Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Patch 06 - Public Beta - Build 1108j (build03)

 
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 >> RE: Patch 06 - Public Beta - Build 1108j (build03) Page: <<   < prev  18 19 [20] 21 22   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Patch 06 - Public Beta - Build 1108j (build03) - 5/4/2011 5:50:56 AM   
rjopel

 

Posts: 614
Joined: 12/19/2007
From: Charlottesville, VA, USA
Status: offline
The "Amphibious Assault" and "Pre-Invasion action" combat reports don't list the hex number and then don't plot correctly in CombatReporter.

examples

---

Amphibious Assault at Marcus Island

TF 276 troops unloading over beach at Marcus Island, 123,85

---

Pre-Invasion action off Marcus Island

6 Coastal gun shots fired in defense.

---
Night Naval bombardment of Marcus Island at 123,85 - Coastal Guns Fire Back!

1 Coastal gun shots fired in defense.

----
ASW attack near Truk at 112,105


---


If the hex could be listed that would be great.

(in reply to Halsey)
Post #: 571
RE: Patch 06 - Public Beta - Build 1108j (build03) - 5/4/2011 9:25:39 AM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
@michaelm
Can you tell me what values are used to determine if a leader is suitable for assault, combat or rear area duty?
Seems to me that aggressiveness plays a big roll because even leaders with other good values get rear area if they have a low aggressiveness value.

_____________________________


(in reply to rjopel)
Post #: 572
RE: Get New Pilot - 5/4/2011 3:45:09 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: BigDuke66

I like the way the TF list is now, much better overview thanks!
I wonder if it's possible to distinguish Mine warfare further into sweeping & laying and I would like to get the ASW TFs out of the surface TFs any chance for those please?


Not enough room to add a lot of extra mission groupings.
Mine War shows the mine missions. You'll just have to sort by the different mining missions.
What if I move the ASW out of Surface and add them to Sub Ops as they are related.

_____________________________

Michael

(in reply to BigDuke66)
Post #: 573
RE: Get New Pilot - 5/5/2011 9:19:44 AM   
BigDuke66


Posts: 2013
Joined: 2/1/2001
From: Terra
Status: offline
Well that would be similar bad like the MineWar so go for it.

OK if there isn't enough for that what about an extra row for mines when using "Show Ammo" that would be good for subminelayers too, if an extra row isn't possible maybe put it together with the torp row:
Torp/Mine
100/100
or something like that.

_____________________________


(in reply to michaelm75au)
Post #: 574
RE: Get New Pilot - 5/5/2011 10:05:30 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Are you trying to see the mine capacity of the TF?

Ammo will show number of mines left in the TF by any mine capable ships.
Note it will count any mines left on the ships in a TF, which might not necessarily be in a mine ops TF
This will be different to the other values which are a percentage of ammo left.




Attachment (1)

< Message edited by michaelm -- 5/5/2011 11:17:25 AM >


_____________________________

Michael

(in reply to BigDuke66)
Post #: 575
Two problems with 1108m2 - 5/6/2011 2:15:56 AM   
sspahr

 

Posts: 81
Joined: 7/18/2005
Status: offline
I ran into two problems last night playing with the latest patch:

1. The Burma Road is showing as open despite the Japanese controlling virtually every base in Burma. I ran a turn with Tsuyung set to stockpile supplies and it seems to be receiving the 500 supply point bonus.

2. I'm still getting Dive bombers level bombing when set to 16000 feet. On the other hand, if they're set to 17000 ft they glide bomb like I expect them to.

Save attached.

Attachment (1)

(in reply to michaelm75au)
Post #: 576
RE: Two problems with 1108m2 - 5/6/2011 2:30:47 AM   
Rainer

 

Posts: 1210
Joined: 11/21/2000
From: Neuching, Bavaria, Germany
Status: offline
quote:

Burma Road is showing as open


Unrelated to your question - where or on what screen can you see that? I know this has been introduced with one of the latest patches, but I missed the hint where I can see that. And yes, I'm running m2.
Sorry for interrupting ...

