Posts: 6520
Joined: 2/8/2002 From: Melb. Australia Status: offline
Guys,
I just want to underline the fact that the dumbest question is the one that is never asked. I want everyone to enjoy this game as much as I do, so please feel free to post any question that you have, even if it seems like a real "Duh" question. I would just ask that you first read the manual and check the FAQ thread first.
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Posts: 447
Joined: 5/21/2002 From: San Diego CA Status: offline
This is definitely one game where you're up the creek without a paddle if you haven't gotten real cozy with the manual first.
The cool thing is, once you read it and see how it all works together, it's like listening to music. Lots of simultaneous tunes and undercurrents that you might have missed if you were tone deaf.
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Posts: 183
Joined: 3/13/2002 From: Marina del Rey, CA Status: offline
quote:
ORIGINAL: Raverdave
Guys,
I just want to underline the fact that the dumbest question is the one that is never asked. I want everyone to enjoy this game as much as I do, so please feel free to post any question that you have, even if it seems like a real "Duh" question. I would just ask that you first read the manual and check the FAQ thread first.
The manual says press any key to continue. Where's the "any" key.
Posts: 5798
Joined: 10/18/2002 From: The Imperial Palace. Status: offline
Well, I've played UV for two years, so you'd think I'd know how to create an Air Combat TF. But for some reason I get no option to create such a TF in San Diego on December 8, 1941, even though Saratoga is sitting right there with a full complement of planes. Is this some sort of bug? I've had no trouble creating Air Combat TFs in the tutorial or in UV, nor have I had trouble creating other TFs at San Diego, LA, San Francisco, etc.
Edit: It works fine now. I just must've been clicking on the wrong button or city or something. I've been playing this game since, oh, 9 a.m. this morning, and I'm getting tired. :)
< Message edited by Grotius -- 7/6/2004 3:02:20 AM >
Seems to me that a 100 page manual could have been written on the production aspects of the game alone. Can someone once again explain the entire 'oil' aspect on a very new player level? The why, where, and how?
Thanks in advance
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"Many, who should know better, think that wars can be decided by soulless machines, rather than by the blood and anguish of brave men." ~Patton
1. How does the supply tranport option work for air units? There doesn't seem to be a way to load supplies into the aircraft.
Just click "Supply transport" and then "Select Destination" and select where the supplies should go. The planes will automagically load supplies and deliver them.
Posts: 1944
Joined: 6/15/2002 From: Western USA Status: offline
quote:
ORIGINAL: Raverdave
Guys,
I just want to underline the fact that the dumbest question is the one that is never asked. I want everyone to enjoy this game as much as I do, so please feel free to post any question that you have, even if it seems like a real "Duh" question. I would just ask that you first read the manual and check the FAQ thread first.
Thanks for the offer. I have some 'dumb' questions.
1) Why do Prince Rupert & Vancouver each require over 30k supplies? I don't see anything at the bases that should require so much. As it is they seem to do more harm then good.
2) When expanding ports & airfields does the expansion continue until turned off or do you have to reset each time it expands by one?
3) How do you determine the supply level at a base? The manual mentions that naval supply is unnecessary for bases with a supply level of 75 or more but I don't seem to be able to find that info.
4) Why do so many units start out with only about half the support, air support, engineers, squads etc available? This seems to be the case even in non-malaria zones in well supplied bases. I assumed it was the result of the particular scenario I am playing (whole campaign; allies) and that it simulated the overall lack of preparedness. That's OK but I wanted to make sure it was intentional.
Posts: 6520
Joined: 2/8/2002 From: Melb. Australia Status: offline
quote:
ORIGINAL: mjk428
quote:
ORIGINAL: Raverdave
Guys,
I just want to underline the fact that the dumbest question is the one that is never asked. I want everyone to enjoy this game as much as I do, so please feel free to post any question that you have, even if it seems like a real "Duh" question. I would just ask that you first read the manual and check the FAQ thread first.
Thanks for the offer. I have some 'dumb' questions.
1) Why do Prince Rupert & Vancouver each require over 30k supplies? I don't see anything at the bases that should require so much. As it is they seem to do more harm then good.
2) When expanding ports & airfields does the expansion continue until turned off or do you have to reset each time it expands by one?
3) How do you determine the supply level at a base? The manual mentions that naval supply is unnecessary for bases with a supply level of 75 or more but I don't seem to be able to find that info.
4) Why do so many units start out with only about half the support, air support, engineers, squads etc available? This seems to be the case even in non-malaria zones in well supplied bases. I assumed it was the result of the particular scenario I am playing (whole campaign; allies) and that it simulated the overall lack of preparedness. That's OK but I wanted to make sure it was intentional.
Thanks again for being so helpful.
1) Don't know, but i suspect that it has something to do with the large amounts of beer that Canadians are known to drink.
2) It will continue to expand until it has reached it's limit.
3) Click on the base screen and it will give you a listing of all the bases on the map and what the supply situation is for each base.....saves you from going around the map and clicking on each base to check.
