Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Disable political points?

 
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 >> The War Room >> Disable political points? Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
Disable political points? - 4/12/2021 1:14:01 AM   
Mower


Posts: 41
Joined: 12/3/2009
Status: offline
Can this be disabled? I find the feature VERY annoying. They cause one problem after another.
Post #: 1
RE: Disable political points? - 4/12/2021 1:23:48 AM   
USSAmerica


Posts: 18715
Joined: 10/28/2002
From: Graham, NC, USA
Status: offline
No, they can't be completely disabled, but if you want to modify the official scenarios and save them in one of the higher slots, you can edit the number of PP's you earn every turn to an obscene amount. Then, you really have no more limits. Just keep in mind that this needs to be completely discussed with any PBEM partner you might play against, and it would unbalance the game VERY much against the AI.

_____________________________

Mike

"Good times will set you free" - Jimmy Buffett

"They need more rum punch" - Me


Artwork by The Amazing Dixie

(in reply to Mower)
Post #: 2
RE: Disable political points? - 4/12/2021 1:29:19 AM   
Mower


Posts: 41
Joined: 12/3/2009
Status: offline
So my main frustration with PP is they are preventing me from transferring and loading squadrons on ships, also preventing loading land units on ships.

In fact, right now in May 1943 in the full campaign I have ZERO PP and cant find any reason for it (no over due ships or squadrons).

(in reply to USSAmerica)
Post #: 3
RE: Disable political points? - 4/12/2021 1:53:57 AM   
btd64


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: offline
That's real world limitations being modeled. You're supposed to spend them carefully and learn how to save them....GP

_____________________________

Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330

AKA General Patton

WPO,WITP,WITPAE-Mod Designer/Tester
DWU-Beta Tester
TOAW4-Alpha/Beta Tester

"Do everything you ask of those you command"....Gen. George S. Patton

(in reply to Mower)
Post #: 4
RE: Disable political points? - 4/12/2021 10:59:21 AM   
Mower


Posts: 41
Joined: 12/3/2009
Status: offline
I have no ships nor squadrons overdue and yet have zero PP. The manual does not explain PP very well. Anyone know why I would have no PP? Thanks.

(in reply to Mower)
Post #: 5
RE: Disable political points? - 4/12/2021 11:27:08 AM   
HansBolter


Posts: 7704
Joined: 7/6/2006
From: United States
Status: offline

quote:

ORIGINAL: Mower

So my main frustration with PP is they are preventing me from transferring and loading squadrons on ships, also preventing loading land units on ships.

In fact, right now in May 1943 in the full campaign I have ZERO PP and cant find any reason for it (no over due ships or squadrons).


It isn't the PPs that are preventing you from loading restricted units it is the restricted status that is doing so.

Removing PPs from the game won't fixt that for you because you would be removing the ONLY mechanism yo0u have for alleviating the restricted condition.

The only mechanisms I know of that can prevent you from gaining the scenario set number of PPs per turn are the penalties for not withdrawing units on time.

_____________________________

Hans


(in reply to Mower)
Post #: 6
RE: Disable political points? - 4/12/2021 12:02:12 PM   
Evoken

 

Posts: 488
Joined: 10/23/2019
Status: offline
If you want to change it , its not possible to do in an ongoing game a new game would be required. You can do the changes by opening scenario you want in editor and going into scenario tab and then changing politics/turn values to your liking


(in reply to HansBolter)
Post #: 7
RE: Disable political points? - 4/12/2021 12:09:22 PM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
You can withdraw some Allied squadrons and boost your PPs to 300 points on 8 Dec, 1941.

(in reply to Evoken)
Post #: 8
RE: Disable political points? - 4/12/2021 12:10:57 PM   
Dutch_slith


Posts: 330
Joined: 7/21/2005
From: the Netherlands
Status: offline
Hit the End Turn-Button and voilà, you have 50 PP. Either that or you do have squadrons or ships overdue.


_____________________________


(in reply to Mower)
Post #: 9
RE: Disable political points? - 4/12/2021 12:35:31 PM   
USSAmerica


Posts: 18715
Joined: 10/28/2002
From: Graham, NC, USA
Status: offline

quote:

ORIGINAL: Dutch_slith

Hit the End Turn-Button and voilà, you have 50 PP. Either that or you do have squadrons or ships overdue.



