Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Too Funny

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Too Funny Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
Too Funny - 8/7/2009 1:54:33 AM   
dpstafford


Posts: 1910
Joined: 5/26/2002
From: Colbert Nation
Status: offline
Not really.

When you create a sub patrol TF, it defaults to retirement rather than remain-on-station.

When you create a sub mine laying TF, it defaults to Do Not Lay Mines.

Both completely the opposite of what it should be.

If you guys are really interested in making a dent in the excessive mouse clicks, here is an easy one to start with.



_____________________________

Post #: 1
RE: Too Funny - 8/7/2009 2:31:04 AM   
Don Bowen


Posts: 8183
Joined: 7/13/2000
From: Georgetown, Texas, USA
Status: offline

quote:

ORIGINAL: dpstafford

Not really.

When you create a sub patrol TF, it defaults to retirement rather than remain-on-station.

When you create a sub mine laying TF, it defaults to Do Not Lay Mines.

Both completely the opposite of what it should be.

If you guys are really interested in making a dent in the excessive mouse clicks, here is an easy one to start with.




I disagree.

(in reply to dpstafford)
Post #: 2
RE: Too Funny - 8/7/2009 2:37:12 AM   
Mynok


Posts: 12108
Joined: 11/30/2002
Status: offline

I'm with Don. The settings should be consistent for all task forces, and that means Retirement Allowed is the default, as is Do Not Lay Mines...for all TFs. Especially with Mine TFs, I don't want to forget and have them dump their load where I created them before I set their destination.


_____________________________

"Measure civilization by the ability of citizens to mock government with impunity" -- Unknown

(in reply to Don Bowen)
Post #: 3
RE: Too Funny - 8/7/2009 3:29:06 AM   
dpstafford


Posts: 1910
Joined: 5/26/2002
From: Colbert Nation
Status: offline
At least now I know how AE got so screwed up.

This particular item, manual sub operations, worked just fine in WITP. Without these buttons.

Rule 1: if something isn't broken, don't "fix" it.

Rule 2: see rule #1

_____________________________


(in reply to Mynok)
Post #: 4
RE: Too Funny - 8/7/2009 4:11:33 AM   
TalonCG2


Posts: 95
Joined: 3/19/2008
From: Florida, USA
Status: offline

quote:

ORIGINAL: dpstafford

At least now I know how AE got so screwed up.
This particular item, manual sub operations, worked just fine in WITP. Without these buttons.
Rule 1: if something isn't broken, don't "fix" it.
Rule 2: see rule #1


Keeping all TFs and default settings consistent is less confusing and necessary. It makes perfect sense to have them set the way they currently are.

I think you're a bit confused. AE is damn near perfect. Only a few minor tweaks and it will be wargaming nirvana. To that I say, AE ain't broke! Don't try to fix it!

The game by it's very nature is a click fest. The game difficulty is listed as gronard, anorak, war historian for a reason! If you're looking for less work, more action, go play PacStorm or something on the Xbox.


_____________________________

Clear skies and tailwinds,
Chuck

(in reply to dpstafford)
Post #: 5
RE: Too Funny - 8/7/2009 4:34:28 AM   
aprezto


Posts: 824
Joined: 1/29/2009
Status: offline
It is certainly a click fest though. I am so daunted by this that I am crawling my way through the grand campaign turn 1.

click, click, click, click.

Unfortunately I can't really see how you get around this though. We want to control everything but want the game to somehow 'know' what we want. A necessary evil maybe, but it sure makes the first turn hell.

_____________________________



Image courtesy of Divepac

(in reply to TalonCG2)
Post #: 6
RE: Too Funny - 8/7/2009 4:37:15 AM   
Mynok


Posts: 12108
Joined: 11/30/2002
Status: offline

quote:

ORIGINAL: dpstafford

At least now I know how AE got so screwed up.

This particular item, manual sub operations, worked just fine in WITP. Without these buttons.

