Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Fast Route Bug

 
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] >> Warplan Pacific >> Warplan Pacific: Tech Support Forum >> Fast Route Bug Page: [1]
Login
Message << Older Topic   Newer Topic >>
Fast Route Bug - 6/5/2021 3:12:47 AM   
DaShox

 

Posts: 52
Joined: 7/4/2003
Status: offline
Just had a Bermuda triangle stuff.

So I assume there is limit on the number of stacks or units that can use the Fast Route? Screen shot shows what came through.

What didn't come through was at least 1 stack of 6 carriers (but I think it was more), plus BB heavy TF, a sub group of 5 and some marine units didn't make it.

My suspicion is the first units (the important that went in did not come out and where somehow replaced by later units (less important units).






Attachment (1)
Post #: 1
RE: Fast Route Bug - 6/5/2021 3:32:01 PM   
AlvaroSousa


Posts: 9927
Joined: 7/29/2013
Status: offline
Did you do this on purpose to test the loops?
Or this is how you play?

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to DaShox)
Post #: 2
RE: Fast Route Bug - 6/7/2021 2:21:14 AM   
DaShox

 

Posts: 52
Joined: 7/4/2003
Status: offline
I'm sad to say it how I play because I sucked so bad that I lost all my CV's early on because I thought I could fight a coral sea type battle (6 vs 4, I lost all 4 with no damage to the other side). So I was left biding my time as the Japanese rolled over the map until I got enough carriers (and supply) to try take back Australia. It is not going well to say the least.

That is my sad story for the day.

Now, an update to the situation - I believe what may have happened is these units were delayed a turn (to be sunk on arrival).

(in reply to AlvaroSousa)
Post #: 3
RE: Fast Route Bug - 6/7/2021 1:40:06 PM   
AlvaroSousa


Posts: 9927
Joined: 7/29/2013
Status: offline
Well the loops are removed in the next patch.

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to DaShox)
Post #: 4
RE: Fast Route Bug - 6/7/2021 1:41:32 PM   
kennonlightfoot

 

Posts: 1530
Joined: 8/15/2006
Status: offline
Good. Think that is the best solution since they weren't needed like in Europe and would always create odd situations.

(in reply to AlvaroSousa)
Post #: 5
RE: Fast Route Bug - 6/7/2021 1:51:06 PM   
eskuche

 

Posts: 1094
Joined: 3/27/2018
From: OH, USA
Status: offline

quote:

ORIGINAL: AlvaroSousa

Well the loops are removed in the next patch.



Spongebob is sad, but the world is now a better place.

(in reply to AlvaroSousa)
Post #: 6
RE: Fast Route Bug - 6/7/2021 3:42:03 PM   
AlvaroSousa


Posts: 9927
Joined: 7/29/2013
Status: offline
I think they are removed. The person in charge wasn't there when I originally uploaded them so I updated them ASAP. So it might or might not have made it in the patch.

Either way I will start a beta patch update after this.

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to eskuche)
Post #: 7
RE: Fast Route Bug - 6/7/2021 3:43:55 PM   
AlvaroSousa


Posts: 9927
Joined: 7/29/2013
Status: offline
Those are some nice looking counters.

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to AlvaroSousa)
Post #: 8
RE: Fast Route Bug - 6/21/2021 1:26:30 PM   
ggeilman

 

Posts: 107
Joined: 12/19/2017
Status: offline
Why remove them? As they more accurately depict the sailing time from Australia to Pearl for example. It takes far too long vs actual without them. it should not take a month to sail from the Coral Sea to Pearl.

(in reply to AlvaroSousa)
Post #: 9
RE: Fast Route Bug - 6/21/2021 10:46:37 PM   
AlvaroSousa


Posts: 9927
Joined: 7/29/2013
Status: offline
Exploits

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to ggeilman)
Post #: 10
RE: Fast Route Bug - 6/22/2021 2:46:55 PM   
kennonlightfoot

 

Posts: 1530
Joined: 8/15/2006
Status: offline
I think you are also over estimating the speed of convoys. Yes if they went in a straight line, which is 8000 miles, they could make it in the equivalent two turns but they didn't travel that way. A good part of the distance would be traveled in zigzag. If carriers were in the convoy they would have to maintain air coverage. If older BB's were in it they would be slower still. And, if they included troop ships and oilers, even slower. The initial cargo ships had speeds as low as 8 knots. These in a straight line (8000 miles) would take over 40 days to make the trip. Going further south to avoid Japanese air patrols and zigzagging to avoid subs would probably jump that number to 60 days. And if they had to stop at some of the islands to refuel, even longer.

So the minimum time could easily be the equivalent of 3 turns and one could justify saying that since this involves planning, preparation, leaving port, arriving at a port, loading, unloading the total time for starting at say Los Angels and finishing in Sydney would be in on the order of 5 to 8 turns depending on type of ships.

(in reply to AlvaroSousa)
Post #: 11
RE: Fast Route Bug - 6/23/2021 4:33:14 AM   
ggeilman

 

Posts: 107
Joined: 12/19/2017
Status: offline
A few ruin things for the rest of us. I am glad though you are on top of it and making changes. Many a good game was ruined by exploits and they never kept up with the rules to prevent them. So kudos!

(in reply to kennonlightfoot)
Post #: 12
RE: Fast Route Bug - 6/23/2021 4:39:38 AM   
eskuche

 

Posts: 1094
Joined: 3/27/2018
From: OH, USA
Status: offline
They aren't so much exploits (since both sides have access to it) as having unintended consequences that make the game both un-fun and ahistorical.

(in reply to ggeilman)
Post #: 13
RE: Fast Route Bug - 6/23/2021 1:51:38 PM   
kennonlightfoot

 

Posts: 1530
Joined: 8/15/2006
Status: offline
That is what the game players are for. Turning rules into exploits.

(in reply to eskuche)
Post #: 14
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Warplan Pacific >> Warplan Pacific: Tech Support Forum >> Fast Route Bug 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

0.672