shown in image with counts
025. Changed base screen to use appropriate main supply base for Auto Convoy ON/OFF setting; off-map bases don't use AC
026. Suppress Soviet bases in Auto Convoy List until activated
027. Tweak to TF unloading
028. Tweak air attacks on small craft TFs (barge, PT, landing craft) to stop large bombers from attacking at high alt
029. Fixed Mouse-over box on non-base hex with an event thinking it is a base
030. Fixed Over-flow issue with base required fuel causing it to go negative
031. Fixed (base screen on industry management screen) Background screen of a larger underlying screen was left behind when a smaller screen was shown and map was moved
032. Fixed showing enemy LCU count in a non-detected hex; shows if unit detected or FoW off or in a detected base hex
033. Fixed Soviet activation being on at start of scenario not allowing Japanese air attacks against Soviet locations.
034. Changed Group patrol levels increase/decrease more consistent across all patrol types with a left-click by 10% and a right-click by 30%; use to be just right-click on training for 50%
035. Fixed Error in TF list screen for guns' ammo
036. Fixed Aerial mine-laying mission was left out of the bomber interception check; should have been as it was added to the other checks
037. Added Quick ability to change repair/production state from the actual base-in-hex Industry screen
038. Fixed Unescorted bomber withdraw message not correct sometimes
039. Fixed Ship-based groups in port or on docked TF can be transferred from damaged ships
040. Fixed Attack bomber was being set to strafe incorrectly sometimes
041. Added Extend the save game load checks to include checking (and adjusting) the fuel/oil/resource/supply load does not exceed ship capacity
042. Fixed Recon/search flights were being shown with escort/sweeps in same hex
043. Fixed Supply/fuel/oil/resource totals didn't always agree across the various screens. Total supply on these screens shows supply at bases in '()'.
044. Fixed Secondary Chinese home base was incorrect - was CHENGTING should have been CHENGTU
045. Tweaked Distribution of supplies to units unloading from ships
046a. Fixed Handle zone to zone when direct connection is not available (offmap boxes to Aden/Abadan prior to Med opening)
046b. Added protection to stop connecting invalid destination zones that caused issue in 46a
047. Fixed Not trying to auto-docking at ports > 4; should not auto dock at port 0-3
048. Tweaked Expanded turn cycle from 3 to 4; art contains 1-4 images
049. Fixed ARD repair
050. Fixed Auto dock not working for ports 3+; should not be allowed at port 0-2; test was reversed
051. Fixed Error in target base selection that could stop Heavy bombers from picking a base to attack
052. Tweaked Standardized skill selection and mission profile for skill improvement; experience updates could revert to primary mission only
053. Fixed ASW experience could be sometimes incorrectly modified in sub combat due to wrong variable.
054. Fixed Defensive subs not working properly due to bug
055. Fixed Due to timing of auto patrols, subs may might not upgrade.
056. Tweaked Follow on TF bug
057. Fixed Error in repair estimate for ships
058. Fixed Radar detection for land units was overridden by 'visual' spotting
059. Changed Limit the 'On Map Routing' button on the TF screen to the on-map entry hex to minimize TF routing errors
060. Fixed Weather setting for non-base LCUs was not correctly set for all units in the same hex
061. Suppress restoration of the Combat Event report in PBEM games due to Japanese info being available to Allied player
062. Tweaked Improved airborne radar impact on Air Search as current setting is being overwhelmed
063. Fixed Search arcs seem to be generated in reverse sequence. This varies depending on the size and angles of the search sector. Added anti-/clockwise option to search arc on group screen due to confusion when large sectors being assigned
064. Added direction switch on the Search arcs to alleviate searches being in wrong order
065. Tweaked display of search arcs to emulate above change - sectors sharing AM/PM search show as Black (Naval) or White (ASW)
066. Tweaked Several pilot screens to retain current position when performing pilot assignments
067. Fixed Wrong pilot could lose skill points (for flying wrong type of plane) when transferred to Pilot Reserve on the 'Request Veteran' screen
068. Fixed Sometimes a destination was set for new TFs. Current base/hex will be the default destination, unless it is formed from another TF where that TF's will be used.
069. Added TF mouse over shows off-map destination details if applicable
070. Added Base mouse over shows garrison info if applicable
071. Tweaked Group screen - some mouse over updates, retain target (if appropriate) when swapping between Port/AF/Ground missions, check if within range before changing all in base
072. Tweaked Allow AI to use port mining as a group mission
073. Changed Night missions on the group lists will show in BLACK to make them easier to find
074. Tweaked Small map AI supply base - use closest main base with enough supply rather than just the first one. Stops AI from creating supply TF going from one end of map to the other.
075. Changed Protect AI from generating errors from data in scenario file
076. Changed Top Pilot list treats TRACOM as if a Japanese group.
077. Fixed AdjustRateForNavalSupport() increased to a long integer to cater for large naval support values
078. Changed Switching between night/day will attempt to retain mission for ease of play
079. Fixed Amphib HQ was not being loaded on AGC due to a wrong variable check and correct unloading process. If no Aphib Hq, then a land or naval HQ will try to load on the AGC before any other land unit does.
080. Changed Added the target prepared for to the Load/Adjust Troops screen to ease LCU selection for amphib forces.
081. Fixed Loading groups weren't showing up in the load lists for 'Load Troops' as it was no longer at the base
082. Tweaked Increased fuel requirements of bases' with HI to force more fuel to be routed there, with adjusting of actual ship/TF fuel used
083. Added New button on base screen to show TFs home-based at the base (help to refine base fuel needs)
084. Tweaked Removed Cold Zone from off-map bases
085. Tweaked Made the attack bomber strafe/bomb more obvious in animation
086. Tweaked Added 'destroyed by flak' count to the combat report due to kill confusion
087. Tweaked Swapping of fragment and parent were missing some items
088. Added New filter on List pilot screens for plane type
089. Fixed Transport of devices by non-float planes to dot base (no AF) not allowed
090. Added Show current victory level if not a draw on Intel based on current losses
091. Fixed Standing down CV groups was not curing plane fatigue.
092. Changed Offset the original nation hex (from hotkey 4) so it can be read when a base is present
093. Changed Allowed Allies to control their industry as it can be stop/start via Industry Management screen but doesn't show up on other screen
094. Added Filter to show enemy bases on the List Base screen - can only go to the base hex, no other details shown
095. Fixed Crash when withdrawing ship at a non-base off-map location
096. Fixed Sub mine numbers not always being cleared when tube/mines are removed when not in a port
097. Removed ability to send pilot 'home for 180 days' as not desired or useful
098. Changed Industry Management store totals were too big using alternate font
099. Fixed Cap the number of landing phases a TF can perform. The count was becoming 99 which resulted in abandoning the landing.
100. Removed ability to send pilot 'home for 180 days' as not desired or useful
101. Changed Some of Industry Management fields were too big using alternate font, changed to show fewer letters
102. Fixed Once R&D kicks in, always keep at least one R&D point available to stop DB updates from wiping out availability advancement
103. Fixed Verify ship and class devices match before determining damaged weapons. Force unmatched ship/class devices to conform when ship in friendly base
104. Fixed The ship load method was not always set correctly resulting in units not being in proper mode for amphib TF.
105. Added Show 'combat load' method on LCU when viewing ship screen
106. Fixed Group fragments on ships not combining
107. Fixed Follow-on escorts could change to bombing mission if its secondary was a bombing one
108. Fixed Search plane being killed while on search could cause a CTD
109. Fixed Don't allow component LCU to be rebuilt if parent already reformed
110. Fixed Flak from ships in port being used as if in a TF; related to an earlier change
111. Fixed Don't reform groups that have been lost due to a ship class change unless specifically stated in scenario
112. Fixed TF were auto-disbanding when the still had routing parameters