Rule 1: if something isn't broken, don't "fix" it.

Rule 2: see rule #1


It works the same way it worked in Witp. Both buttons were there and performed exactly the same way.

_____________________________

"Measure civilization by the ability of citizens to mock government with impunity" -- Unknown

(in reply to dpstafford)
Post #: 7
RE: Too Funny - 8/7/2009 5:03:55 AM   
dpstafford


Posts: 1910
Joined: 5/26/2002
From: Colbert Nation
Status: offline
quote:

ORIGINAL: Mynok

It works the same way it worked in Witp. Both buttons were there and performed exactly the same way.

Well, that would explain a lot. Apparently you never played WITP. Those buttons are NOT on Sub TF's in WITP.

< Message edited by dpstafford -- 8/7/2009 5:17:00 AM >


_____________________________


(in reply to Mynok)
Post #: 8
RE: Too Funny - 8/7/2009 5:07:22 AM   
dpstafford


Posts: 1910
Joined: 5/26/2002
From: Colbert Nation
Status: offline

quote:

ORIGINAL: TalonCG2
The game by it's very nature is a click fest. The game difficulty is listed as gronard, anorak, war historian for a reason! If you're looking for less work, more action, go play PacStorm or something on the Xbox.

I have been playing "gronard" games since you were in diapers. When you have a thousand turns or so under belt in PacWar/UV/WITP/AE then you can talk to me about your Xbox.

_____________________________


(in reply to TalonCG2)
Post #: 9
RE: Too Funny - 8/7/2009 5:14:30 AM   
jimh009

 

Posts: 368
Joined: 5/15/2005
Status: offline
There's no doubt that AE requires lots of clicking. But, this is a huge game in incredible detail. No real way around much of the clicking. Only thing that bothers me...and takes up a lot of my time and "clicks"...is all the stuff going on in the off-map areas and having to constantly check for aircraft withdraws. It would have been helpful if all the reinforcements that arrive "off map" arrived "on-map" instead and if air units that are withdrawn soon after the game begins and are "locked down" never appeared in the game to begin with (locked down air units on the east coast...scheduled to be withdrawn in January '42 and have one aircraft each...what's the point of these units at all?). At times, you can have too much detail and have it accomplish little but bog the game down.

But other than that, no real complaints from me about AE.

(in reply to dpstafford)
Post #: 10
RE: Too Funny - 8/7/2009 5:16:28 AM   
dpstafford


Posts: 1910
Joined: 5/26/2002
From: Colbert Nation
Status: offline

quote:

ORIGINAL: aprezto
Unfortunately I can't really see how you get around this though. We want to control everything but want the game to somehow 'know' what we want. A necessary evil maybe, but it sure makes the first turn hell.

Play WITP and you'll see how the original designers got around it. At least some of it.

I'm not denying that AE fixed and improved a lot of thngs from WITP. But they went over board shoving every beta tester's pet project into the game.

Stafford's theorem: There are players and there are modders. Are rarely the two shall meet in the same head. This monster had too many modders and not enough players working on it. But then, I guess it would be the modders who were most willing to work it. The players were too busy playing. So I guess we players have no one to blame but ourselves.....

_____________________________


(in reply to aprezto)
Post #: 11
RE: Too Funny - 8/7/2009 5:18:59 AM   
jimh009

 

Posts: 368
Joined: 5/15/2005
Status: offline

quote:

ORIGINAL: dpstafford

Not really.

When you create a sub patrol TF, it defaults to retirement rather than remain-on-station.

When you create a sub mine laying TF, it defaults to Do Not Lay Mines.

Both completely the opposite of what it should be.

If you guys are really interested in making a dent in the excessive mouse clicks, here is an easy one to start with.




In WiTP, mine laying TF's defaulted to "Do Not Lay Mines." Fire up WiTP and check.