4) The Allies have a number of units that are not at full strength at the start of the game (Scen 15) which is as it should be. The Allies were not prepared for a war in the east as much as they should have been.
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Never argue with an idiot, he will only drag you down to his level and beat you with experience.
Posts: 6520
Joined: 2/8/2002 From: Melb. Australia Status: offline
quote:
ORIGINAL: vontiger
quote:
ORIGINAL: Kid
quote:
ORIGINAL: Tophat
Good to hear..............
1) Does Australia need "oil" shipped in to produce aircraft? Perth and another city seem to produce oil and everyone is on a rail line.
1. Yes
Kid do I transport this by ship or rail?? what is my target city.. Melbourne??
Your target city should be melbourne.......have a look at the Industries icons when you select Melbourne and you will see the aircraft factory. Located at "Fishermens Bend" by way of interest.
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Never argue with an idiot, he will only drag you down to his level and beat you with experience.
Posts: 6520
Joined: 2/8/2002 From: Melb. Australia Status: offline
quote:
ORIGINAL: VI66
---OIL---
Seems to me that a 100 page manual could have been written on the production aspects of the game alone. Can someone once again explain the entire 'oil' aspect on a very new player level? The why, where, and how?
Thanks in advance
Thats a big call and more of a Jap Fanboy question (where as I am a card carrying member of the Alliied fanboy club). To put it simply, and I really think that Frag, Mog or Pry could answer this a whole lot better than me, oil is what keeps the wheels of Industry rolling. To make Aircraft, Ships, Tanks and fuel you need oil and as the IJN player as much of it as you can get. If you fall below a certain level it will start to effect your production (Don't ask I don't know).
The BEST place to get this oil is from a number of places, such as the DEI, Borneo and Burma just to name the big ones. The problem for you is that these places are in the hands of the allies, ( and so the reason for the war) so you have to move fast and hard to take them and then have your tankers close behind to start sucking that oil out of there for your industries but in Japan.
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Never argue with an idiot, he will only drag you down to his level and beat you with experience.
Posts: 6520
Joined: 2/8/2002 From: Melb. Australia Status: offline
quote:
ORIGINAL: Tophat
Good to hear..............
1) Does Australia need "oil" shipped in to produce aircraft? Perth and another city seem to produce oil and everyone is on a rail line.
2) The auto-convoy system for the Allies........do you use it extensively? Can you give a breif or not so brief overview of how you set yours up?
3) Is the "shakedown cruise" a needed source of training for your ships before you think of committing them?
I never use the Auto convoy system, and after a few weeks you will not use it either. I like to vary when and when my convoys go and the Auto system is not as flexable as I would like. For example, sending convoys to Brisbane direct from the West Coast using the auto convoy system takes the TFs way too close to enemy held territory for my liking, and so I simply run them all my self.
My rule of thumb is as follows....first feed PH, then NZ (which can then feed the south pacific) then feed Australia. On the other side of the map the Brits need to feed Burma and the east coast of India from Karachie (S?) That is if there is still a Burma to feed .
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Never argue with an idiot, he will only drag you down to his level and beat you with experience.
Posts: 6520
Joined: 2/8/2002 From: Melb. Australia Status: offline
If you take oil / resources to Singapore, you will get supplies and fuel - same with locations in OZ.. You don't get any HI points and such, as you have nothing to spend them on.. but I believe you still produce supplies and fuel from industry - but unlike Japan the allies also get free fuel and supplies at certain bases.
Xargun
< Message edited by Raverdave -- 7/6/2004 5:49:08 PM >
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Posts: 1922
Joined: 8/24/2002 From: Sydney, Australia Status: offline
It all depends on what Im up against
eg CAP is best set 3000 ft above the bombers coming in, so you have to know what height you are being attacked at. Also CAP works best when you have some variance in height from several squadrons. ie his bombers might come in at 6000ft and his escorts at 9000ft. I would set CAP at 9000fr and 12000 ft. The CAP at 12000ft would bounce the escort (and this keep them occupied), and the 9000ft CAP would bounce the bombers (although they would also get tangled up with the escort as well).
The same sort of thoery runs for sweeps, try to have your sweeps going in at 3000ft above his CAP, but sweeps at 100ft will also strafe the airfield. Just be careful because a 100ft sweep caught by CAP will get shot to pieces, and is also highly vulneralbe to flak.
Fighters on ground Attack are most effective at 100ft, but look above for why this can be costly.
Bombers
Depends on the Flak, if there is a lot of Flak, then I fly higher. Generally though I keep it above 6000ft, and closer to 15000 ft if Im expecting lots of Flak.
For Naval attack though I tend to use the 6000-9000 ft range, although set my DB's in the 12000 to 15000 ft range.
quote:
ORIGINAL: captskillet
Here's a couple of questions for y'all.