http://www.matrixgames.com/forums/tm.asp?m=2656570
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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por Chokai »

Gracias, vamos a por el. Parece que tiene cambios interesantes; tengo que echarle un vistacillo a eso de la "pantalla de unidades terrestres destruidas" y a que se puedan volver a formar gastando puntos políticos :P .
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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por traskott »

Cielos, ya no tendré que ir rebañando fragmentos por todo el mapa :mrgreen: :mrgreen: . Me parece una buena idea. Y hay muchos cambios bastante interesantes en el tema de manejo y gestión del turno... A ver si me devuelven turno y lo instalo..
War in the Pacific Admiral Edition
World of Warships: Buscando conocidos para darle: https://warships.net/Traskott_Paradox
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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por hused »

Arreglaron al final el de los arcos de búsqueda que parecia que no andaban??
Que cagada se me jode la PC y hay parche nuevo...
Naides, más que naides, y menos que naides Chacho Peñaloza
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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por Halsey »

¿Sabeis a partir de que tonelaje no pueden entrar los barcos en las zonas de rio, como Rangoon y Palembang?
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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por Fletcher »

Halsey escribió:¿Sabeis a partir de que tonelaje no pueden entrar los barcos en las zonas de rio, como Rangoon y Palembang?
Halsey,

Salvo que mi memoria me traicione 10.000 toneladas... de todos modos a ver si cojo el manual y lo miro para ser más preciso.