Subs in WiTP also defaulted to retirement allowed, although, like you...I found that annoying. But as another poster said, it's probably a good thing that all task forces are "standardized", even if it means a few more clicks here and there. Besides, with subs in AE, you can just set them once and forget about them for months and months on end now...unlike WiTP, where sub management took up tons of time.

And I have 1000's of hours in WiTP and UV, too.

(in reply to dpstafford)
Post #: 12
RE: Too Funny - 8/7/2009 5:27:01 AM   
dpstafford


Posts: 1910
Joined: 5/26/2002
From: Colbert Nation
Status: offline
I actually don't mind the off map stuff. But the plethora of withdraws on land, sea and air, as you said, are a real drawback to playability. The "war" in the Pacific has been completely lost.

They will claim that the constant withdraws are "realistic". But they are not. They happened when they did because of the historic situation at the time of the withdrawal. But the "history" is changed as soon as the first turn is played. Someone in charge of the OOB just went a little nuts.

_____________________________


(in reply to jimh009)
Post #: 13
RE: Too Funny - 8/7/2009 5:36:31 AM   
dpstafford


Posts: 1910
Joined: 5/26/2002
From: Colbert Nation
Status: offline

quote:

ORIGINAL: jimh009
In WiTP, mine laying TF's defaulted to "Do Not Lay Mines." Fire up WiTP and check.

Subs in WiTP also defaulted to retirement allowed, although, like you...I found that annoying. But as another poster said, it's probably a good thing that all task forces are "standardized", even if it means a few more clicks here and there. Besides, with subs in AE, you can just set them once and forget about them for months and months on end now...unlike WiTP, where sub management took up tons of time.

Yes, minelaying SURFACE TF's have that default. Sub minelaying TF's don't even have that switch. And they didn't need it.

And sub patrols are NOT defaulted to retirement in WITP. (Or did you mean AE?)



_____________________________


(in reply to jimh009)
Post #: 14
RE: Too Funny - 8/7/2009 5:36:49 AM   
jimh009

 

Posts: 368
Joined: 5/15/2005
Status: offline
I agree, at least to a certain extent, about all the withdraws. As you said, the withdraws happened for a reason during the war...reasons unlikely to be duplicated in a persons game. On the other hand, some withdraws (British ships in particular) and perhaps some ships from the US (to support Atlantic operations) do make sense. Certain land unit withdraws also make sense (the Marine Raiders...which were disbanded entirely as the war progressed). But I do think things went a bit overboard in the unit withdraw department...especially the air groups that are withdrawn and then "come back" a few months later with a different name.

(in reply to dpstafford)
Post #: 15
RE: Too Funny - 8/7/2009 5:37:40 AM   
jimh009

 

Posts: 368
Joined: 5/15/2005
Status: offline
Ah...lol, I never use sub minelaying TF's in WiTP. There were enough mines floating around in WiTP, so never found a use for sub minelayers!

(in reply to jimh009)
Post #: 16
RE: Too Funny - 8/7/2009 5:38:46 AM   
erstad

 

Posts: 1944
Joined: 8/3/2004
From: Midwest USA
Status: offline
I'm not endorsing all of dpstafford's comments. However, he is right that sub TFs in WiTP did not have the retirement allowed option. See screenie below - sub tfs are set to patrol/do not retire, and it's greyed out meaning you can't change it.

I would personally favor setting sub tfs to remain on station, that is what you want 99.9% of the time. But that's an opinion. It is a fact that it is different than Witp (unless I'm confused on some way?)







Attachment (1)

< Message edited by erstad -- 8/7/2009 6:23:50 AM >

(in reply to dpstafford)
Post #: 17
RE: Too Funny - 8/7/2009 5:41:01 AM   
dpstafford


Posts: 1910
Joined: 5/26/2002
From: Colbert Nation
Status: offline

quote:

ORIGINAL: jimh009
At times, you can have too much detail and have it accomplish little but bog the game down.