This.

_____________________________

Mike

"Good times will set you free" - Jimmy Buffett

"They need more rum punch" - Me


Artwork by The Amazing Dixie

(in reply to Dutch_slith)
Post #: 10
RE: Disable political points? - 4/12/2021 1:33:31 PM   
Sardaukar


Posts: 9847
Joined: 11/28/2001
From: Finland/Israel
Status: offline
Political Points are just that.

They reflect your political military limitations as commander. E.g. Roosevelt would not be very happy if you sent out all troops from West Coast in Dec 41.

Or similarly Tojo, if you did empty Home Islands etc.

_____________________________

"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


(in reply to USSAmerica)
Post #: 11
RE: Disable political points? - 4/12/2021 3:29:19 PM   
Mower


Posts: 41
Joined: 12/3/2009
Status: offline
Thanks so far. Any idea why I cant withdraw this air group? It's is now April 1943.


(in reply to Sardaukar)
Post #: 12
RE: Disable political points? - 4/12/2021 3:33:38 PM   
btd64


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: offline
Looks like you have a fragment. Click on the oob button near the bottom....GP

_____________________________

Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330

AKA General Patton

WPO,WITP,WITPAE-Mod Designer/Tester
DWU-Beta Tester
TOAW4-Alpha/Beta Tester

"Do everything you ask of those you command"....Gen. George S. Patton

(in reply to Mower)
Post #: 13
RE: Disable political points? - 4/12/2021 6:22:14 PM   
spence

 

Posts: 5400
Joined: 4/20/2003
From: Vancouver, Washington
Status: offline
IRL the US Corps organization was very flexible and mission oriented. Units came and went with ease. The US Army organization was neither very flexible nor especially mission oriented. In the Japanese Army the Army organization seems to have been likewise flexible and mission oriented - the Geographic (Area) Army not so much. When one reassigns a some bomber group within its particular region one pays a significantly lower political point cost than if one reassigns that same bomber group to a different area (say from IV Air Force to the Central Pacific).

It seems that any old HQ will do for getting the "HQ Bonus" in combat but right now it costs the same PP cost to move a division from the I Corps to the X Corps even though both Corps belong to the same Army. Just seems that doing so should be reduced in much the same as moving a bomber group within a particular Air Force.

(in reply to btd64)
Post #: 14
RE: Disable political points? - 4/12/2021 7:37:50 PM   
Mower


Posts: 41
Joined: 12/3/2009
Status: offline
There sure are alot of Restricted units, LCUs and Squadrons.

And when I try to alter their HQs, all of the options are greyed out.

< Message edited by Mower -- 4/12/2021 10:12:43 PM >

(in reply to spence)
Post #: 15
RE: Disable political points? - 4/12/2021 8:59:46 PM   
Sardaukar


Posts: 9847
Joined: 11/28/2001
From: Finland/Israel
Status: offline
Yes there are.

Some you can "buy out" with Political Points, some are permanently restricted. It reflects as "political clout"

To add, you get what you get historically for free. If you want extra, you need to use those PPs.

E.g. division historically going to Europe (or air group) could be diverted to Pacific this way.



< Message edited by Sardaukar -- 4/12/2021 9:01:33 PM >


_____________________________

"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


(in reply to Mower)
Post #: 16
RE: Disable political points? - 4/12/2021 10:14:09 PM   
Mower


Posts: 41
Joined: 12/3/2009
Status: offline

quote:

ORIGINAL: Sardaukar

Yes there are.

Some you can "buy out" with Political Points, some are permanently restricted. It reflects as "political clout"

To add, you get what you get historically for free. If you want extra, you need to use those PPs.

E.g. division historically going to Europe (or air group) could be diverted to Pacific this way.



quote:

when I try to alter their HQs, all of the options are greyed out.


when I try to alter their HQs, all of the options are greyed out.

(in reply to Sardaukar)
Post #: 17
RE: Disable political points? - 4/12/2021 10:41:11 PM   
GetAssista

 

Posts: 2732
Joined: 9/19/2009
Status: offline
quote:

ORIGINAL: Mower
when I try to alter their HQs, all of the options are greyed out.