Saludos y Feliz Navidad
Ramón
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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por Halsey »

Un sobre guerra terrestre, cuando en un hexagono se encuentran fuerzas enemigas, ¿que haceis con las unidades de HQ que no tienen valor de asalto?, las poneis en modo combate o en modo reserve para que no sufran daños en los ataques, ya que en combate no aportan nada.
Las unidades que estan en reserva, ¿pueden recuperar escuadras disabled en esta situacion? ¿o solo se puede recuperar escuadras disabled en modo rest?.

Un saludo.

Jesús.
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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por Fletcher »

Halsey escribió:Un sobre guerra terrestre, cuando en un hexagono se encuentran fuerzas enemigas, ¿que haceis con las unidades de HQ que no tienen valor de asalto?, las poneis en modo combate o en modo reserve para que no sufran daños en los ataques, ya que en combate no aportan nada.
Las unidades que estan en reserva, ¿pueden recuperar escuadras disabled en esta situacion? ¿o solo se puede recuperar escuadras disabled en modo rest?.

Un saludo.

Jesús.
Hola Jesus,

Las unidades de HQ cuanto más cercanas al combate más % de bono aportan, asi que en modo combate en el mismo hexe a ser posible si se trata de HQ de CE (o Army en el caso del IJA). Aportar aportan, un bono de hasta un 10% en el caso de los HQ de CE y si la cadena unidad-HQ CE-HQ área esta completa de hasta un 100%.
Todas las unidades pueden recuperar escuadras disabled en CUALQUIER SITUACIÓN, pero las unidades en Rest tienen prioridad al recibir reemplazos.

Saludos y felices fiestas
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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por Halsey »

Gracias Ramón, tu siempre al quite!!!!

:Ok: :Ok: :Ok: :Ok: :Ok:
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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por nadia911 »

Ok here is the second public beta build fixing a few issues caused by patch 06 changes or otherwise discovered during patch 06 testing ... note ... changes 113 through 120 are the new ones added to this build.

Installation process is the same as before ... just download the file, unzip and run, this will install the patch (EXE only) into a separate directory and create a separate shortcut to allow you to choose to run either the beta or the current version you are running.

