I'm starting to have trouble with the main map screen not refreshing when scrolling, especially around the San Diego/Panama Canal area. If I 'jump' to the Canal using the small map in the right hand corner, the main screen does not update to show that area, but the base info does. IOW, I get the Canal bases sitting in whatever terrain was in that hex on the screen before I 'jumped'. If I try and scroll over to the Canal, when I get there if I scroll, say, to San Diego, I get repeating base/anchorage/airfield icons. It's only happening along the east edge of the map. Has anyone else seen this and what to do about it?
Posts: 1944
Joined: 8/3/2004 From: Midwest USA Status: offline
quote:
ORIGINAL: John Lansford
I'm starting to have trouble with the main map screen not refreshing when scrolling, especially around the San Diego/Panama Canal area. If I 'jump' to the Canal using the small map in the right hand corner, the main screen does not update to show that area, but the base info does. IOW, I get the Canal bases sitting in whatever terrain was in that hex on the screen before I 'jumped'. If I try and scroll over to the Canal, when I get there if I scroll, say, to San Diego, I get repeating base/anchorage/airfield icons. It's only happening along the east edge of the map. Has anyone else seen this and what to do about it?
I have seen this in Witp, not (yet) in AE. Quitting and restarting the application clears it for me. It doesn't happen often, in my experience.
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Joined: 6/25/2005 From: North Carolina Status: offline
I'm sure this has already been answered somewhere but my review of the manual and my forum searches have been unsuccessful.
I'm wondering what the effects will be of abandoning bases that appear to have little strategic or economic value. I sure could use those base forces in more critical spots. If a base has no resources, like some of those in central India and Australia, is there any reason not to evacuate the supporting base force and deploy it elsewhere?
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Joined: 10/18/2000 From: the flight deck of the Zuikaku Status: offline
Yes and no. It depends, really. The size of the port or airfield may make it a critical base. Location is important too. Unless the base is absolutely useless (a 0(0) airfield and port dot base for example), I try to put something in the hex, just so the nasty Allied player can't just waltz in and take it.
In WITP there was some concern as to the over abundance of supply generate at the first of the war. The RHS mod tried a couple of measures to compensated for this. One was having most resources and other production items start out in a damaged state and then rebuilt by the use of supply to achieve full production on a gradual basis (as with war damaged factories and aircraft production).
I am not suggesting that for AE, but, I would like to know if there is some sort of governor to allow production to grow gradually or other items in the game to account for the cranking up or increase of production during the war.
In WITP there was some concern as to the over abundance of supply generate at the first of the war. The RHS mod tried a couple of measures to compensated for this. One was having most resources and other production items start out in a damaged state and then rebuilt by the use of supply to achieve full production on a gradual basis (as with war damaged factories and aircraft production).
I am not suggesting that for AE, but, I would like to know if there is some sort of governor to allow production to grow gradually or other items in the game to account for the cranking up or increase of production during the war.
I considered starting some Allied production centres damaged, to simulate production build-up, but decided against it. I decided to keep things the same as stock, so Allied production is constant throughout the game. This is not very realistic, and I am sure it will be changed in modded scenarios (inclusing any I am responsible for, just as I added it to CHS in stock WitP). There is no new mechanism for doing this though - it can be done the same way, by making some factories/centres start in a damaged state.
I see, I did not realize the yellow text was for both "very small" and "small" bases, I thought it was only for very small bases. If that is the case, then there are 2 other bases where I see a contradiction:
1. Mili's base name is white, but the base screen shows a stacking limit of 30,000 troops 2. Ailinglaplap base - same issue
quote:
ORIGINAL: Andrew Brown
quote:
ORIGINAL: tacfire
Hello Andrew, I am really enjoying this new AE map. I am playing the December 08 Grand Campaign scenario as the Japanese and I think I noticed a few minor glitches on the map:
1. Tarawa's base name is yellow color (indicating a very small size atoll 6,000 stack limit) but the base info says it is a small sized atoll island with 30,000 stack limit 2. Makin base - same issue as above
Checked out. The bases are on "small" islands, so they should have the yellowish text as that is for both small and very small islands.
When unloading TF's at certain locations, sometimes the command options ("cancel unload order", etc) are highlighted in orange. Does this have anything to do with the size of the base being unloaded at, or something else?
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Joined: 5/25/2002 From: Derby, England Status: offline
Re map distances / endurance figures
Andrew - please ignore the following as I have received a reply fron Don Bowen.
I have been trying to figure out the smallest size vessel capable of travelling between Capetown - Perth and vice versa.
However I am finding that from Capetown to Perth the task force endurance figure states the hex distance as 139 whilst from Perth to Capetown the figure shown is 233. Has anyone else noticed this discrepancy?
As a further note , when setting up a round trip from Perth to Capetown the TF screen shows the Hex / endurance figure as 278 but if I change the voyage to one way the endurance figure is shown as 233 and not 139 which is 1/2 of 278
DavidR
< Message edited by DavidR -- 8/11/2009 2:41:02 PM >
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Joined: 4/24/2002 From: Electronic City Status: offline
Miri and Brunei starts with 50% of their industries damaged. Or they have 50% surplus industries. Every Oil and refinery starts at full capacity in the game except for these two bases.
Miri and Brunei starts with 50% of their industries damaged. Or they have 50% surplus industries. Every Oil and refinery starts at full capacity in the game except for these two bases.
Scen 1
That is deliberate. These oil fields were damaged at the start of December 41 (before the game starts) due to the threat of war.
