Arrive exactly in time at the destination hex (Full Version)

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landlubber -> Arrive exactly in time at the destination hex (1/31/2006 1:59:15 PM)

How to achieve that all parts of an expedition corps consisting of different types LCU's arrive simultaneously at the destination hex? Very often second line troops with low or even zero assault strength arrive first and get slaughtered by hostile forces. This happens although all the units left the departure hex at the same time.




Terminus -> RE: Arrive exactly in time at the destination hex (1/31/2006 2:24:08 PM)

Select one unit, set it to march to the destination, then click the "All Follow" button. None of the units in the stack will arrive at destination before the lead unit does.




Sardaukar -> RE: Arrive exactly in time at the destination hex (1/31/2006 2:26:00 PM)

I don't think it's possible right now until "Follow All"-bug has been corrected (don't use that command, even when it'd theoretically be the solution..it's still bugged). I use to send strongest combat unit day or 2 before and then have others to go with "March All".




Terminus -> RE: Arrive exactly in time at the destination hex (1/31/2006 2:28:31 PM)

As far as I know the Follow All-bug has been fixed. I haven't been hit by it for months and months, and I use "Follow All" all the time.




Sardaukar -> RE: Arrive exactly in time at the destination hex (1/31/2006 2:33:01 PM)

Is it ?? If it is, it's very good news !!




Terminus -> RE: Arrive exactly in time at the destination hex (1/31/2006 2:37:52 PM)

I could, of course, just have been insanely lucky, but I really think it's been fixed.





Speedysteve -> RE: Arrive exactly in time at the destination hex (1/31/2006 2:49:58 PM)

I too have found it fixed. Didn't 1.602 fix it?




Terminus -> RE: Arrive exactly in time at the destination hex (1/31/2006 2:52:01 PM)

There's something about it in the "what's new" file from as far back as 1.6.




Mike Wood -> RE: Arrive exactly in time at the destination hex (1/31/2006 3:04:44 PM)

Hello...

There may still be a problem with the "follow all" command, if the unit everone is following is currently loading, unloading and/or being transported by air. Folks may get confused as to where to go.

Bye...

Michael Wood

quote:

ORIGINAL: Sardaukar

Is it ?? If it is, it's very good news !!





Terminus -> RE: Arrive exactly in time at the destination hex (1/31/2006 3:05:39 PM)

Who was that masked programmer?




Speedysteve -> RE: Arrive exactly in time at the destination hex (1/31/2006 3:10:08 PM)

Excellent. That clears that up [8D]

How are the various air transfer bugs coming along. Many been being squashed?

Thanks for your help....

Bye....

Regards,

Steven




Mike Wood -> RE: Arrive exactly in time at the destination hex (1/31/2006 4:12:24 PM)

Hello...

Will advise.

Bye...

Michael Wood

quote:

ORIGINAL: Speedy

Excellent. That clears that up [8D]

How are the various air transfer bugs coming along. Many been being squashed?

Thanks for your help....

Bye....

Regards,

Steven





michaelm75au -> RE: Arrive exactly in time at the destination hex (1/31/2006 4:23:15 PM)

In the last round of testing 1.7x, I found that you could use an unloading fragment as the leader of the "all follow".
When you did, units would disappear or get bounced back to where they started after moving into the destination hex. [The actual fragment number could change as new fragments merged with the old.]

I >think< that in the latest beta you can no longer follow or include a fragment while it is unloading.

Michael

quote:

ORIGINAL: Speedy

I too have found it fixed. Didn't 1.602 fix it?





Speedysteve -> RE: Arrive exactly in time at the destination hex (1/31/2006 4:27:57 PM)

Thankyou for the info Mike and Mike




rtrapasso -> RE: Arrive exactly in time at the destination hex (1/31/2006 4:55:01 PM)


quote:

ORIGINAL: Terminus

Select one unit, set it to march to the destination, then click the "All Follow" button. None of the units in the stack will arrive at destination before the lead unit does.



Although i've never used it (due to bug concerns) i've been told that the lead unit selected should be the one most likely to be slowest, that way the should arrive more or less simultaneously. Of course, selecting which ones are slowest can be problematic. Some people say that artillery units are the slowest (which is my experience) while other claim they are the fastest!

Your mileage may vary...




tsimmonds -> RE: Arrive exactly in time at the destination hex (1/31/2006 4:59:00 PM)

I have gotten good results by following artillery units.




dtravel -> RE: Arrive exactly in time at the destination hex (1/31/2006 10:52:02 PM)

My observations from when I've set units to move from A to B via "March All" or individual march orders to the same place.

1) For long distance (10+ hex) marches along rail lines, small stacks of units will consistently arrive at their destination in the order: artillery - infantry - armor. Fatigue and disruption gained during movement may be a factor in this.

2) If I order large stacks of units to move, the first half-dozen or so will all get full movement on the first turn while the rest will only do half the mileage. The behaviour is consistent with some form of a "movement stacking" or road/rail capacity limit. I haven't tried this with very large stacks to see if there is a further diminishing returns effect.




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