001. Check if active units start on the map or on TFs; some LCU/TFs could end up being lost/disappear
002. Fixed travel delay from East Coast and off-map for group/leader
003. Fixed fragment disband that could be allowed when loaded on ship
004. Fixed bug in refueling barges from carried cargo
005. Fixed bug in TF size check when changing TF mission; affected barge TF
006. Fixed bug where base ownership was checked at scenario start for future arriving air groups; caused the group to divert to home base, rather than divert at the time of arrival if still in enemy hands
007. Removed the supply requirement for returning reserve planes to the pool
008. Removed devices that don't belong to the same side as the LCU
009. Added a destroyed LCU screen and the ability to reform non-Chinese LCUs (at 1% TOE) using PPs
010. Added the Nationality filters to ground reinforcement/withdrawal in line with other screens
011. Show path of group plane upgrades on the user selected upgrade screen; (+) against upgrade indicates the old designer group path upgrade
012. Added an option to retain the user over-ridden group upgrade when manually upgrading only; currently it loses the original upgrade if player down grades
013. Changed to use a common fuel requirement check as there were 2 different check methods used; now requires enough fuel to fuel all disbanded ships in a base regardless if already fueled - originally required the full class fuel level regardless of fuel already in ship
014. Added any future group size changes to be shown in the mouse-over box on group screen
015. Changed to allow HQ units (below the base slots) to upgrade their devices; only LCUs above the base slots were upgraded as check started from there
016. On the army screen, show static device even if no active/disabled devices currently present; explains why unit is "cant load/Not loadable". Currently static device only show when there is at least one device.
017. On the army reinforcement screen, show the arrival base in RED if enemy-held at the time - this is inline with how group bases are shown; LCU is still relocated to home base if arrival base is enemy held at time of arrival
018. Undo rule where viewing TF list automatically tries to refuel ships
019. Added option to refuel all ships in port from the Anchored Ships list to counter above change
020. Fixed empty group showing after group transfer from ship
021. Changed Auto Convoy to determine supply path based on base location(on Auto Convoy screen)
022. Changed Auto Convoy to skip enemy-held main supply base (on Auto Convoy screen)
023. Added '*' to base name if supplied from the western Allied supply base (on Auto Convoy screen)
024. Added column for fuel required to Auto Convoy screen; '+' next to value indicates ships in port
025. Added ship class filter on ship list on Auto Convoy screen; filters line up with 12 major classes shown in image with counts
025. Changed base screen to use appropriate main supply base for Auto Convoy ON/OFF setting; off-map bases don't use AC
026. Suppress Soviet bases in Auto Convoy List until activated
027. Tweak to TF unloading
028. Tweak air attacks on small craft TFs (barge, PT, landing craft) to stop large bombers from attacking at high alt
029. Fixed Mouse-over box on non-base hex with an event thinking it is a base
030. Fixed Over-flow issue with base required fuel causing it to go negative
031. Fixed (base screen on industry management screen) Background screen of a larger underlying screen was left behind when a smaller screen was shown and map was moved
032. Fixed showing enemy LCU count in a non-detected hex; shows if unit detected or FoW off or in a detected base hex
033. Fixed Soviet activation being on at start of scenario not allowing Japanese air attacks against Soviet locations.
034. Changed Group patrol levels increase/decrease more consistent across all patrol types with a left-click by 10% and a right-click by 30%; use to be just right-click on training for 50%
035. Fixed Error in TF list screen for guns' ammo
036. Fixed Aerial mine-laying mission was left out of the bomber interception check; should have been as it was added to the other checks
037. Added Quick ability to change repair/production state from the actual base-in-hex Industry screen
038. Fixed Unescorted bomber withdraw message not correct sometimes
039. Fixed Ship-based groups in port or on docked TF can be transferred from damaged ships
040. Fixed Attack bomber was being set to strafe incorrectly sometimes
041. Added Extend the save game load checks to include checking (and adjusting) the fuel/oil/resource/supply load does not exceed ship capacity
042. Fixed Recon/search flights were being shown with escort/sweeps in same hex
043. Fixed Supply/fuel/oil/resource totals didn't always agree across the various screens. Total supply on these screens shows supply at bases in '()'.
044. Fixed Secondary Chinese home base was incorrect - was CHENGTING should have been CHENGTU
045. Tweaked Distribution of supplies to units unloading from ships
046a. Fixed Handle zone to zone when direct connection is not available (offmap boxes to Aden/Abadan prior to Med opening)
046b. Added protection to stop connecting invalid destination zones that caused issue in 46a
047. Fixed Not trying to auto-docking at ports > 4; should not auto dock at port 0-3
048. Tweaked Expanded turn cycle from 3 to 4; art contains 1-4 images
049. Fixed ARD repair
050. Fixed Auto dock not working for ports 3+; should not be allowed at port 0-2; test was reversed
051. Fixed Error in target base selection that could stop Heavy bombers from picking a base to attack
052. Tweaked Standardized skill selection and mission profile for skill improvement; experience updates could revert to primary mission only
053. Fixed ASW experience could be sometimes incorrectly modified in sub combat due to wrong variable.
054. Fixed Defensive subs not working properly due to bug
055. Fixed Due to timing of auto patrols, subs may might not upgrade.
056. Tweaked Follow on TF bug
057. Fixed Error in repair estimate for ships
058. Fixed Radar detection for land units was overridden by 'visual' spotting
059. Changed Limit the 'On Map Routing' button on the TF screen to the on-map entry hex to minimize TF routing errors
060. Fixed Weather setting for non-base LCUs was not correctly set for all units in the same hex
061. Suppress restoration of the Combat Event report in PBEM games due to Japanese info being available to Allied player
062. Tweaked Improved airborne radar impact on Air Search as current setting is being overwhelmed
