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RE: A list of core game bugs left in WITP:AE

 
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RE: A list of core game bugs left in WITP:AE - 1/20/2022 11:01:35 AM   
Yaab


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Minelayers still load up mines if in Escort TF, even though the beta was supposed to fix it. HOWEVER, an easy solution is to put minelayers in Surface Combat TF (last observed in 12 2021, updated stock scen001)

[15.04.2016] 1125.11
tweak Minelaymission does not lay mines at home destination if withdrawing after combat
tweak Escort TF with minelayers defaults to 'do not lay mines'
tweak Don't override ESCORT mission of human TF if in a friendly base
tweak Don't auto load mines unless in MINE mission (limited device pool can be drained)

(in reply to Yaab)
Post #: 31
RE: A list of core game bugs left in WITP:AE - 1/20/2022 10:11:05 PM   
LargeSlowTarget


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Not a bug, but something I would like to see "fixed" nonetheless - changing the HQ of unrestricted units should not cost political points, to allow the creation of a "clean" OOB without draining political points which are always in short supply.

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Post #: 32
RE: A list of core game bugs left in WITP:AE - 2/3/2022 8:38:58 PM   
LargeSlowTarget


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There is potentially a problem with tender-supported land-based patrol planes flying naval search missions and the absence of supply consumption.

The manual states on page 252 that "All planes flying other Mission types (search, CAP) expend 1/3 of a supply point per plane per Mission.".

Yet, I experience naval search mission from a base with 0 supplies and no change in supplies carried by the tenders.







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Post #: 33
RE: A list of core game bugs left in WITP:AE - 2/6/2022 3:02:02 AM   
michaelm75au


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'Seaplane support'. The missing component. I had to look thru the code to find it.

This is the number of 'seaplanes' that can be supported by the ship(s) before it needs to start looking for supply ( on tender or in base).
For this purpose, the Catalina is classed as a 'seaplane' as it is taking off from water. So based on 6 support per AVD, it should be supporting 12 Cats before it would start looking for supply.

I am having trouble trying to find where in the manual we mention 'seaplane support' as this is showing on the AVD ship screen. And has been around from the beginning.

The 'Active Ships' screen probably might need to show this, but I thought the Base screen should it?
Edit: Yes it does. Aviation Support: xx (+ yy) where yy is the seaplane support if present.

Now I recall one of my tactics as the Allied was to position these AVDs (with supply on the tender) on 'dot' bases and drop a Catalina detachment there. Using detachments of 6 or smaller meant I wasn't using up the supply unless I needed to increase/combine the attachments. Wow such a long time ago, and I can can still manage to recalled it.

< Message edited by michaelm75au -- 2/6/2022 3:42:52 AM >


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Michael

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Post #: 34
RE: A list of core game bugs left in WITP:AE - 2/6/2022 3:06:39 AM   
michaelm75au


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quote:

ORIGINAL: Yaab

Minelayers still load up mines if in Escort TF, even though the beta was supposed to fix it. HOWEVER, an easy solution is to put minelayers in Surface Combat TF (last observed in 12 2021, updated stock scen001)

[15.04.2016] 1125.11
tweak Minelaymission does not lay mines at home destination if withdrawing after combat
tweak Escort TF with minelayers defaults to 'do not lay mines'
tweak Don't override ESCORT mission of human TF if in a friendly base
tweak Don't auto load mines unless in MINE mission (limited device pool can be drained)


This has been added to the next fix. The issue is that it should have been UNLOADING mines from the ships if it was not in a Minelaying TF as per the manual. If the mines were already on the ship, it allowed them still.

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Michael

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Post #: 35
RE: A list of core game bugs left in WITP:AE - 2/6/2022 7:00:25 AM   
Chris21wen

 

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In my post on the subject of seaplanes it wasn't about the the supply more the fact that pilots under certain circumstances do not fly, ot apparently fly missions. See the circled missions above. This happens when a FP group starts off on a ship that is disbanded at the start of any scenario. Even puting the ship into a TF then disbanding does not work you have to move the TF to another base.

(in reply to michaelm75au)
Post #: 36
RE: A list of core game bugs left in WITP:AE - 2/6/2022 8:20:33 AM   
Ian R

 

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quote:

ORIGINAL: Chris21wen

In my post on the subject of seaplanes it wasn't about the the supply more the fact that pilots under certain circumstances do not fly, ot apparently fly missions. See the circled missions above. This happens when a FP group starts off on a ship that is disbanded at the start of any scenario. Even puting the ship into a TF then disbanding does not work you have to move the TF to another base.



You might want to give Michael the results of your own tests and maybe a save game file or two, if you want to advance this.

And maybe add in a precise statement of what you think the problem is.

Particularly that thing about shipborne floatplane groups on ships disbanded in babeldaob apparently flying missions. Maybe they are, but they just don't use supply, and that is WAD.