_____________________________

WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta

(in reply to sspahr)
Post #: 577
RE: Two problems with 1108m2 - 5/6/2011 2:44:13 AM   
sspahr

 

Posts: 81
Joined: 7/18/2005
Status: offline
It's at the lower left corner of the base information screen for Tsuyung. I did have to run one turn before the information appeared.




Attachment (1)

(in reply to Rainer)
Post #: 578
RE: Two problems with 1108m2 - 5/6/2011 2:48:57 AM   
Rainer

 

Posts: 1210
Joined: 11/21/2000
From: Neuching, Bavaria, Germany
Status: offline
Thanks a lot

_____________________________

WitP/AE
1.7.11.26b
Data base changes by Andy Mac October 16, 2012
Scen #1 Allied vs AI Level Hard Daily Turns
Art Mods by TomLabel and Reg
Topo Map by chemkid

WitW / Torch
1.01.37 - 1.01.44 beta

(in reply to sspahr)
Post #: 579
RE: Two problems with 1108m2 - 5/6/2011 11:34:49 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
quote:

ORIGINAL: sspahr

1. The Burma Road is showing as open despite the Japanese controlling virtually every base in Burma. I ran a turn with Tsuyung set to stockpile supplies and it seems to be receiving the 500 supply point bonus.



A supply path can be traced to Ledo from Tsuyung.
I changed the hotkey 5 to use the same setting as for the Burma Road, and found that the path is going across non-road, no-rail hexes.
According to the manual, it is suppose to follow roads and rails.

When I checked the code, it is not limiting the path by the requirement for road/rail.

I have changed it to the stated condition and it now follows the road/rail network.
As a result, the road is now closed.!
-----------------------
But even when the path is clear of enemy units, it is not possible to trace a road/rail path to Ledo from Tsuyung.
I don't think we can change this to a road/rail network only.

< Message edited by michaelm -- 5/6/2011 11:57:10 AM >


_____________________________

Michael

(in reply to sspahr)
Post #: 580
RE: Two problems with 1108m2 - 5/6/2011 12:28:30 PM   
USSAmerica


Posts: 18715
Joined: 10/28/2002
From: Graham, NC, USA
Status: offline
Michael, thanks for your amazing ongoing efforts! 

The last part you mentioned is why I thought I remember the Ledo source being removed in an early patch.  Since there is no road/rail connection.  I'm sure you are accurate that the code still allows it, as you can see the code and I can't.    Maybe it's time to try my luck with the search function to find the earlier discussion and see if any change was intended at that time....


_____________________________

Mike

"Good times will set you free" - Jimmy Buffett

"They need more rum punch" - Me


Artwork by The Amazing Dixie

(in reply to michaelm75au)
Post #: 581
RE: Two problems with 1108m2 - 5/6/2011 1:20:11 PM   
USSAmerica


Posts: 18715
Joined: 10/28/2002
From: Graham, NC, USA
Status: offline
Michael, I found this clarification from Andrew Brown and many others, indicating that the Ledo option was intended to be removed from the game since there is no actual road from there until 1945, and that the manual was wrong and should have Ledo removed.

http://www.matrixgames.com/forums/tm.asp?m=2203304&mpage=1&key=ledo%2Croad&#2203325

It seems that you are seeing the code not match what several developers intended.  Maybe a quick scrum with key players is needed to decide which way the Ledo option should go. 


_____________________________

Mike

"Good times will set you free" - Jimmy Buffett

"They need more rum punch" - Me


Artwork by The Amazing Dixie

(in reply to USSAmerica)
Post #: 582
RE: Two problems with 1108m2 - 5/6/2011 1:24:34 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Simply fix to remove and as it seems Andrew had intended that.
Looks like it was missed.

I have crossed it out of my manual.

< Message edited by michaelm -- 5/6/2011 2:14:32 PM >


_____________________________

Michael

(in reply to USSAmerica)
Post #: 583
RE: Two problems with 1108m2 - 5/6/2011 1:56:49 PM   
berto


Posts: 20708
Joined: 3/13/2002
From: metro Chicago, Illinois, USA
Status: offline
The Burma Road was thought to be impossible, and would have been so without all sorts of what-ifs, not the least of which was Joe Stilwell's singularly dogged determination to see it built. A unique accident of history altogether dependent on just the right mix of preconditions unlikely to be replicated in most WITP:AE games.