That's all I am saying. And trying to point out some of those areas. From the perspective of a player. Not a modder.

_____________________________


(in reply to jimh009)
Post #: 18
RE: Too Funny - 8/7/2009 5:44:02 AM   
dpstafford


Posts: 1910
Joined: 5/26/2002
From: Colbert Nation
Status: offline

quote:

ORIGINAL: erstad
I would personally favor setting sub tfs to remain on station, that is what you want 99.9% of the time. But that's an opinion. It is a fact that it is different than Witp (unless I'm confused on some way?)

Right on all counts. Maybe 99.99%


_____________________________


(in reply to erstad)
Post #: 19
RE: Too Funny - 8/7/2009 5:47:31 AM   
dpstafford


Posts: 1910
Joined: 5/26/2002
From: Colbert Nation
Status: offline

quote:

ORIGINAL: jimh009
Ah...lol, I never use sub minelaying TF's in WiTP. There were enough mines floating around in WiTP, so never found a use for sub minelayers!

I only used them for minelaying because the torpedo dud rate is so high in the early war. And because they can lay mines in the enemy rear areas.

_____________________________


(in reply to jimh009)
Post #: 20
RE: Too Funny - 8/7/2009 5:55:07 AM   
rroberson

 

Posts: 2050
Joined: 5/25/2004
From: Arizona
Status: offline

quote:

ORIGINAL: dpstafford


quote:

ORIGINAL: TalonCG2
The game by it's very nature is a click fest. The game difficulty is listed as gronard, anorak, war historian for a reason! If you're looking for less work, more action, go play PacStorm or something on the Xbox.

I have been playing "gronard" games since you were in diapers. When you have a thousand turns or so under belt in PacWar/UV/WITP/AE then you can talk to me about your Xbox.



I do have have a thousand turns or so under the belt in PacWar/UV/WITP/AE. And I have an xbox. Wanna talk?

Once I realized that those settings had to be set on subs...it took me exactly 1 second to correct it.

_____________________________


(in reply to dpstafford)
Post #: 21
RE: Too Funny - 8/7/2009 8:47:51 AM   
Kaletsch2007

 

Posts: 142
Joined: 4/2/2008
Status: offline
Allways very interesting, how people (few of them) can find a hair in every soup. Maybe they are even searching for it ?!
Should not be a problem to allways remember to set the sub TF to remain on station and tell them to lay mines.

I know, nobody is really interested in my small opinion, but this discussion is not worth more then 2 cents.

(in reply to rroberson)
Post #: 22
RE: Too Funny - 8/7/2009 2:26:49 PM   
Chickenboy


Posts: 24520
Joined: 6/29/2002
From: San Antonio, TX
Status: offline

quote:

ORIGINAL: dpstafford


quote:

ORIGINAL: erstad
I would personally favor setting sub tfs to remain on station, that is what you want 99.9% of the time. But that's an opinion. It is a fact that it is different than Witp (unless I'm confused on some way?)

Right on all counts. Maybe 99.99%


I respectfully disagree. Keeping your sub TFs set to remain on station (in a given target hex) is a good way to get 'em killed in AE. I'd prefer to not have my submarine forces *defaulted* to a very dangerous activity.

In order to keep them anywhere in the theater or targeted area in WITP one had to have them remain on station ('Do not retire') or set them up with movement orders EVERY TURN. A bit monotonous and repetitive.

The 'Patrol Zone' scripts in AE are a godsend as far as I'm concerned. They effectively neuter this argument, as I can't think of too many reasons to just give a sub a single one hex destination and order it to not retire once it gets there.

(in reply to dpstafford)
Post #: 23
RE: Too Funny - 8/7/2009 2:55:09 PM   
Mynok


Posts: 12108
Joined: 11/30/2002
Status: offline

quote:

ORIGINAL: dpstafford

quote:

ORIGINAL: Mynok

It works the same way it worked in Witp. Both buttons were there and performed exactly the same way.