Yo don't have enough PP accumulated that's why. A division can cost 400-1200+ PP (depending on subcommands available)
That is, if you were able to click into the unit command in the first place. Some units are permanently restricted

(in reply to Mower)
Post #: 18
RE: Disable political points? - 4/12/2021 10:56:15 PM   
Mower


Posts: 41
Joined: 12/3/2009
Status: offline

quote:

ORIGINAL: GetAssista

quote:

ORIGINAL: Mower
when I try to alter their HQs, all of the options are greyed out.

Yo don't have enough PP accumulated that's why. A division can cost 400-1200+ PP (depending on subcommands available)
That is, if you were able to click into the unit command in the first place. Some units are permanently restricted


Thanks for response. So, for example, I have 8000 PP and the HQ change will cost shy of 4000, yet all HQ options are greyed out.

(in reply to GetAssista)
Post #: 19
RE: Disable political points? - 4/12/2021 11:36:12 PM   
fcooke

 

Posts: 1156
Joined: 6/18/2002
From: Boston, London, Hoboken, now Warwick, NY
Status: offline
For your SBD squadron, what GP said. Also odd that the entire squadron is disabled at a base like PH - did you just downgrade the airframes? If you have enough PPs and the options are greyed out then they are permanently restricted, no amount of PPs can change that. They have to stay in their command area, though you can be cute in certain places like India and march the restricted units to the front.

(in reply to Mower)
Post #: 20
RE: Disable political points? - 4/13/2021 12:15:38 AM   
btd64


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: offline
One other thing. Never buy out a air or ground unit that has a withdrawal date coming up. I will occasionally buy out a unit that has a withdrawal date 12+ months out if I'm in a jam....GP

_____________________________

Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330

AKA General Patton

WPO,WITP,WITPAE-Mod Designer/Tester
DWU-Beta Tester
TOAW4-Alpha/Beta Tester

"Do everything you ask of those you command"....Gen. George S. Patton

(in reply to fcooke)
Post #: 21
RE: Disable political points? - 4/13/2021 4:20:44 AM   
rsallen64


Posts: 172
Joined: 6/15/2009
From: Olympia, WA
Status: offline
If you REALLY want to spend the time and unbalance the game against the AI (because you will), you can open the AE Editor, pictured in a post above, at the beginning of the scenario, select the units you don't want to be restricted, and change their HQs to an unrestricted HQ. That way, when you start the scenario, they will not be restricted and you can move them freely. Problem with this, as others have pointed out, is the potential for unbalancing. But, it's your call.

It is a pain as the Allies in the beginning to have all these restricted units you can't move. But it gets better over time. The decision, I believe, was made to reflect some of the political realities of the time, so you cannot, for instance, move Dutch units to Midway, for example, or West Coast units to Burma, because no leader at the time would take the political risk.

_____________________________

Desert War 1940-1942 Beta Tester
Agressors: Ancient Rome Beta Tester

"The greatest and noblest pleasure which men can have in this world is to discover new truths; and the next is to shake off old prejudices." Frederick the Great

(in reply to btd64)
Post #: 22
RE: Disable political points? - 4/13/2021 7:37:26 AM   
GetAssista

 

Posts: 2732
Joined: 9/19/2009
Status: offline
quote:

ORIGINAL: Mower
quote:

ORIGINAL: GetAssista
quote:

ORIGINAL: Mower
when I try to alter their HQs, all of the options are greyed out.

Yo don't have enough PP accumulated that's why. A division can cost 400-1200+ PP (depending on subcommands available)
That is, if you were able to click into the unit command in the first place. Some units are permanently restricted

Thanks for response. So, for example, I have 8000 PP and the HQ change will cost shy of 4000, yet all HQ options are greyed out.


Screenshot please. You either can pay PPs if them are enough, with the unit which can be bought out.
Or you cannot even go into the screen where you will see the commands options, with the unit which is permanently restricted

(in reply to Mower)
Post #: 23
RE: Disable political points? - 4/13/2021 10:00:16 AM   
LGKMAS

 

Posts: 267
Joined: 4/25/2010
Status: offline
the inability to withdraw that Sdn, could it be that all the airframes are damaged?

(in reply to GetAssista)
Post #: 24
RE: Disable political points? - 4/13/2021 10:46:40 AM   
Sardaukar


Posts: 9847
Joined: 11/28/2001
From: Finland/Israel
Status: offline
As another use of PP, one can buy back many destroyed ground units. Not all, but quite a few.

