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Ooops! Bug with AK vessels & TF creation

 
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Ooops! Bug with AK vessels & TF creation - 6/21/2002 6:09:08 AM   
Rex Bellator

 

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From: Kent UK
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Playing ver 1.11 as Allies scenario 16. Every time I create a TF with AP vessels (and escorts) and then try to load troops onto them, all available AKs in the port are instantly added into the TF as well by the computer.

I'll move the AKs out first in future, but it can seriously mess your task force creation and troop loading up :mad:

There also appears to be something going on with the "Task Force can only unload at base or destination hex" messages. Can someone please clarify if AKs are not allowed to unload at certain types of bases or any kind of beach hex?

The reason I ask is that that message often flashes up and the convoy heads back when AKs are present (as discussed in an earlier thread). The AI seems to suffer from this as well, I saw several of his attempts to resupply/reinforce Gili Gili reach there and then head back after the message.

Finally - I have had several Bombardment and Surface Combat TFs on Retirement Allowed loiter for up to 5 days outside their designated target before making their run in. Frustrating when you see a group of juicy Jap merchants sat there unloading completlely unmolested.

Responses to any or all points appreciated :)
Post #: 1
- 6/21/2002 6:21:56 AM   
Hartmann

 

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About the message: it was assumed that the TF for some reason retires (which accounts for it returning home) and *then* still tries to unload one more time when it already is in fact not at the beach/port anymore (which accounts for the message). Switching to "do not retire" should prevent this.

Of course, the whole theory may be wrong. :)

Hartmann

PS: The AK thingy definitely shouldn't be, of course.

(in reply to Rex Bellator)
Post #: 2
AK thingie - 6/21/2002 7:47:07 AM   
Grognerd

 

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Heya there, I was thinking that the puter might have added the AK's to the TF because the type of equipment the troops had attached to them (i.e..heavy stuff) required a different type of ship to transport it. Just a thought...

(in reply to Rex Bellator)
Post #: 3
Japanese APDs too - 6/21/2002 8:33:25 AM   
Kitakami


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Playing scenario 16 as the Japanese.

The same thing happens with the Japanese APDs... they get added automatically.

(in reply to Rex Bellator)
Post #: 4
- 6/21/2002 8:49:24 AM   
FirstPappy


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If you have selected more land units than can fit on the number of APs you have in the TF, the game will automatically add additional transports until either there is enough to load all portions of the selected units or it runs out of transports not already assigned to TFs at that base. This is in the manual. I've noticed that even though you may have selected a land unit with a load value of 1450 for instance, it sometimes uses multiple 1500 transports to load. This is not in the manual - at least I couldn't find it. As an experiment, save first, try loading only one small unit first and note the results. Reload the game try two and on and on. If you get AKs just loading these small units then it a bug.

(in reply to Rex Bellator)
Post #: 5
- 6/21/2002 11:33:34 AM   
Hartmann

 

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But I´m really sure I used to get the message "number of units can not exceed number of transports in TF" instead of the game automatically adding further transports ... :confused:

Hartmann

(in reply to Rex Bellator)
Post #: 6
- 6/21/2002 2:57:58 PM   
1089

 

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[QUOTE]Originally posted by Hartmann
[B]But I´m really sure I used to get the message "number of units can not exceed number of transports in TF" instead of the game automatically adding further transports ... :confused:

Hartmann [/B][/QUOTE]

It always added APDs.

kp

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(in reply to Rex Bellator)
Post #: 7
- 6/21/2002 7:45:27 PM   
Mark W Carver

 

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"But I´m really sure I used to get the message 'number of units can not exceed number of transports in TF' instead of the game automatically adding further transports..."

I've never seen the message...

An aside note, 1 transport can only carry 1 ground unit. If you have a 3000 capacity AP, and try and load 2 ground units totally 2000 capacity, the computer will only load one ground unit onto the 3000 capacity AP and grab other APs, APDs or AKs from the port to load the second unit.

(in reply to Rex Bellator)
Post #: 8
- 6/21/2002 10:11:56 PM   
Sonny

 

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In my latest encounter with this I selected only APs and am pretty sure I only selected no more units than APs. When I looked at my TF four of the 6 APs had troops and some supplies. The AI loadmaster had also gotten 3 ADPs loaded full with troops while the other two APs had no troops - just supplies.

Because of his enthusiasm rather than negligence the AI loadmaster was not brought to court martial but was reprimanded.:)

Can't say as I have ever had AKs join a task force without my permission.

(in reply to Rex Bellator)
Post #: 9
- 6/22/2002 12:22:50 AM   
Hartmann

 

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[QUOTE]Originally posted by Mark W Carver
[B]
I've never seen the message...