I say remove it.

_____________________________

Campaign Series Legion https://cslegion.com/
Campaign Series Lead Coder https://www.matrixgames.com/forums/tt.asp?forumid=1515
Panzer Campaigns, Panzer Battles, Civil War Battles Lead Coder https://wargameds.com

(in reply to michaelm75au)
Post #: 584
RE: Two problems with 1108m2 - 5/6/2011 2:13:13 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Looking at the Amphib Bonus, it seems to already apply to all TFs unloading in the same hex as the TF the Amphib HQ is in.
To maximize the bonus, you need the HQ to be prep'ed for the target base. The higher the %, the better.

(Could find where we discussed this before)


_____________________________

Michael

(in reply to berto)
Post #: 585
RE: Two problems with 1108m2 - 5/6/2011 2:45:07 PM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline

quote:

ORIGINAL: michaelm

Simply fix to remove and as it seems Andrew had intended that.
Looks like it was missed.

I have crossed it out of my manual.

And that foks, is what is called FAST SERVICE!!!

Thanks Michael!!!


_____________________________

Pax

(in reply to michaelm75au)
Post #: 586
RE: Two problems with 1108m2 - 5/6/2011 3:08:55 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
quote:

ORIGINAL: sspahr

I ran into two problems last night playing with the latest patch:

1. The Burma Road is showing as open despite the Japanese controlling virtually every base in Burma. I ran a turn with Tsuyung set to stockpile supplies and it seems to be receiving the 500 supply point bonus.

2. I'm still getting Dive bombers level bombing when set to 16000 feet. On the other hand, if they're set to 17000 ft they glide bomb like I expect them to.

Save attached.


According to my list (which might be slightly out)
DB dive bomb at 10-15K', level bomb at 16+K'

< Message edited by michaelm -- 5/6/2011 3:20:55 PM >


_____________________________

Michael

(in reply to sspahr)
Post #: 587
RE: Get New Pilot - 5/6/2011 3:33:15 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: KHawk

Michael

The P-400 fighters should be glide bombing in this report but look like they level bomb.



Morning Air attack on TF, near Port Moresby at 99,132

Weather in hex: Overcast

Raid spotted at 29 NM, estimated altitude 18,000 feet.
Estimated time to target is 11 minutes

Japanese aircraft
Ki-27b Nate x 1



Allied aircraft
A-24 Banshee x 12
P-400 Airacobra x 15
P-40E Warhawk x 11


Japanese aircraft losses
Ki-27b Nate: 1 destroyed

Allied aircraft losses
P-400 Airacobra: 2 damaged

Japanese Ships
CM Aotaka, Bomb hits 2, heavy fires, heavy damage
xAP Dairen Maru



Aircraft Attacking:
4 x A-24 Banshee releasing from 2000'
Naval Attack: 1 x 1000 lb SAP Bomb
15 x P-400 Airacobra bombing from 12000 feet
Naval Attack: 1 x 500 lb SAP Bomb
8 x A-24 Banshee releasing from 3000'
Naval Attack: 1 x 1000 lb SAP Bomb
8 x P-40E Warhawk sweeping at 15000 feet



Attached and zipped is the save from just before the action.

Thanks,

KHawk

The combat report doesn't make any distinction between glide or level bombing. It just reports the general/group altitude at the target. However, glide or level bombing is accounted for in the execution of the attack.

The Banshees on the other hand are performing dive attacks.

_____________________________

Michael

(in reply to KHawk)
Post #: 588
RE: Get New Pilot - 5/6/2011 5:19:39 PM   
jeffk3510


Posts: 4132
Joined: 12/3/2007
From: Kansas
Status: offline
Maybe this has been addressed...but I just downloaded this beta...been using the most recent patch prior to this. Everytime I open the beta it will NOT open in full screen. I still see the min/full/exit symbols at the top and half of the bottom is cut off (goes outside of my screen) and can't see the base info at the bottom...

