Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

v1084 Truk Repair Yard

 
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 >> Tech Support >> v1084 Truk Repair Yard Page: [1]
Login
Message << Older Topic   Newer Topic >>
v1084 Truk Repair Yard - 9/11/2009 11:03:28 PM   
TheTomDude


Posts: 372
Joined: 3/3/2006
From: Switzerland
Status: offline
With the beta patch we should receive a size 4 repair yard at Truk. But due to a mistake we got 2x size 4 repair yards. It was said that this will be fixed in the v1084. I now patched today to v1084 and both repair yards are gone?!? Ehm ......




Attachment (1)
Post #: 1
RE: v1084 Truk Repair Yard - 9/12/2009 12:51:39 AM   
jwilkerson


Posts: 10525
Joined: 9/15/2002
From: Kansas
Status: offline
The naval team determined that having any naval yard capability at Truk was overstating the desired effects, so both naval yards were removed. This is not an error but an intended change.



_____________________________

AE Project Lead
New Game Project Lead

(in reply to TheTomDude)
Post #: 2
RE: v1084 Truk Repair Yard - 9/12/2009 11:57:46 AM   
Harain

 

Posts: 48
Joined: 8/8/2006
Status: offline
How can it be intended if the What's New file says it added a shipyard there?

Quoting from page 15: "3. Truk now has a size 4 Repair Shipyard"

(in reply to jwilkerson)
Post #: 3
RE: v1084 Truk Repair Yard - 9/12/2009 12:06:08 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
I think it was a last minute thing.
I even thought that there was a level 4 repair yard there.

_____________________________

Michael

(in reply to Harain)
Post #: 4
RE: v1084 Truk Repair Yard - 9/12/2009 12:33:34 PM   
Andrew Brown


Posts: 5007
Joined: 9/5/2000
From: Hex 82,170
Status: offline

quote:

ORIGINAL: Harain

How can it be intended if the What's New file says it added a shipyard there?

Quoting from page 15: "3. Truk now has a size 4 Repair Shipyard"

It was a last minute change that didn't make it into the readme file.

Andrew

(in reply to Harain)
Post #: 5
RE: v1084 Truk Repair Yard - 9/12/2009 1:16:47 PM   
TheTomDude


Posts: 372
Joined: 3/3/2006
From: Switzerland
Status: offline
Why not giving Truk the size 4 rep yard and make it impossible to expand? This way one could at least repair the subs and small crafts so you don't have to send them all the way back to Japan? Wouldn't this be a good tradeoff?

(in reply to Andrew Brown)
Post #: 6
RE: v1084 Truk Repair Yard - 9/12/2009 1:18:15 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline

quote:

ORIGINAL: TheTomDude
Why not giving Truk the size 4 rep yard and make it impossible to expand?


Because this is currently impossible.

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to TheTomDude)
Post #: 7
RE: v1084 Truk Repair Yard - 9/12/2009 2:01:19 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
Status: offline

quote:

ORIGINAL: TheTomDude
This way one could at least repair the subs and small crafts so you don't have to send them all the way back to Japan? Wouldn't this be a good tradeoff?

You can do that now, by adding a sufficient number of Naval Support squads.

_____________________________


(in reply to TheTomDude)
Post #: 8
RE: v1084 Truk Repair Yard - 9/12/2009 2:20:55 PM   
TheTomDude


Posts: 372
Joined: 3/3/2006
From: Switzerland
Status: offline
Well it was worth a try.
Thanks for your answers.

(in reply to JWE)
Post #: 9
RE: v1084 Truk Repair Yard - 9/12/2009 3:48:43 PM   
Nikel

 

Posts: 355
Joined: 3/24/2009
Status: offline
Just in case it is interesting, this is part of the article on Truk in the Pacific War Online Encyclopedia, with the facilities:


(in reply to TheTomDude)
Post #: 10
RE: v1084 Truk Repair Yard - 9/12/2009 4:09:11 PM   
Jonathan Pollard


Posts: 584
Joined: 2/25/2007
From: Federal prison
Status: offline
Couldn't the 2500 ton floating drydock be best simulated by a repair ship with a maximum movement rate of 0?

_____________________________


(in reply to Nikel)
Post #: 11
RE: v1084 Truk Repair Yard - 9/12/2009 4:15:09 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline
Rottman does not indicate that there were ship repair facilities on Truk.

_____________________________

Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to Nikel)
Post #: 12
RE: v1084 Truk Repair Yard - 9/12/2009 4:25:56 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
Status: offline
quote:

ORIGINAL: Jonathan Pollard
Couldn't the 2500 ton floating drydock be best simulated by a repair ship with a maximum movement rate of 0?

Not really. We considered this, along with several other options, but someone 'would' try to move it anyway, and there are too many movement routines to check against all the potential divide by '0' catastrophies.

We thought time and materials would be better spent on defining a series of ARDs with different 'tonnage capacity' values; basically DD, CA, BB capable. In the meantime, expanding the port and sending in NavSup, is the least disruptive and perhaps the more realistic portayal of Truk's capabilities, that we could come up with given the limitations of the other possible solutions.

But, hey .. one can always convert a sluggo xAK to an AR and schlepp her in to 'hep out some.

< Message edited by JWE -- 9/12/2009 4:38:04 PM >


_____________________________


(in reply to Jonathan Pollard)
Post #: 13
RE: v1084 Truk Repair Yard - 9/12/2009 6:13:58 PM   
Jonathan Pollard


Posts: 584
Joined: 2/25/2007
From: Federal prison
Status: offline
quote:

ORIGINAL: JWE

Not really. We considered this, along with several other options, but someone 'would' try to move it anyway, and there are too many movement routines to check against all the potential divide by '0' catastrophies.

Maybe give it a movement of '1' but make its fuel capacity and usage rate so prohibitive that nobody in their right mind would want to move it. Yes, I realize that in order to play AE in the first place, not being of right mind is a prerequisite...

EDIT: Was that floating drydock built in Japan and towed to Truk? If so, a movement typical of ARDs would in that case probably be appropriate?

< Message edited by Jonathan Pollard -- 9/12/2009 6:23:44 PM >


_____________________________


(in reply to JWE)
Post #: 14
RE: v1084 Truk Repair Yard - 9/12/2009 6:21:14 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
Status: offline
quote:

ORIGINAL: Jonathan Pollard
Yes, I realize that in order to play AE in the first place, not being of right mind is a prerequisite...

Perhaps. My proclivitiy is to have band-aids be functional to a certain, useful, and playable, degree, and have true "fixes" reflect a certain functionality that crosses the subroutine borders.

A lot of professionals are playing, and I'm sure most civilians would think of them as 'not being of right mind ', but they seem to like the concept.

< Message edited by JWE -- 9/12/2009 6:28:50 PM >


_____________________________


(in reply to Jonathan Pollard)
Post #: 15
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Tech Support >> v1084 Truk Repair Yard Page: [1]
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

1.297