An aside note, 1 transport can only carry 1 ground unit. If you have a 3000 capacity AP, and try and load 2 ground units totally 2000 capacity, the computer will only load one ground unit onto the 3000 capacity AP SNIP [/B][/QUOTE]

Yeah, but then that's exactly what the message I was talking about is related to (I just don't know the exact wording anymore) ... maybe it just does show up if there are no further transports in port the computer can grab?

Hartmann

(in reply to Rex Bellator)
Post #: 10
- 6/27/2002 10:02:46 AM   
Dirtweasle

 

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I just had a very damaged AP join up to a TF on it's own accord. Had 2 or 3 AP transports and 1 DD at Brisbane an went to load up, and when clicked "done" or "exit" an extra transport was there in the list.

(in reply to Rex Bellator)
Post #: 11
- 7/3/2002 9:37:56 PM   
Dirtweasle

 

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Is this a known bug being addressed in afuture patch? Would appreciate some news about this bug.

(in reply to Rex Bellator)
Post #: 12
- 7/4/2002 4:43:41 PM   
Mike Wood


Posts: 2095
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From: Oakland, California
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Hello...

Not really a bug. It is a feature that Gary added, near the end of development. It seems to confuse some folk and may not be well enough documented.

Thanks for You inout...

Michael Wood
___________________________________________________

[QUOTE]Originally posted by Dirtweasle
[B]Is this a known bug being addressed in afuture patch? Would appreciate some news about this bug. [/B][/QUOTE]

(in reply to Rex Bellator)
Post #: 13
Some 'Feature!' - 7/6/2002 8:56:39 PM   
Rex Bellator

 

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From: Kent UK
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Here's a prime example of what is going wrong. Playing as the Japanese I put together a TF with 16 AP/APDs at a total capacity of 36,000.

I then proceeded to load the entire 38th Division (part of my attack on Australia :) ) which consists of 6 units at a total load cost of 28,000.

Lo and behold, when I click on the done button I get back to the TF screen and the computer has added two crippled transport ships which were under repair in the port, instantly ruining my carefully arranged 13 knot TF :mad:

See the screenshot.

Has anyone actually bothered to test this at Matrix?

Attachment (1)

(in reply to Rex Bellator)
Post #: 14
Response... - 7/6/2002 9:30:59 PM   
Erik Rutins

 

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Rex,

Thanks for the screen. Yes, we've tested it and know all about it. I'd like to see it changed too, but there are a lot of things on the list and when this poorly functioning feature will be tweaked is uncertain, but the whole transport issue (as also mentioned on another thread here today) is relatively high on my list. We're focusing 1.2 on strictly the worst bugs and any remaining crash problems that can be identified as the fault of the game. 1.2 will not be the last patch.

Regards,

- Erik

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

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(in reply to Rex Bellator)
Post #: 15
Re: Some 'Feature!' - 7/6/2002 10:14:06 PM   
Mark W Carver

 

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From: South-central PA
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[QUOTE]Originally posted by Rex Bellator
[B]Here's a prime example of what is going wrong. Playing as the Japanese I put together a TF with 16 AP/APDs at a total capacity of 36,000.

I then proceeded to load the entire 38th Division (part of my attack on Australia :) ) which consists of 6 units at a total load cost of 28,000.[/QUOTE]

What is happening is you have more troops needed to be loaded than AP/APDs you have assigned and the computer is looking in your port for more AP/APDs to use to load the troops. One of the problem your occuring is your using those big 3000 capacity APs and they will only hold basically 1000 capacity of troops. Please keep the following in mind when trying to deal with the loading off AP/APDs...

Credit goes to segorn for this information...

Example:

A Regment with a size 3,000 will be loaded as follows:

3 X 1000 Load Transports

1/Regiment on first transport (1000 load)
2/Regiment on second (1000 load)
3/Regiment on third (1000 load)

1X 1000 Transport and 1 X 2000 transport

1/Regiment on first transport (1000 load)
2/Regiment on second (2000 load)

A regiment can end up in > 1 transport.

*However* you cannot mix regiments on the same transport.

Thus putting a regiment on 3 transports is fine, but putting 3 regiments on one transport won't work even if there's space.

Example:

1 X AA Battalion Size 1000
1 X Base Force Size 2000

Will fit on:

3 X 1000 transport
1 X 1000 tranport and 1 X 2000 transport

will *not* fit on:

1 X 3000 transport (b/c troops from both regiments would have to share space on the same transport)

(in reply to Rex Bellator)
Post #: 16
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