If I need to post a screenshot I will...just let me know how.

Thanks.

_____________________________

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

Currently chasing three kids around the Midwest.

(in reply to michaelm75au)
Post #: 589
RE: Two problems with 1108m2 - 5/6/2011 6:26:09 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
quote:

ORIGINAL: michaelm

Looking at the Amphib Bonus, it seems to already apply to all TFs unloading in the same hex as the TF the Amphib HQ is in.
To maximize the bonus, you need the HQ to be prep'ed for the target base. The higher the %, the better.

(Could find where we discussed this before)



Thank you, sir, that is an important confirmation!

(in reply to michaelm75au)
Post #: 590
RE: Two problems with 1108m2 - 5/6/2011 6:29:40 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
quote:

ORIGINAL: michaelm

quote:

ORIGINAL: sspahr

1. The Burma Road is showing as open despite the Japanese controlling virtually every base in Burma. I ran a turn with Tsuyung set to stockpile supplies and it seems to be receiving the 500 supply point bonus.



A supply path can be traced to Ledo from Tsuyung.
I changed the hotkey 5 to use the same setting as for the Burma Road, and found that the path is going across non-road, no-rail hexes.
According to the manual, it is suppose to follow roads and rails.

When I checked the code, it is not limiting the path by the requirement for road/rail.

I have changed it to the stated condition and it now follows the road/rail network.
As a result, the road is now closed.!
-----------------------
But even when the path is clear of enemy units, it is not possible to trace a road/rail path to Ledo from Tsuyung.
I don't think we can change this to a road/rail network only.


Michael,

I believe there was more than one thread discussing the 'Road', and it is supposed to be the Burma Road, not the Ledo Road. I know USS America found the reference to the 'Ledo Road' being an error. Perhaps someone else can confirm or deny my recollection on this.

I believe it is a route by road and/or rail from Rangoon to Tsuyun (with both in Allied hands, of course), and 500 supply per day would appear in Chungking when the road is open.

(in reply to michaelm75au)
Post #: 591
RE: Get New Pilot - 5/6/2011 7:03:55 PM   
Major SNAFU_M


Posts: 583
Joined: 11/3/2005
Status: offline
quote:

ORIGINAL: michaelm


quote:

ORIGINAL: Major SNAFU

quote:

ORIGINAL: michaelm


quote:

ORIGINAL: witpqs

Michael,

This is one of those 'nice to have' suggestions. No whining if you don't or can't do it!

Along the lines of some hot keys that you have put in lately - can you add one that will toggle on/off the display of the hex numbers inside the hexes?



Would have to see if there is down side to the map drawing with having to 'print' the extra values?
There is a slight delay with drawing the items generated by hotkeys on the map, not as bad as the supply path as that involves some calcualtions to update the map.
Of course, if you using a Cray-2, you probably don't notice the difference.


Rather than that, how about a search function where you could type in the coordinates of a hex and have the map zoom to that location, and also have the ability to zoom the map to a selected unit or TF?

Both of these would help in a number of ways, including when trying to coordinate movement of multiple TFs to a general or same hex area.

You can already center on a TF/unit from most of the TF and LCU lists that have the location click-able.
Or is there something else I'm missing?


michaelm,

Yep. I had missed that feature and am now using it.

To expand a bit on what would save me (and I think lots of others as they are learning the game) would be the following:

Have a search tool that you can input a set or coordinates of a placename (bases, dot hexes, etc.) and have the map scroll to center the map to this location. But to make this really useful, it needs to be available during the action of setting destinations, homeports, LCU planning, etc. But even to just show a newbie where something is would be a huge time saver.

Also, when setting patrol zones, meeting points, etc. it would be a real time-saver if the coordinates of the hex were reported as you mouse-over a hex - not when you click on a hex. If you have to click on the hex, and you made a mistake, then you have to re-start the process. If possible, showing the coordinate before you have to click on hex would save much time.

Can the dots for dot-hexes be made bigger? I spent 10 minutes looking for Portland Roads last night even when Google maps was showing me the rough location.