Well, that would explain a lot. Apparently you never played WITP. Those buttons are NOT on Sub TF's in WITP.


I was talking about tf's in general. Since sub tf's now DO have those buttons, they should work absolutely consistently with other tf's.


_____________________________

"Measure civilization by the ability of citizens to mock government with impunity" -- Unknown

(in reply to dpstafford)
Post #: 24
RE: Too Funny - 8/7/2009 3:27:27 PM   
erstad

 

Posts: 1944
Joined: 8/3/2004
From: Midwest USA
Status: offline

quote:

ORIGINAL: Chickenboy

The 'Patrol Zone' scripts in AE are a godsend as far as I'm concerned. They effectively neuter this argument, as I can't think of too many reasons to just give a sub a single one hex destination and order it to not retire once it gets there.



Good point. I haven't done much with patrol zones yet. (baby steps, then bigger steps, then ...)

(in reply to Chickenboy)
Post #: 25
RE: Too Funny - 8/7/2009 3:49:31 PM   
Sardaukar


Posts: 9847
Joined: 11/28/2001
From: Finland/Israel
Status: offline
Best thing is command "Patrol around target", which quickly sets patrol zone around hex. Really quick and useful.

_____________________________

"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


(in reply to erstad)
Post #: 26
RE: Too Funny - 8/7/2009 3:55:31 PM   
Placatio

 

Posts: 8
Joined: 4/15/2008
Status: offline
I must be weird on the minelaying.  I LIKE the "Do not lay mines" default.   Many times I want to refuel on the way and I don't want them laying mines in my refueling station because I forgot to change it :)

I agree on subs, though.  Default should be "Remain on Station" if that is easy enough to change for a patch.

(in reply to Sardaukar)
Post #: 27
RE: Too Funny - 8/7/2009 4:00:47 PM   
Sardaukar


Posts: 9847
Joined: 11/28/2001
From: Finland/Israel
Status: offline
I don't think you want your subs to "remain on station" in AE, which mean in one hex. Every time they are spotted, chances grow that they will be sunk or at least attacked since their detection level go up. It negates their effectiveness too, since spotted subs cause many TFs to avoid the area.

Using Patrol Zone where sub changes hex every day is way to go, and is very quick to set with "Patrol around target".

< Message edited by Sardaukar -- 8/7/2009 4:03:11 PM >


_____________________________

"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


(in reply to Placatio)
Post #: 28
RE: Too Funny - 8/7/2009 4:48:51 PM   
Mynok


Posts: 12108
Joined: 11/30/2002
Status: offline

quote:

ORIGINAL: Sardaukar
Using Patrol Zone where sub changes hex every day is way to go, and is very quick to set with "Patrol around target".


Exactly. Great new feature.

_____________________________

"Measure civilization by the ability of citizens to mock government with impunity" -- Unknown

(in reply to Sardaukar)
Post #: 29
RE: Too Funny - 8/7/2009 5:21:29 PM   
jeffk3510


Posts: 4132
Joined: 12/3/2007
From: Kansas
Status: offline

quote:

ORIGINAL: Sardaukar

I don't think you want your subs to "remain on station" in AE, which mean in one hex. Every time they are spotted, chances grow that they will be sunk or at least attacked since their detection level go up. It negates their effectiveness too, since spotted subs cause many TFs to avoid the area.

Using Patrol Zone where sub changes hex every day is way to go, and is very quick to set with "Patrol around target".


IF I recall correctly, you dont have to click the retire/remain on state button if youre going to use patrol/waypoints, because once you chose that option to patrol or use the way points, the retire/remain on station button is greyed out...

I could be wrong though.... but if not, that is one less click..


_____________________________

Life is tough. The sooner you realize that, the easier it will be.

Currently chasing three kids around the Midwest.

(in reply to Sardaukar)
Post #: 30
Page:   [1] 2   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Too Funny Page: [1] 2   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.578