Joe D. -> RE: anyone see this before? (11/25/2007 11:40:22 PM)
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I wonder if the Allied CV TFs were so fewer in number than that of the IJN that the game engine assumed they launched/coordinated their strikes much quicker and caught your planes on the deck before they could launch? I think something like this happened only once to my IJN AI opponent; he got hit, but apparently never launched; I thought it might have been wx conditions over his TFs, which are hard to figure out in this game Could be either a bug or a rare programing event; I wonder if the UV manual has anything relevant? Edit: Does this help? 8.5 Patrol/Retreat and Reaction Status The Patrol/Retreat Status determines what the Task Force will do when it gets to its destination hex and how likely the TF will abort its mission in the face of enemy attacks. If it is set to Patrol/Do not retire, the TF will try to press on to complete its mission, regardless of enemy attacks. It will remain at the destination hex while performing its mission, then return when it is low on endurance or seriously damaged. Task Forces set to Retirement Allowed will move to their destination hex, perform their mission, and immediately return home. If they are forcefully attacked, they will likely abort their mission and return to their base. Non-patrolling Task Forces with certain missions (such as Bombardment) will plan to arrive at their destination at night, moving into and away from the destination at full speed for 12 hours each way. In addition, players can select the React/Do Not React Status for their Surface Combat and Air Combat TFs. A Task Force with the React to enemy command may alter course to intercept an enemy TF, if its been spotted during its movement turn (A TF with Follow Another TF orders will continue to follow the lead TF). A TF with Do Not React orders will not alter course from its DH to attack an enemy.
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