Here is an example:

I am setting up my first GC in AE (never got that far with WiTP). I am using the allied set up spreadsheet available on the forum by some (name not coming to me) saintly person. Having re-sorted the list by hex coordinates and then country so I only work on a single area of the map at a time, I still spend about 1/3 of time time in trying to find a particular hex, dot hex or named location (with no coordinate given). I have google maps open at all times, which has helped immensely, but necessitates more clicking because it takes the active window away from AE. I have logged my time the last few days and I would easily save 1/3 of my time if I could eliminate the searching or corrective hex-clicking that I have described above.

Perhaps this is better suited to a WiTP AE 2 post, and so I apologize if this is the case.

< Message edited by Major SNAFU -- 5/6/2011 7:06:18 PM >


_____________________________

"Popular Opinion? What I suggest you do with 'Popular Opinion' is biologically impossible and morally questionable." -

"One ping to find them all,
One ping to link them;
One ping to promote them all,
and in the darkness sink them"

(in reply to michaelm75au)
Post #: 592
RE: Get New Pilot - 5/6/2011 7:53:55 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
Major SNAFU,

This is one use I envision for a hot key that displays the hex numbers in each hex. Turn on the hot key, then get in and do the function (for example select a TF and tell it to move to a certain hex), when done turn off the hot key.

On my old PC the screen response is very slow when almost any of the hot keys is on, that's why I would only turn it on when needed.

I think the schema that you are asking for is better, but I suspect that it might be tons and tons of coding because I think it would touch all those individual functions.

(in reply to Major SNAFU_M)
Post #: 593
RE: Get New Pilot - 5/6/2011 8:53:23 PM   
Major SNAFU_M


Posts: 583
Joined: 11/3/2005
Status: offline
quote:

ORIGINAL: witpqs

Major SNAFU,

This is one use I envision for a hot key that displays the hex numbers in each hex. Turn on the hot key, then get in and do the function (for example select a TF and tell it to move to a certain hex), when done turn off the hot key.

On my old PC the screen response is very slow when almost any of the hot keys is on, that's why I would only turn it on when needed.

I think the schema that you are asking for is better, but I suspect that it might be tons and tons of coding because I think it would touch all those individual functions.


What I don't understand is why it would cause a major slow down. You don't want the hex coordinates turned on for the entire map, only for the section being viewed tactically. I could see it taking a bit more time when yuo jump to a new location because more data would be written to the video buffer. But if someone was going scroll the tactical view, I would have the hex coordinates turn off until they stopped moving around. Or perhaps only draw every 20th or so so they have a position fix. As a matter of fact, just having every 10th in x and y would be a huge help because I would know I am in the correct grid and then just have to count off a few hexes (never more than four). And this would reduce the additional data by 9/10ths.



< Message edited by Major SNAFU -- 5/6/2011 9:06:59 PM >


_____________________________

"Popular Opinion? What I suggest you do with 'Popular Opinion' is biologically impossible and morally questionable." -

"One ping to find them all,
One ping to link them;
One ping to promote them all,
and in the darkness sink them"

(in reply to witpqs)
Post #: 594
RE: Get New Pilot - 5/6/2011 9:01:34 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
I'm not sure. I do know that if I scroll the map with a hot key on it slows things down on my old PC. Some hot keys more so than others.

(in reply to Major SNAFU_M)
Post #: 595
1108m2 beta division merge issues - 5/7/2011 12:04:51 AM   
asdicus

 

Posts: 260
Joined: 5/16/2002
From: Surrey,UK
Status: offline
Using 1108m2 beta in my pbm game as the allies.

Sorry to report there is still a problem with disappearing infantry when you merge brigades into divisions. 3 brigades at Brisbane with infantry comprised of CMF militia. Merge them into a division and all the CMF militia disappear replaced by 0 squads of AMF infantry. I have seen this problem before on previous betas. I tested the file on the last full patch and the merge worked ok.
pbm save attached.

Attachment (1)

(in reply to michaelm75au)
Post #: 596
RE: 1108m2 beta division merge issues - 5/7/2011 12:05:55 AM   
asdicus

 

Posts: 260
Joined: 5/16/2002
From: Surrey,UK
Status: offline
image of brigade prior to division merge.