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Joined: 3/11/2008 From: ummmm... i HATE that question! Status: offline
not sure if this has already been mentioned....
i have several cargo TFs loading resources in Queenstown (west coast of Tasmania). It is about turn 10 (campaign 1), so far i have extracted about 10,000 units of resources from the base, and the base still shows 1000 available resources, which is what it started the scenario with. The base apparently produces 50 resources/day. Have i found 'the magic pudding'? Or is this a bug? Seems a little 'odd' to me!
i would not complain, but if this is a bug then unlimited resources is going to help my opponent FAR more than me down the track.....
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Joined: 3/11/2008 From: ummmm... i HATE that question! Status: offline
quote:
ORIGINAL: John Lansford
I'm starting to have trouble with the main map screen not refreshing when scrolling, especially around the San Diego/Panama Canal area. If I 'jump' to the Canal using the small map in the right hand corner, the main screen does not update to show that area, but the base info does. IOW, I get the Canal bases sitting in whatever terrain was in that hex on the screen before I 'jumped'. If I try and scroll over to the Canal, when I get there if I scroll, say, to San Diego, I get repeating base/anchorage/airfield icons. It's only happening along the east edge of the map. Has anyone else seen this and what to do about it?
i'm having the same problem. OFTEN. an exit/ restart of the game resolves the issue, but i'm restarting multiple times PER TURN. will get frustrating real quick!
Posts: 1944
Joined: 8/3/2004 From: Midwest USA Status: offline
quote:
ORIGINAL: Flying Tiger
not sure if this has already been mentioned....
i have several cargo TFs loading resources in Queenstown (west coast of Tasmania). It is about turn 10 (campaign 1), so far i have extracted about 10,000 units of resources from the base, and the base still shows 1000 available resources, which is what it started the scenario with. The base apparently produces 50 resources/day. Have i found 'the magic pudding'? Or is this a bug? Seems a little 'odd' to me!
i would not complain, but if this is a bug then unlimited resources is going to help my opponent FAR more than me down the track.....
Resource centers generate 20 resources per resource center point per day. So on day 10 a "50" center would have produced 10,000 resources, pretty consistent with what you're observing.
Your opponent needs a LOT of resources. So don't worry that he's got an infinite pile.
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Joined: 3/11/2008 From: ummmm... i HATE that question! Status: offline
quote:
ORIGINAL: erstad
quote:
ORIGINAL: Flying Tiger
not sure if this has already been mentioned....
i have several cargo TFs loading resources in Queenstown (west coast of Tasmania). It is about turn 10 (campaign 1), so far i have extracted about 10,000 units of resources from the base, and the base still shows 1000 available resources, which is what it started the scenario with. The base apparently produces 50 resources/day. Have i found 'the magic pudding'? Or is this a bug? Seems a little 'odd' to me!
i would not complain, but if this is a bug then unlimited resources is going to help my opponent FAR more than me down the track.....
Resource centers generate 20 resources per resource center point per day. So on day 10 a "50" center would have produced 10,000 resources, pretty consistent with what you're observing.
Your opponent needs a LOT of resources. So don't worry that he's got an infinite pile.
thanks erstad. i will continue to watch it, and try to get it below 1000 if i can - my concern is that the number has not changed (up or down). But maybe i'm just loading them as fast as they are produced?
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Joined: 8/3/2004 From: Midwest USA Status: offline
Well, you said you loaded about 10,000 so far, and that it started with 1000, and ended with 1000. So, yeah, you're loading as fast as it produces:
1000 start Add 1000*10 turns remove 10,000 (per your e-mail) end up with 1000
Whether you need the resources, I don't know. Not familiar with the allied setup.
BTW, you might not be able to pull this below 1000. I don't see in the manual's sequence of play where resources are generated but in the "combat events" report the "production Phase" seems to be after the where the last load/unload phase is supposed to be so you might always have a minimum of one days production when you view the base.
< Message edited by erstad -- 8/13/2009 3:59:19 PM >
Searched but didn't find anything on this but should there be a small shipyard repair in Perth for repairing subs & other small ships. As it is now, I'm not able to repair any eng damage on a sub there w/ it stood down or pierside settings even if it's as low as 1.
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Joined: 3/11/2008 From: ummmm... i HATE that question! Status: offline
quote:
ORIGINAL: erstad
Well, you said you loaded about 10,000 so far, and that it started with 1000, and ended with 1000. So, yeah, you're loading as fast as it produces:
1000 start Add 1000*10 turns remove 10,000 (per your e-mail) end up with 1000
Whether you need the resources, I don't know. Not familiar with the allied setup.
BTW, you might not be able to pull this below 1000. I don't see in the manual's sequence of play where resources are generated but in the "combat events" report the "production Phase" seems to be after the where the last load/unload phase is supposed to be so you might always have a minimum of one days production when you view the base.
Posts: 1395
Joined: 4/2/2003 From: Boise, ID - USA Status: offline
I was not sure which thread to put this in, but since it is a build rate, I would assume this one. This might have already been brought up so . . .
Did the available and build dates for SCR-270 Radar and CPS-1 Radar get mixed up?
For Scen 1, I see the following:
1190 - Sound Detector (A) - Available Dec 1941 to Dec 1942 - Upgrades to 1191 1191 - SCR-270 Radar - Available Dec 1943 to scenario end - Upgrades to 1192 1192 - CPS-1 Radar - Available Dec 1942 to scenario end - No upgrade
Dont get me wrong, I would love to have CPS in 1943, but seems like those dates got mixed up in the editor.
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Joined: 4/2/2003 From: Boise, ID - USA Status: offline
Great, thanks for the reply. I figured I was not the first one to notice, but you know, its hard to keep track of 1000 new threads, and 10,000 new posts each day!
I have no idea how you all can sort through all this!