v1084 Truk Repair Yard (Full Version)

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TheTomDude -> v1084 Truk Repair Yard (9/11/2009 11:03:28 PM)

With the beta patch we should receive a size 4 repair yard at Truk. But due to a mistake we got 2x size 4 repair yards. It was said that this will be fixed in the v1084. I now patched today to v1084 and both repair yards are gone?!? Ehm ...... [&:][sm=fighting0056.gif]

[image]local://upfiles/20007/7AE6B2C08ED44E6C9E40C240F61A3FDA.jpg[/image]




jwilkerson -> RE: v1084 Truk Repair Yard (9/12/2009 12:51:39 AM)

The naval team determined that having any naval yard capability at Truk was overstating the desired effects, so both naval yards were removed. This is not an error but an intended change.





Harain -> RE: v1084 Truk Repair Yard (9/12/2009 11:57:46 AM)

How can it be intended if the What's New file says it added a shipyard there?

Quoting from page 15: "3. Truk now has a size 4 Repair Shipyard"




michaelm75au -> RE: v1084 Truk Repair Yard (9/12/2009 12:06:08 PM)

I think it was a last minute thing.
I even thought that there was a level 4 repair yard there.




Andrew Brown -> RE: v1084 Truk Repair Yard (9/12/2009 12:33:34 PM)


quote:

ORIGINAL: Harain

How can it be intended if the What's New file says it added a shipyard there?

Quoting from page 15: "3. Truk now has a size 4 Repair Shipyard"

It was a last minute change that didn't make it into the readme file.

Andrew




TheTomDude -> RE: v1084 Truk Repair Yard (9/12/2009 1:16:47 PM)

Why not giving Truk the size 4 rep yard and make it impossible to expand? This way one could at least repair the subs and small crafts so you don't have to send them all the way back to Japan? Wouldn't this be a good tradeoff?




Erik Rutins -> RE: v1084 Truk Repair Yard (9/12/2009 1:18:15 PM)


quote:

ORIGINAL: TheTomDude
Why not giving Truk the size 4 rep yard and make it impossible to expand?


Because this is currently impossible.




JWE -> RE: v1084 Truk Repair Yard (9/12/2009 2:01:19 PM)


quote:

ORIGINAL: TheTomDude
This way one could at least repair the subs and small crafts so you don't have to send them all the way back to Japan? Wouldn't this be a good tradeoff?

You can do that now, by adding a sufficient number of Naval Support squads.




TheTomDude -> RE: v1084 Truk Repair Yard (9/12/2009 2:20:55 PM)

Well it was worth a try. [:D]
Thanks for your answers.




Nikel -> RE: v1084 Truk Repair Yard (9/12/2009 3:48:43 PM)

Just in case it is interesting, this is part of the article on Truk in the Pacific War Online Encyclopedia, with the facilities:

[image]http://img406.imageshack.us/img406/4649/trukl.jpg[/image]




Jonathan Pollard -> RE: v1084 Truk Repair Yard (9/12/2009 4:09:11 PM)

Couldn't the 2500 ton floating drydock be best simulated by a repair ship with a maximum movement rate of 0?




herwin -> RE: v1084 Truk Repair Yard (9/12/2009 4:15:09 PM)

Rottman does not indicate that there were ship repair facilities on Truk.




JWE -> RE: v1084 Truk Repair Yard (9/12/2009 4:25:56 PM)

quote:

ORIGINAL: Jonathan Pollard
Couldn't the 2500 ton floating drydock be best simulated by a repair ship with a maximum movement rate of 0?

Not really. We considered this, along with several other options, but someone 'would' try to move it anyway, and there are too many movement routines to check against all the potential divide by '0' catastrophies.

We thought time and materials would be better spent on defining a series of ARDs with different 'tonnage capacity' values; basically DD, CA, BB capable. In the meantime, expanding the port and sending in NavSup, is the least disruptive and perhaps the more realistic portayal of Truk's capabilities, that we could come up with given the limitations of the other possible solutions.

But, hey .. one can always convert a sluggo xAK to an AR and schlepp her in to 'hep out some. [;)]




Jonathan Pollard -> RE: v1084 Truk Repair Yard (9/12/2009 6:13:58 PM)

quote:

ORIGINAL: JWE

Not really. We considered this, along with several other options, but someone 'would' try to move it anyway, and there are too many movement routines to check against all the potential divide by '0' catastrophies.

Maybe give it a movement of '1' but make its fuel capacity and usage rate so prohibitive that nobody in their right mind would want to move it. Yes, I realize that in order to play AE in the first place, not being of right mind is a prerequisite...[:D]

EDIT: Was that floating drydock built in Japan and towed to Truk? If so, a movement typical of ARDs would in that case probably be appropriate?




JWE -> RE: v1084 Truk Repair Yard (9/12/2009 6:21:14 PM)

quote:

ORIGINAL: Jonathan Pollard
Yes, I realize that in order to play AE in the first place, not being of right mind is a prerequisite...[:D]

Perhaps. [:D] My proclivitiy is to have band-aids be functional to a certain, useful, and playable, degree, and have true "fixes" reflect a certain functionality that crosses the subroutine borders.

A lot of professionals are playing, and I'm sure most civilians would think of them as 'not being of right mind ', but they seem to like the concept.




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