Attachment (1)

(in reply to asdicus)
Post #: 597
RE: 1108m2 beta division merge issues - 5/7/2011 12:07:06 AM   
asdicus

 

Posts: 260
Joined: 5/16/2002
From: Surrey,UK
Status: offline
image of division after merger. note lack of any AMF infantry squads.




Attachment (1)

(in reply to asdicus)
Post #: 598
RE: 1108m2 beta division merge issues - 5/7/2011 3:35:13 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
quote:

ORIGINAL: asdicus

Using 1108m2 beta in my pbm game as the allies.

Sorry to report there is still a problem with disappearing infantry when you merge brigades into divisions. 3 brigades at Brisbane with infantry comprised of CMF militia. Merge them into a division and all the CMF militia disappear replaced by 0 squads of AMF infantry. I have seen this problem before on previous betas. I tested the file on the last full patch and the merge worked ok.
pbm save attached.

2 things.

1. You are stockpiling the Aus Inf 42 - the only one that is! This is stopping devices from being used. Took the stocking off and the device took all 37 of the Aus infantry.
2. The TOE of the Div states it uses Aus Inf 42 as its base. The rebuilding of the Div tries to bring old devices up to that device or one that upgrades directly to it. I compared this to scen #10 and its TOE has CMF Inf Sec as its device.
I changed the TOE to this in your save and it retained the old CMF Infantry as it matched to the next upagrade.

Rebuilding of mismatched devices especially where multiple sub-units (not the /ABC one) has always been a problem which is why it relies on using the TOE as its base.

I can try to extend the upgrade check to look at an upgrade before the last one or perform a device upgrade in the manner that normal SQUAD devices do (ie put the devices back as the upgraded type) so they will be available.
-----
Or change the TOE to match the earliest device of the sub-components. I don't really consider this as an option as it doesn't fix current games and it could break normal LCUs that TOE upgrade to that specific TOE (devices could go backwards).

< Message edited by michaelm -- 5/7/2011 5:20:10 AM >


_____________________________

Michael

(in reply to asdicus)
Post #: 599
RE: 1108m2 beta division merge issues - 5/7/2011 3:45:30 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
This is how I explained why some subcomponents don't really fit into the rebuilt parent to someone. It was written a little while back.
--------
from memory, land units (just as groups) can start out over-strength and as time goes by the extra devices slowly die off due to combat/etc. These slots generally don't exist in the TOE so there is no 'level' to maintain. This is all good and valid.

With the introduction of component units and mergeing back into bigger units, the difference between the devices in these units is a bit of a problem. Remember even with the old 'split a LCU into 3 /A/B/C' has its own issues when trying to combine - same weapons being one.

For the component merging, the 'same weapon' test is impossible. And to merge all componenets and create new device entries for each unique weapon could cause issues esp if more than 20 unique devices in total and/or some devces have upgraded and other not.

I think that rejoining these components back to the parent TOE is probably the best solution. It now takes into account if the merging device is (a) the same, (b) upgrades to, or (c) was upgraded from, the device in the parent TOE. It also scans the the TOE list to find the appropriate match so the order of devices is not as important in these cases. Most of the component units don't even have the same weapons (eg artillery bn compared to inf bns in the 1st Burma.

I see the extra devices in the component units as having been allocated from the strategic or tactical reserves for the duration while the unit was operating independently. And would have been given back once the components have been reconstituted back into the main formation (with its own TOE).

As long as the devices are NOT lost when rebuilding, I can't see any issue with the extra devices being there. The devices not used in the rebuilding are returned to the device pool. Players will need to understand that a Brigade with the strength of a Division is not going to rebuild into a Divsion with  twice the strength of other similar divisions. Smile



_____________________________

Michael

(in reply to michaelm75au)
Post #: 600
Page:   <<   < prev  18 19 [20] 21 22   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Tech Support >> RE: Patch 06 - Public Beta - Build 1108j (build03) Page: <<   < prev  18 19 [20] 21 22   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

0.875