Just sayin'.

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Post #: 37
RE: A list of core game bugs left in WITP:AE - 2/6/2022 8:33:36 AM   
michaelm75au


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quote:

ORIGINAL: Chris21wen

In my post on the subject of seaplanes it wasn't about the the supply more the fact that pilots under certain circumstances do not fly, ot apparently fly missions. See the circled missions above. This happens when a FP group starts off on a ship that is disbanded at the start of any scenario. Even puting the ship into a TF then disbanding does not work you have to move the TF to another base.


A save showing the issue would be most welcome to understand the issue.

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Michael

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Post #: 38
RE: A list of core game bugs left in WITP:AE - 2/6/2022 4:01:51 PM   
Lokasenna


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quote:

ORIGINAL: michaelm75au

'Seaplane support'. The missing component. I had to look thru the code to find it.

This is the number of 'seaplanes' that can be supported by the ship(s) before it needs to start looking for supply ( on tender or in base).
For this purpose, the Catalina is classed as a 'seaplane' as it is taking off from water. So based on 6 support per AVD, it should be supporting 12 Cats before it would start looking for supply.

I am having trouble trying to find where in the manual we mention 'seaplane support' as this is showing on the AVD ship screen. And has been around from the beginning.

The 'Active Ships' screen probably might need to show this, but I thought the Base screen should it?
Edit: Yes it does. Aviation Support: xx (+ yy) where yy is the seaplane support if present.

Now I recall one of my tactics as the Allied was to position these AVDs (with supply on the tender) on 'dot' bases and drop a Catalina detachment there. Using detachments of 6 or smaller meant I wasn't using up the supply unless I needed to increase/combine the attachments. Wow such a long time ago, and I can can still manage to recalled it.


What about the planes onboard tenders disbanded in port not using endurance from the tender? Would they normally use endurance if the ship was in a TF, but don't while disbanded in port (and should they)?



The auto-load of mines being stopped unless it's a mine mission is going to be much appreciated.

(in reply to michaelm75au)
Post #: 39
RE: A list of core game bugs left in WITP:AE - 2/6/2022 4:30:35 PM   
Mike Solli


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quote:

ORIGINAL: Lokasenna
The auto-load of mines being stopped unless it's a mine mission is going to be much appreciated.


I have a simple solution for that. I set all my mines to stockpile. If I want a minelayer to load mines, I turn off stockpile for the proper mine, have the minelayer load, and turn stockpile back on.

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Post #: 40
RE: A list of core game bugs left in WITP:AE - 2/7/2022 2:33:20 AM   
michaelm75au


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Joined: 5/5/2001
From: Melbourne, Australia
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quote:

What about the planes onboard tenders disbanded in port not using endurance from the tender? Would they normally use endurance if the ship was in a TF, but don't while disbanded in port (and should they)?

Endurance is used during the turn being played out. This would be cleared when the next turn starts so not sure how you would know if it was using endurance or not.

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Michael

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Post #: 41
RE: A list of core game bugs left in WITP:AE - 2/7/2022 8:52:49 AM   
Chris21wen

 

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quote:

ORIGINAL: michaelm75au

A save showing the issue would be most welcome to understand the issue.


You don't need a save this is repeatable from the off in any scenario but if I've got something wrong I'll admit it but I still think there's bug.

This all started because Lokasenna post 'I believe the ones onboard might operate while it is disbanded in port (or they might not).' Why 'might not?' when we all know they do!

So simple test it game. Start any sceanario, I used #1 Head to head. Set all aircraft on both side to stand down except FP on a few on ships which I set to 100% search max range and none that were on disbanded ships apparently fly. See the pic as an example afet 5 days of the pilot stats (fat and mis). Those in TF did according to pilot stats. I was not expecting this so repeated it using even more FP, different scenarios, with or without supply, even Allied FP. Same result. FP do not fly if ships are disbanded according to pilot stats.







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Post #: 42
RE: A list of core game bugs left in WITP:AE - 2/7/2022 8:55:56 AM   
Chris21wen

 

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Not a rigorous test as has been pointed out but it does indicated that ships disbanded don't fly until I checked a CS at Babeldoab. On turn one it starts in a TF loaded with troops. I put the CS in their own TF, docked, unloaded and disband and set the FP to fly. They did that turn, which I expected, but they kept flying?

I now moved the CS in Hiroshima to Amami Oshima, via Nagasaki and then back to Hiroshima. When disbanded in Nagaski they did not fly, in Amami they did and once back to Hiroshima they did not. Can't say if this is constant as I stopped there.

I repeat this is all based on pilot stats. Generally after each turn pilots that flew, would show 2-4 fat and 2 mis and this was pretty constant throughout so running for days on end is pointless once you know.

Here's the ones at Babeldaob.





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Post #: 43
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