Few gameplay issue (Full Version)

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astharoth -> Few gameplay issue (1/22/2003 12:50:33 PM)

anyone else experiencing these?


1-I load troops at brisbane then wish to do a stop at cooktown
to load and Eng unit and the second the transport arrive at cooktown he start unloading

2- After he unload i had to load all the troops back and set my destination to PM what the super ai did is load half the troops i've
asked him o load then moved to Pm

3- Air TF reacting while do not react is on

4-Asking 1 of my damaged tf to go to PM (setting is no react human patrol) then next turn the tf didn't moved and had retirement allowed and set course to brisbane. i rechanged everything and he did the same thing over and over

5- this is something that join my Ai cheating post
well after my Air TF was damaged all the plane went to PM, There
ennemy air TF was in range and fatigue, most of my PM plane was
at 5-15 fatigue, and for 3 days in a row (weather partly cloudy,partly cloudy, thunderstorm) all the attack was cancelled giving the ennemy the opportunity to flee without problem

well the more i play this game, the more i discover its potential
but also all its problem that comes with it

i just hope they didn't stop making patch for this game




Grumbling Grogn -> (1/22/2003 12:58:34 PM)

1.) Yes. Limitation of the way they have loading and unloading "automated". I also do not like it. :(

2.) Did you click "Load Troops ONLY" or "Load Troops" see manual for the difference.

3.) Air TF react one hex regardless. Don't ask me why. They just do (yep I don't like this either).

4.) Never seen that.

5.) Chalk this one up to bad luck... Had just the opposite happen to me when Rabual had its strikes agains my air TFs cancelled for two days strait. So it can work both ways. :)




astharoth -> (1/22/2003 1:02:40 PM)

2- i always use load troop only to be sure they load what i want.
and in this case ive hitted the load troop only too because when he was halfway to pm ive checked the cargo to be sure everything was there and it was like 10000 out of 21000 or so




Grumbling Grogn -> (1/22/2003 1:04:21 PM)

[QUOTE]Originally posted by astharoth
[B]2- i always use load troop only to be sure they load what i want.
and in this case ive hitted the load troop only too because when he was halfway to pm ive checked the cargo to be sure everything was there and it was like 10000 out of 21000 or so [/B][/QUOTE]

I believe you. But it beats me what happened.

It seems this game does quite a few things that even after playing it for weeks you can not explain... this by the way is NOT a good thing. :( :mad:




bradfordkay -> (1/22/2003 2:06:41 PM)

On problem #4, if the ships are low on ammo or fuel or abort a mission due to damage, they will automatically reset to Retirement allowed and thus return to their homeport ASAP. If you want assurance that they will stay in any particular port then you need to set that port as their homeport. You can always reset it later (I use this regularly to keep a damaged ship in Tulagi harbor for flotation repair).

On problem #3, there is a special Aircraft Carrier reaction movement at play (#9.23, pg 61) at specific ranges from the enemy. This is above and beyond normal "React to Enemy" orders (pg 48 has the relevant info here). Unfortunately, a portion of the main rule on pg 48 has been included in the special reaction: TFs detailed to follow a friendly TF DO NOT get this extra reaction, and so if you have two carrier TFs following a lead carrier TF only that lead TF will react the extra hex and thus leave itself wide open to attack. I have learned to drop the "follow TF#x" order when I think that enemy carriers are looming in the distance.




crsutton -> (1/23/2003 10:46:31 PM)

It is my understanding that very aggressive commanders will ingore orders to move away for another shot at the enemy. Make sure you pick and choose your commanders carefully. Also, if you really want a TF to move away with no complaints, click the return to base command

Most players never leave carrier TF set on "react to enemy". That can be bad news. Unless you are really sure that you can come out on top.




Mr.Frag -> (1/24/2003 12:56:03 AM)

My solution to the load situation is multiple smaller convoys, specifically built to fit the individual unit, coupled with the follow command.

The first TF you load is always the biggest, so the last to finish, and the rest sit back and wait for it then off then all go. Multiple smaller convoys then get merged together to form the real convoy.

Lot more micromanagement involved, but you get what you wanted as a result (correct units on correct ships and no wasted space from silly load orders like a AA unit going on a 3000 capacity AP instead of a 1500 capacity AK).

The added advantage of this, you control the order that ships get unloaded and which units get unloaded quicker based on AK/AP selection. Getting the smaller AK's to carry the AA units gets them unloaded quickly so they are set up and defending you from air attacks while the infantry which are of no use come off slower...




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