Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Few gameplay issue

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

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Uncommon Valor - Campaign for the South Pacific >> Few gameplay issue Page: [1]
Login
Message << Older Topic   Newer Topic >>
Few gameplay issue - 1/22/2003 12:50:33 PM   
astharoth

 

Posts: 40
Joined: 1/11/2003
Status: offline
anyone else experiencing these?


1-I load troops at brisbane then wish to do a stop at cooktown
to load and Eng unit and the second the transport arrive at cooktown he start unloading

2- After he unload i had to load all the troops back and set my destination to PM what the super ai did is load half the troops i've
asked him o load then moved to Pm

3- Air TF reacting while do not react is on

4-Asking 1 of my damaged tf to go to PM (setting is no react human patrol) then next turn the tf didn't moved and had retirement allowed and set course to brisbane. i rechanged everything and he did the same thing over and over

5- this is something that join my Ai cheating post
well after my Air TF was damaged all the plane went to PM, There
ennemy air TF was in range and fatigue, most of my PM plane was
at 5-15 fatigue, and for 3 days in a row (weather partly cloudy,partly cloudy, thunderstorm) all the attack was cancelled giving the ennemy the opportunity to flee without problem

well the more i play this game, the more i discover its potential
but also all its problem that comes with it

i just hope they didn't stop making patch for this game
Post #: 1
- 1/22/2003 12:58:34 PM   
Grumbling Grogn


Posts: 207
Joined: 10/20/2002
From: Texas!
Status: offline
1.) Yes. Limitation of the way they have loading and unloading "automated". I also do not like it. :(

2.) Did you click "Load Troops ONLY" or "Load Troops" see manual for the difference.

3.) Air TF react one hex regardless. Don't ask me why. They just do (yep I don't like this either).

4.) Never seen that.

5.) Chalk this one up to bad luck... Had just the opposite happen to me when Rabual had its strikes agains my air TFs cancelled for two days strait. So it can work both ways. :)

_____________________________

The Grumbling Grognard

(in reply to astharoth)
Post #: 2
- 1/22/2003 1:02:40 PM   
astharoth

 

Posts: 40
Joined: 1/11/2003
Status: offline
2- i always use load troop only to be sure they load what i want.
and in this case ive hitted the load troop only too because when he was halfway to pm ive checked the cargo to be sure everything was there and it was like 10000 out of 21000 or so

(in reply to astharoth)
Post #: 3
- 1/22/2003 1:04:21 PM   
Grumbling Grogn


Posts: 207
Joined: 10/20/2002
From: Texas!
Status: offline
[QUOTE]Originally posted by astharoth
[B]2- i always use load troop only to be sure they load what i want.
and in this case ive hitted the load troop only too because when he was halfway to pm ive checked the cargo to be sure everything was there and it was like 10000 out of 21000 or so [/B][/QUOTE]

I believe you. But it beats me what happened.

It seems this game does quite a few things that even after playing it for weeks you can not explain... this by the way is NOT a good thing. :( :mad:

_____________________________

The Grumbling Grognard

(in reply to astharoth)
Post #: 4
- 1/22/2003 2:06:41 PM   
bradfordkay

 

Posts: 8683
Joined: 3/24/2002
From: Olympia, WA
Status: offline
On problem #4, if the ships are low on ammo or fuel or abort a mission due to damage, they will automatically reset to Retirement allowed and thus return to their homeport ASAP. If you want assurance that they will stay in any particular port then you need to set that port as their homeport. You can always reset it later (I use this regularly to keep a damaged ship in Tulagi harbor for flotation repair).

On problem #3, there is a special Aircraft Carrier reaction movement at play (#9.23, pg 61) at specific ranges from the enemy. This is above and beyond normal "React to Enemy" orders (pg 48 has the relevant info here). Unfortunately, a portion of the main rule on pg 48 has been included in the special reaction: TFs detailed to follow a friendly TF DO NOT get this extra reaction, and so if you have two carrier TFs following a lead carrier TF only that lead TF will react the extra hex and thus leave itself wide open to attack. I have learned to drop the "follow TF#x" order when I think that enemy carriers are looming in the distance.

(in reply to astharoth)
Post #: 5
- 1/23/2003 10:46:31 PM   
crsutton


Posts: 9590
Joined: 12/6/2002
From: Maryland
Status: offline
It is my understanding that very aggressive commanders will ingore orders to move away for another shot at the enemy. Make sure you pick and choose your commanders carefully. Also, if you really want a TF to move away with no complaints, click the return to base command

Most players never leave carrier TF set on "react to enemy". That can be bad news. Unless you are really sure that you can come out on top.

_____________________________

I am the Holy Roman Emperor and am above grammar.

Sigismund of Luxemburg

(in reply to astharoth)
Post #: 6
- 1/24/2003 12:56:03 AM   
Mr.Frag


Posts: 13410
Joined: 12/18/2002
From: Purgatory
Status: offline
My solution to the load situation is multiple smaller convoys, specifically built to fit the individual unit, coupled with the follow command.

The first TF you load is always the biggest, so the last to finish, and the rest sit back and wait for it then off then all go. Multiple smaller convoys then get merged together to form the real convoy.

Lot more micromanagement involved, but you get what you wanted as a result (correct units on correct ships and no wasted space from silly load orders like a AA unit going on a 3000 capacity AP instead of a 1500 capacity AK).

The added advantage of this, you control the order that ships get unloaded and which units get unloaded quicker based on AK/AP selection. Getting the smaller AK's to carry the AA units gets them unloaded quickly so they are set up and defending you from air attacks while the infantry which are of no use come off slower...

(in reply to astharoth)
Post #: 7
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> Uncommon Valor - Campaign for the South Pacific >> Few gameplay issue 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

1.672