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LargeSlowTarget -> (6/9/2002 6:39:43 AM)

Bob,
if you put a transport TF on computer control i.e. routine convoy it will pick a destination 'randomly' (actually a destination the AI thinks being in need of supply). If you set a transport TF to routine convoy and [B]then[/B] assign a destination, the convoy will turn into a 'cs' (constant supply?) convoy going back and forth between the home port and the destination port. I'm tempted to say RTFM ;).

LST

[edit: **** typos]
[2. edit: darn, Hartmann beat me to the answer]




Chiteng -> Something I hope to see (6/9/2002 8:13:36 AM)

I hope that you will have the allied transports EITHER simply be replaced automaticly(always an option) or PLEASE stop
having them sail up to Port Moresby unescorted.
They are a sitting duck, I massed all my Jap subs there and
they virtually won the game without a battle being fought.

Not mines, just massed subs. I lost ONE Jap sub.

It was ugly.




legio -> (6/10/2002 3:56:54 AM)

It would be handy if the ship sunk list and message included the US/UK/Aus/NZ or Jap flag? It s just my poor knowledge of the subject I expect but I am sometimes not sure which side some of those kills were on?




David Heath -> (6/10/2002 7:30:23 AM)

Hi Everyone

Here are some of the later changes your find in the patch. We hope to release the patch early this week.

1) Tactical exposition has been added to the air combat screen for fighter versus fighter and fighter versus bomber combat.

2) Fighter type aircraft given a sweep mission, should no longer try to strafe the target area, unless the group altitude is set to 100 feet.

3) The routines for the list all ships function called from the upper tool bar have been optimized for speed.

4) Improved AI handling of units.


Notes on Combat Exposition

1) Land combat. The values listed after the unit symbol are either the assault value or in the case of artillery, the number of tubes engaging. The player will note that the assault value listed during the orders phase will not always be the same as the value listed in the combat screen. This is because the one listed in the orders phase is the assault value at rest, or potential assault value. The one listed in the combat screen has been modified by the combat situation, the disruption and fatigue, damage and confusion of the battle. During the combat execution, the player will note that the value may sometimes be decreased. This dynamic value is the one actually used in the combat calculations. After combat, in the orders phase, the unit has had some time to drink a bit of tea, bandage wounds and reorganize, so the resting value may be higher than it was at the end of combat. The values in combat can be used to ascertain the general condition and strength of the opposition, but fog of war makes it impossible to assume accurate figures.

2) Naval combat. The general situation is now displayed at the beginning of combat. Non-combat task forces will try to disperse and flee, while escorts run interference and engage the enemy task force. Fog, darkness, sea conditions and the lack of knowledge of minefields or other forces in the area can sometimes make full engagement difficult for the combat task force trying to attack a non-combat force. And, although the player can see all the ships in the defending task force, the task force commander may not be able to. Combat task forces will try to engage each other in the most favorable fashion. If possible, they will try to cross the T, that is turn and fire broadsides at the front of the enemy column. If they cannot, they will try to assume the best position. The player should note that non-penetrating hit locations are now displayed and penetrating hits now display a variety of messages, concerning the nature of the damage. The messages are taken from tables assigned to various ship locations and are generic in nature. So, messages saying that the ship is taking on water, for instance, mean damage below the water line has opened the ship to the sea.

