Randy Stead
Posts: 454
Joined: 12/23/2000 From: Ontario, Canada Status: offline
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quote:
ORIGINAL: Kull quote:
ORIGINAL: Randy Stead The reason I wanted to know the hex coordinates is because I am following Kull's spreadsheet. I wanted to follow his orders so I could look at the patrol zone patterns and examine what he did and why he did it that way. At first I was thinking maybe my map mods messed things up, but apparently not. When in the general map view I can access all the buttons at the top, but when setting each patrol boundary all that info at the top disappears. I have figured out a way, sort of, to see them. I find the hex coordinates Kull suggests then I make a note of them [such as: 1 hex west of DH, the hex NW of a word, etc.] Fidgety, but it does work after a fashion. I'm also following along with the "Let's Play" videos. He explains why Kull makes suggestions and once in a while he digresses and explains why. All of this is giving me a flavour of the game, and of course I am making save intervals; when finally done I will have reproduced Kull's turn 1 and will make backup copies so as to be able to revert if/when I wish to restart. Thanks for all suggestions. This is one area where I almost regret being so prescriptive. There isn't a "magic sauce" formula which you'll decipher by identifying every one of the patrol locations and linger times. For submarine patrols, the "patrol around" button is your friend. Just look at the title of the patrol (I tell you roughly where each one will be located), and then - after clicking "patrol around", select a hex somewhere in that region (but NOT a land hex, or you'll only get 2 patrol points). Usually I'll pick a location near a major port or a choke point. That will fill in all three locations, to include linger times. Now you could edit those easily enough, but over the years I've learned that's not really necessary - especially against the AI. Relying on the the patrol point algorithm will save you a lot of time. By no means was I thinking you were so obsequious as to leave magic sauce content in the setup. I simply wished to follow in your footsteps, as it were. I'm certain there are so many variables in this game that each play will be unique unto itself. After playing with your setup for a while I have come to realize something. By not looking a few lines ahead I stepped on my first mine, or rather sailed into one. When setting up the cargo vessels leaving Adelaide for Los Angeles I thought to myself, "Why does Kull have so many vessels sailing in one-ship TFs? Then I realized that the numbers in brackets [1] meant all of those ships were to be in that particuluar TF. So, back to the setup and move those ships to where they should be. I first noticed when setting up the TFs for the four YPs in Dutch Harbor, "Kull has two sets of two YPs each running the same patrol. It was when I got to the Adelaide setup that I realized the numbers in the brackets meant something.
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