BBfanboy
Posts: 18046
Joined: 8/4/2010 From: Winnipeg, MB Status: offline
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quote:
ORIGINAL: tolsdorff I did some testing as well and came across a weird result, indicating a possible bug. I am using the true WITPAE TF Numbering, not the TF-names created by the OP. *edit: In all cases the SCTF will be following the Air combat TF. Notice that the Australian cruiser TF 18 has a higher number than the Lexington TF 14. Rerunning the turn without changing anything will result in the Lexington TF not moving. If you delete TF 18 (the Australian cruiser group) and replace it with the newly created TF 4 (the first available TF number, lower than the air combat TF number) with the same orders as the previous TF 18 -> follow TF 14, (the Lexington group), everything will turn out fine. All TF's will be safe. If, however, you delete TF 18 and replace it with a number higher than TF 14. (again TF 18, or TF 27, the first available number after TF 18), both groups will not move and will get attacked. The same trick goes for the Yorktown group! TF 16 is the air combat TF from the Yorktown, if you create a SCTF in this hex with a number lower than 16 (TF 4 for instance) and set it to follow the Yorktown group, than all ships are fine. If, however, the SCTF you created in the Yorktown hex has a higher number than 16. The Yorktown group will barely move and be attacked. The last tests I did were (After some fiddling and creating of TF's): quote:
Test 1 : TF 4 (2 destroyers from the Yorktown group)in the Yorktown hex with TF 27 (air combat, Yorktown). TF 4 was following TF 27. TF 14 (australian cruiser group) and TF 16 (air combat, Lexington). TF 14 was following TF 16. Result : All ships in all TF's were a safe distance away. quote:
Test 2 the other way around: TF 14 (air combat Lexington) and TF 18 (australian cruiser group) TF 18 following TF 14 TF 4 (air combat Yorktown) and TF 16 (2 destroyers from the Yorktown group. TF 16 following TF 4. Result : In the Lexington hex, nothing moved. A lot of damage. In the Yorktown Hex, everything moved 3 hexes and all ships were attacked. Yorktown left in sinking condition. On the surface of it, in this small setting with a lot of unknown parameters : If the higher numbered TF is following the lower numbered TF, problems result on the same day that the orders were given (that's all I tested, I never tested a day later). If, everything else being equal, the lower numbered TF is following the higher numbered TF, things will go as expected. It seems that TF orders inside the code are being processed starting from TF 1 and going up. When the TF, that is being followed, check's if it's being followed it apparently needs some info or a setting from the TF that is following it, before it can process it's own actions appropriately. A setting or piece of info that the following TF hasn't processed or set yet, because of it's higher number. Anyway, I might be wrong, but it is a testable theory. edit: added that in all cases the SCTF is following the air combat TF. Yes, the AI handles the movement in order of TF#. This is not a new discovery - I've advocated it for years as part of the discussion of follow failures from daisy-chained TFs. When someone mentioned daisy-chained follow near the start of this thread I assumed everyone knew about the TF# being part of the explanation so I did not rehash that. But I forget that this issue hasn't come up in a while and newer players may not know those discussions from a couple of years ago. Sorry for not posting on that detail which led to your testing for the same result!
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