I usually buy back HQs, Air HQs and Base Forces. Good thing about it is (unlike buying back infantry etc.) that it does not stress your device/infantry pool that much. And you can never have too many Base Forces or HQs...

_____________________________

"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


(in reply to LGKMAS)
Post #: 25
RE: Disable political points? - 4/13/2021 11:33:43 AM   
HansBolter


Posts: 7704
Joined: 7/6/2006
From: United States
Status: offline
Some units are simply PERMANTLY restricted to prevent players from completely denuding an area in order to send every last unit to the front line.

If you are unable to change the command HQ of a unit it is either because the unit is permanently restricted or you don't have enough Political Points to buy out the unit.

This ISN'T complicated and the buy out screen shows you how many political points it costs to buy out the unit.

You refuse to provide screenshots and keep asking the same question over and over again.

Eventually, the veterans here are going to tire of your endless repetitive questions and your apparent inability to learn anything on your own.



_____________________________

Hans


(in reply to Sardaukar)
Post #: 26
RE: Disable political points? - 4/13/2021 3:33:47 PM   
Chickenboy


Posts: 24520
Joined: 6/29/2002
From: San Antonio, TX
Status: offline

quote:

ORIGINAL: Mower

Thanks for response. So, for example, I have 8000 PP and the HQ change will cost shy of 4000, yet all HQ options are greyed out.


Not all restricted LCUs can be converted to unrestricted (and therefore mobile) LCUs. Some of the ones on the West Coast CONUS cannot be moved by ship or air from their current position. Others (i.e., coastal defense artillery) may have 'static' devices that forevermore root that unit to that specific location.

If you are seeing a 'greyed out' HQ option, in spite of having ample PPs, it's most likely that these units cannot be re-based at all. In the case of CONUS, this reflects the paranoia of the country at the time and the pressing need to buttress local defenses before sending troops / units abroad.

(in reply to Mower)
Post #: 27
RE: Disable political points? - 11/22/2021 1:01:20 PM   
Mower


Posts: 41
Joined: 12/3/2009
Status: offline

quote:

ORIGINAL: Evoken

If you want to change it , its not possible to do in an ongoing game a new game would be required. You can do the changes by opening scenario you want in editor and going into scenario tab and then changing politics/turn values to your liking




You actually cannot, I get a message when trying to save that slots 1 through 25 are reserved.

(in reply to Chickenboy)
Post #: 28
RE: Disable political points? - 11/22/2021 1:17:15 PM   
Kull


Posts: 2625
Joined: 7/3/2007
From: El Paso, TX
Status: offline
And there's 174 that aren't.

_____________________________


(in reply to Mower)
Post #: 29
RE: Disable political points? - 11/22/2021 6:58:05 PM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: LGKMAS

the inability to withdraw that Sdn, could it be that all the airframes are damaged?

That squadron shows no ability to transfer anywhere, which means it just transferred to PH from another base or, more likely from a carrier or Air Transport TF. That would explain the "damaged" aircraft and the missing one. Upgrading or downgrading aircraft will also give you "damaged" ones. Next turn, if some aircraft are serviceable the option to transfer them to another base or CV type ship should be available again. Damage aircraft can always be loaded onto a Transport or Air Transport TF to travel by sea, if they belong to an unrestricted HQ.

The OP needs to read everything about the PP system (to understand HQ assignments and ability to move out of theater) and about withdrawing units (to understand effects on PPs, and limitations from location, unit damage, and time frame - some units can be withdrawn early, others cannot).

Incidentally, all the units can be made mobile by modifying the database to make every unit HQ and unit unrestricted and removing the static marker from all devices. The scenario change then has to be saved in a slot above the first 25 before starting the game. This does not do away with the PP system to change leaders or upgrade some devices to ahistorical ones (mostly squadrons that cost PP to upgrade or change type of aircraft, like the SBD-2s at PH).

As several have mentioned, this removes the real-world restrictions that political leaders faced and would lead to a less intense game experience. Not recommended.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to LGKMAS)
Post #: 30
Page:   [1] 2   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> The War Room >> Disable political points? Page: [1] 2   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

1.297