3) Air to air: The cloud cover over the general target area is now displayed. This affects the bombing accuracy and the ability of CAP to find the attacking aircraft. The message that the group is climbing to intercept, means it does not have adequate climb rate to engage effectively during that impulse. Higher altitude gains an advantage for both attacking fighters and bombers. The messages that the group is intercepting means it has sufficient altitude and is close enough to attack effectively. The message that LR CAP (long range CAP) is intercepting means some CAP was approaching, while some returned to base and the group is engaging with less effectiveness than if it were all together. The message that the group area CAP is intercepting means that the CAP was spread out over a goodly area and is engaging, like LR CAP, piecemeal. There may also be a group tactic. This is what the group leader is trying to do and may include bouncing, that is attacking from above or with surprise, attacking head on in a slashing attack, maneuvering for a tail attack, gaining the advantage by attacking in formation or engaging, that is just trying to get his planes to shoot at the enemy, however they can. After this last message is displayed, the flights exchange fire. Each group is broken into flights and these are handled separately. Each flight is broken in individual planes and these are handled separately. Cloud cover, the range the attacking group has had to fly, the group leader's characteristics, the relative altitude and the aircraft characteristics, mainly speed and maneuverability help to determine the relative position and conditions under which the individual pilots operate. Similar tactical calculations are made for each pilot. So, although the flight may be at a tactical advantage the pilot may not be able to take advantage of that advantage. When fighters attack bombers, the messages will tell he attacker and direction of attack. On the bomb run, the cloud cover over the specific target is displayed. When bomber formations turn back or fighter formations break off, a message now appears.




LTC B -> (6/10/2002 7:37:39 AM)

Sounds great and overall its a fantastic product to begin with!

Straight question - is anything going to be done to restrict certain cargo from certain ship classes? For instance, I just was able to load 4.7" CD guns on a sub transport mission. Loading heavy weapons and vehicles on ship classes not capable of loading, carrying or off loading them needs to be fixed.

Thanks!




David Heath -> (6/10/2002 7:41:17 AM)

I am pretty sure that if possible to change it will not be done for a while but it is on the list.

David




LTC B -> (6/10/2002 7:57:23 AM)

While I'm glad to see it may be looked at, I'm surprised it isn't higher on the list. I would think that a restriction placed on ships other than AP restricting cargo to a load cost less than 7 would be a quick and effective fix.




teck -> patch (6/10/2002 8:03:32 AM)

So when will the patch appear???? Also I have hads several night naval engagements commanding IJN and the AI has had handed me my head with an equal force. For some reason my capitans show no interest in launching "long lances"




bradfordkay -> (6/10/2002 9:27:54 AM)

Wouldn't AK class be the ships for heavy equipment loads? It seems to me that a lot of the allied AP (troop transports) were converted passenger liners and thus could not handle heavy equipment. The AKs were cargo type vessels which were used to haul the heavy gear. I know that some late war APs were designed for the purpose and could handle the tanks, dozers, etc, but definitely the converted liners had problems with such equipment.




Admiral DadMan -> Other Minor Info Display issues (6/10/2002 9:36:26 PM)

1) On the "Ships Sunk" Screen, could a filter button be added so that the list could be sorted by Allied/IJN? I'd also like to sort by date lost. From my point of view, it would be easier to view, rather than have to look at every ship so see which were mine.

2) On the "Ships Anchored at XXXXXX" Screen, there should be a "Form New TF: button as there is on the "Base Info" screen and the "TF XXX is docked at XXXXXX" Screen. It would save a step.

I'm totally hooked on this. Thank God that I only played a couple of turns before I decided to read the Manual! LOL




Chris21wen -> Minelaying (6/10/2002 9:40:18 PM)

I think I’ve got the gist of the new minelaying rules, but please correct me if I’m wrong.

You are limiting where you can load mines and all minefields laid anywhere other than a friendly base hex (within 30 miles) are considered hostile. This makes sense (as does sub depot ships).

However:

Most minelayers are short on endurance, so just using Truk and Noumea won't work.

Sending DDs to refuel them does not make any sense. I was under the impression minelayers worked alone. Fast in, and get the hell out quick. The RN had minelayers capable of 40kts (Manxman, Welshman etc). No DD could keep up. I don't think they worked in the Pacific though. As a matter of interest the Manxman was scrapped in 1970. In 1965 it could still do 35+ Kts, with one of it's boilers removed.

The older and further away the minefield is from a friendly base the less able you are to maintain it. There isn’t a definitive cut off point (30 miles here) though. Some means of reflecting this would be ideal.

Please note another thread on Minelayers not running out of mines. For some unexplained reason I’ve not tried to get them to mine two location without reloading. I’ll try that tonight.




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