What altitudes have you guys found to work best for:
a) fighter groups on CAP Fighter groups on Sweep on Ground Attack
b) bombers on Ground Attack bombers on Port Attack bombers on Naval Attack
1. I notice that when the computer is resolving the turn, one of the things it does is "training ship crews" or something like that. Is it merely calculating experience gained for both sides due to operations, or is it actually training? I guess where I'm really going is: is there any way - other than the shakedown - to train ship crews?
2. Okay, I'm still having troube with loading out my destroyers with torpedoes. I've got a Dutch surface group in Batavia co-located with an American AD. The port has much more than 20,000 supply and fuel. I push the replenish button and, while the tanks are topped off, no torpedoes. What am I doing wrong?
3. How do you marry up a replenishment TF with another TF? I've put the two in the same hex and pressed "replenish from TF" in both TFs, but they seem to only replenish within the TF; the combat TF does not seem to draw from the AO. I've selected the hex in which the combat TF is located to send the AO thinking it was kind of a targeting thing, but no. How does it work? Is there minelayer/sweeper type issue with whether the AO is set to patrol/do not retire or retirement allowed?
1. I notice that when the computer is resolving the turn, one of the things it does is "training ship crews" or something like that. Is it merely calculating experience gained for both sides due to operations, or is it actually training? I guess where I'm really going is: is there any way - other than the shakedown - to train ship crews?
What's a shakedown? I've read about it, but it seems as though it's something you can't select, that the computer does. If so, I would ask if it shakes them down every bit as well in port as just putting them in a TF and having them sit there unanchored.
(...) 2. Okay, I'm still having troube with loading out my destroyers with torpedoes. I've got a Dutch surface group in Batavia co-located with an American AD. The port has much more than 20,000 supply and fuel. I push the replenish button and, while the tanks are topped off, no torpedoes. What am I doing wrong? (...)
As far as I know and learned from the tutorial-part you can replenish torpedoes only in the real big harbours (size 10?).
Posts: 6589
Joined: 9/4/2002 From: Land o' Lakes, FL Status: offline
Charles, a "shakedown" cruise is an "easy" cruise, where you don't expect to get shot at (because your crew lacks experience). There is no "shakedown" mission. It's basically putting your new batch of subchasers (or whatever) on convoy escort between San Fran an Pearl for a couple of trips (note, more than just one trip); so you're talking about 2 - 3 weeks. They're not likely to encounter anything, and their experience will get up to a point where they're actually useful in combat situations (in UV, it needed to be 55).
-F-
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Posts: 1944
Joined: 6/15/2002 From: Western USA Status: offline
quote:
ORIGINAL: Harpoon_GER
quote:
ORIGINAL: byron13
(...) 2. Okay, I'm still having troube with loading out my destroyers with torpedoes. I've got a Dutch surface group in Batavia co-located with an American AD. The port has much more than 20,000 supply and fuel. I push the replenish button and, while the tanks are topped off, no torpedoes. What am I doing wrong? (...)
As far as I know and learned from the tutorial-part you can replenish torpedoes only in the real big harbours (size 10?).
Size 8 or larger OR a port with 'sufficient' supplies and a destroyer tender (AD) that has no fire or float damage. Pages 186 & 187 are the only pages I've printed from the manual. ;)
Posts: 1944
Joined: 6/15/2002 From: Western USA Status: offline
quote:
ORIGINAL: mjk428
quote:
ORIGINAL: Raverdave
1) Why do Prince Rupert & Vancouver each require over 30k supplies? I don't see anything at the bases that should require so much. As it is they seem to do more harm then good.
2) When expanding ports & airfields does the expansion continue until turned off or do you have to reset each time it expands by one?
3) How do you determine the supply level at a base? The manual mentions that naval supply is unnecessary for bases with a supply level of 75 or more but I don't seem to be able to find that info.
4) Why do so many units start out with only about half the support, air support, engineers, squads etc available? This seems to be the case even in non-malaria zones in well supplied bases. I assumed it was the result of the particular scenario I am playing (whole campaign; allies) and that it simulated the overall lack of preparedness. That's OK but I wanted to make sure it was intentional.
Thanks again for being so helpful.
1) Don't know, but i suspect that it has something to do with the large amounts of beer that Canadians are known to drink.
2) It will continue to expand until it has reached it's limit.
3) Click on the base screen and it will give you a listing of all the bases on the map and what the supply situation is for each base.....saves you from going around the map and clicking on each base to check.
4) The Allies have a number of units that are not at full strength at the start of the game (Scen 15) which is as it should be. The Allies were not prepared for a war in the east as much as they should have been.
1) I knew there was a logical explanation. :) 2) Thanks. 3) Miscommunication by me . I didn't mean how much supplies they have but rather their "Supply Line Value" as per pg. 191. Apparently this is calculated but I don't see the value in any of the information screens. I'd like to know, without having to manually calculate each one, what the value is for my bases. As it is now, I only know if it's greater or less than 75 by seeing if they are available for automatic supply convoys. 4) Thanks for the confirmation.
< Message edited by mjk428 -- 7/6/2004 1:32:02 PM >