sdj420
Posts: 18
Joined: 7/24/2004 Status: offline
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Thank you both for the replies. >> You have to train your pilots up to a sufficient experience level to have an affect. << Do I do this by having them fly escort missions for bombers? What if the target is undefended, do they still get experience? >> setting your planes to 70% cap meant your SBD'S and TBF'S were probably slaughtered upon arrival at the IJN fleets. << They never made any attempt to attack the IJN fleet. That's the problem. I can accept that the carrier group commander was aggressive and wanted to move toward the enemy fleet to engage in battle, despite the fact he was already in range and despite the fact that he was leaving an umbrella of about 100 CAP fighters to where he only had about a third that number, but wouldn't he have told the air group commanders that he wanted to strike the fleet? And if the air group commanders thought they couldn't take on the enemy fleet, wouldn't they have told the carrier group commander? It just seems that the computer is being schizophrenic or is just making each decision without regard to other decisions it has just made. >> set cap to 40% to 50% levels to allow for fighter support. and don't attack the IJN carrier fleet to early in tthe game as they have the experience and momentum at this point in time. (they are taking over half the pacific at this period) << Roger. I've restarted the game and had my carriers only shadow the area and, after raiding PM for a while, the JP fleet withdrew without ever getting attacked by my LBA. I was able to keep my losses to three small AKs by breaking up all the transport TFs into single ship TFs. >> I will base a fighter sqdn and an SBD or TBF sqdn with the LBA and chances are they will join in with the experienced carrier pilots. << Thanks, I'll try that. There were A-24s there, but I guess you can't expect Army pukes to attack warships. :) >> You have to attack the IJN carriers when they are fatiuged and you are well rested and with good morale, preferebly when they have been thinned out in there ranks a bit and been in combat for several day's and you are very fresh and experienced. << Roger. Let them raid some, take losses from LB CAP and then hit them. >> If you think you are frustrated now try playing a PBEM game and you will have the japanese at brisbane in 4 months. << LOL, I figure if the AI is kicking my butt, then PBEM is out of the question. :) >> UV and WITP are the best strategic, tactical and logistical war simulation games on the market. << But do they do a better job of making decisions, and especially coordinated decisions? If the commander is going to place his fleet in harm's way, his pilots should be told to do the same, I'd think. I can't imagine Halsey taking his carriers in somewhere and his pilots saying, "Gee, it looks kinda dangerous, sir. Whatcha say we hit this undefended airfield instead of those carriers that are going to hit us unless we hit them first?" >> I will never play thru against the AI again as a solid PBEM player is far better than the AI can ever imagine << I understand, but my problem isn't with the enemy AI being too weak. It is with the mandatory AI of my ships that causes them to do other than I wish. >> WITP is mind boggling in size and takes a good 7 - 12 hours to make your fist move but there is nothing to compare to the shear size and complexity of this game on the market. << 7-12 hours per move? Why is that? I noticed many inefficiencies in this game's interface, though there are some considerations to streamlining the number of mouse clicks needed to play the game (such as the "set all planes" functions). But I assumed that with its larger size, WITP would have to have some more considerations to efficiency (such as a way to break up a 15 ship TF into single ship TFs with the same orders without having to make about 50 or so clicks). Is the WITP interface as difficult and mouse click intensive as this one is? >> So I suggest you find a new or moderate player to PBEM against and learn the game the way it is meant to be played << Not until I can figure out all these little tricks and mandatory AI foibles that cause my forces to do things I don't want them to do. I can handle as much humiliation as the next person, but I'm no glutton for punishment. :) >> Fighter CAP, Fatigue, Experience, Altitude, and other “in the box” characteristics effect AC combat. I’ve learned that often the hard way. If UV has one fault it is too realistic. And that’s what I love about this game. Even choosing the wrong commander can tip the scales in a battle. There are times when situations arise that I find are great learning situations (these situations I saved in a separate folder), like when carrier task forces meet. Every once in a while I reopen these situations and play around with settings of altitude and cap percentages and so on. << Roger, I'll start paying attention to who the commander is and try something other than the default altitudes, etc. and will defintely try the "save situation" routine to explore the behaviors of the mandatory AI more. But I still don't see how it is realistic for the carrier and air group commanders to make uncoordinated decisions or for the air group commander to override the targeting orders of the carrier group commander (who moved the ship toward the enemy carriers, with the obvious intent of targeting them with his air units). That just seems like its either a bug or, more likely, independant decision making, with each decision being a separate and unrelated "roll of the dice". >> What I’ve found is this, you can replay a turn with the exact same setting and each time you will get different results. Here lies the realism. You may find that a US squadron gets lucky and lands all its bombs on an IJN CV, or maybe a commander may have issued the order to change the torps on the planes to bombs when they are unexpectedly attacked by torp planes and caught with bombs on the flight deck, or maybe there is a radio malfunction and a spotted CV is not reported during the battle (not likely to happen but could occur none the less). << Is there someplace it is telling you these things? I haven't seen anyplace with that detailed of a combat report. Unless there is a report of this somewhere, how do you know it isn't just that the rand() function returned a 77 instead of a 42? >> If you read the forums you too will improve your game play. The UV players here are very helpful << Yes, I am doing so and yes, the players here are very willing to help answer questions. I've also read all the player created FAQs I could find and printed out the two biggies for constant reference, along with the game manual. And again, thank you both for your answers and your patience as I figure out the "slop" or "play" in the game's controls.
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