063. Fixed Search arcs seem to be generated in reverse sequence. This varies depending on the size and angles of the search sector. Added anti-/clockwise option to search arc on group screen due to confusion when large sectors being assigned
064. Added direction switch on the Search arcs to alleviate searches being in wrong order
065. Tweaked display of search arcs to emulate above change - sectors sharing AM/PM search show as Black (Naval) or White (ASW)
066. Tweaked Several pilot screens to retain current position when performing pilot assignments
067. Fixed Wrong pilot could lose skill points (for flying wrong type of plane) when transferred to Pilot Reserve on the 'Request Veteran' screen
068. Fixed Sometimes a destination was set for new TFs. Current base/hex will be the default destination, unless it is formed from another TF where that TF's will be used.
069. Added TF mouse over shows off-map destination details if applicable
070. Added Base mouse over shows garrison info if applicable
071. Tweaked Group screen - some mouse over updates, retain target (if appropriate) when swapping between Port/AF/Ground missions, check if within range before changing all in base
072. Tweaked Allow AI to use port mining as a group mission
073. Changed Night missions on the group lists will show in BLACK to make them easier to find
074. Tweaked Small map AI supply base - use closest main base with enough supply rather than just the first one. Stops AI from creating supply TF going from one end of map to the other.
075. Changed Protect AI from generating errors from data in scenario file
076. Changed Top Pilot list treats TRACOM as if a Japanese group.
077. Fixed AdjustRateForNavalSupport() increased to a long integer to cater for large naval support values
078. Changed Switching between night/day will attempt to retain mission for ease of play
079. Fixed Amphib HQ was not being loaded on AGC due to a wrong variable check and correct unloading process. If no Aphib Hq, then a land or naval HQ will try to load on the AGC before any other land unit does.
080. Changed Added the target prepared for to the Load/Adjust Troops screen to ease LCU selection for amphib forces.
081. Fixed Loading groups weren't showing up in the load lists for 'Load Troops' as it was no longer at the base
082. Tweaked Increased fuel requirements of bases' with HI to force more fuel to be routed there, with adjusting of actual ship/TF fuel used
083. Added New button on base screen to show TFs home-based at the base (help to refine base fuel needs)
084. Tweaked Removed Cold Zone from off-map bases
085. Tweaked Made the attack bomber strafe/bomb more obvious in animation
086. Tweaked Added 'destroyed by flak' count to the combat report due to kill confusion
087. Tweaked Swapping of fragment and parent were missing some items
088. Added New filter on List pilot screens for plane type
089. Fixed Transport of devices by non-float planes to dot base (no AF) not allowed
090. Added Show current victory level if not a draw on Intel based on current losses
091. Fixed Standing down CV groups was not curing plane fatigue.
092. Changed Offset the original nation hex (from hotkey 4) so it can be read when a base is present
093. Changed Allowed Allies to control their industry as it can be stop/start via Industry Management screen but doesn't show up on other screen
094. Added Filter to show enemy bases on the List Base screen - can only go to the base hex, no other details shown
095. Fixed Crash when withdrawing ship at a non-base off-map location
096. Fixed Sub mine numbers not always being cleared when tube/mines are removed when not in a port
097. Removed ability to send pilot 'home for 180 days' as not desired or useful
098. Changed Industry Management store totals were too big using alternate font
099. Fixed Cap the number of landing phases a TF can perform. The count was becoming 99 which resulted in abandoning the landing.
100. Removed ability to send pilot 'home for 180 days' as not desired or useful
101. Changed Some of Industry Management fields were too big using alternate font, changed to show fewer letters
102. Fixed Once R&D kicks in, always keep at least one R&D point available to stop DB updates from wiping out availability advancement
103. Fixed Verify ship and class devices match before determining damaged weapons. Force unmatched ship/class devices to conform when ship in friendly base
104. Fixed The ship load method was not always set correctly resulting in units not being in proper mode for amphib TF.
105. Added Show 'combat load' method on LCU when viewing ship screen
106. Fixed Group fragments on ships not combining
107. Fixed Follow-on escorts could change to bombing mission if its secondary was a bombing one
108. Fixed Search plane being killed while on search could cause a CTD
109. Fixed Don't allow component LCU to be rebuilt if parent already reformed
110. Fixed Flak from ships in port being used as if in a TF; related to an earlier change
111. Fixed Don't reform groups that have been lost due to a ship class change unless specifically stated in scenario
112. Fixed TF were auto-disbanding when the still had routing parameters

113. Fixed TFs getting stuck in off-map mode
114. Changed Off-map TF won't return to home base if that is TF's destination
115. Fixed Industry Man screen showing incorrect N/M SY build points
116. Changed Using the millions format (x.xxM) for large totals on Industry Man screen for alternate font use
117. Fixed Withdraw ship button missing on ship screen
118. Fixed Rebuilt LCUs tended to use wrong PP cost on the first display, esp component units
119. Revised restore of report files from save
120. Changed Added group withdraw date to all split sub-groups, not just permanent withdraws


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traskott
Crack - Oberst
Crack - Oberst
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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por traskott »

AAAAAAAAAAAAAAAAAAAAAAAARGH !!!


Vale, a ver, ¿ este es el 11088b o cual es ? ¡¡ mi estar perdidooo !!
War in the Pacific Admiral Edition
World of Warships: Buscando conocidos para darle: https://warships.net/Traskott_Paradox
Hothawk
Regular - Feldwebel
Regular - Feldwebel
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Registrado: 30 Oct 2003, 01:48
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Re: WITP-AE-Patches y Ad-Ons.

Mensaje por Hothawk »

Estimado Traskott:
Es el - C - . Va encima del anterior beta que es el - B -.
Saludos,hothawk
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