Creating Bases (Full Version)

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cincotta82 -> Creating Bases (11/26/2013 2:01:37 PM)

Back again. I searched high and low, both forum and manual, but couldn't find any answers on how to create bases from empty base spots.

As a test, I moved engineers to French Frigate Shoal west of PH. I clicked on both expand port and expand airport. After 3 days, progress still remains at 0%. Is there a prerequisite to number of engineers req'd or amount of supplies req'd to create bases?

Thanks again in advance guys




Mundy -> RE: Creating Bases (11/26/2013 2:09:00 PM)

Assuming you're well stocked on supplies...

Are the engineers in combat mode?  They won't do anything in strategic mode.

Some bases are slower than others.  Dutch Harbor takes forever just to get to level 1.

Ed-




cincotta82 -> RE: Creating Bases (11/26/2013 2:15:09 PM)

Thanks Mundy. I added another ENG division, looks like that seemed to do the trick.




HexHead -> RE: Creating Bases (11/26/2013 3:27:44 PM)

FFS and others like it are 'dot' bases, called so because there is no flag symbol, just a colored dot (red = IJ, others, the Allies). Dot bases are Zero Port, Zero Airfield values.

0 Port means it takes a reeeaallly long time to disembark or offload - anything. There are no facilities there, so it's all beach work. As an aside, I have become convinced thru experience that even 1 or 2 size Ports can be frustrating - so I've gotten into the habit of offloading as an Amphibious TF at 0, 1, or 2 size Ports.

0 size AFs take a long time to get to 1.

And yes, Dutch Harbor is a bear and a half to get to 1 - my boys been working on it for a coupla months, I think - at least six weeks, I'd swear.




Lokasenna -> RE: Creating Bases (11/26/2013 3:49:00 PM)

There is a "base building guide" thread around here somewhere, popped up a couple of months ago... Has a nice handy chart on how long it takes with X engineers, as well as supplies required.




HexHead -> RE: Creating Bases (11/26/2013 4:30:54 PM)

From what I saw of it, it boils down to needing about a good 60 Engs or so to really get anything done somewhat quickly. Then, when you're going above the 'basic' SRS value, it takes more, the curve is steeper.

You need about 120+ if you're gonna put a 6 or 7 level on top of an SRS 5.

Just my impressions.

And jam that sucka with Supplies 'til they choke!




Spidery -> RE: Creating Bases (11/26/2013 5:02:38 PM)

Try this link http://www.matrixgames.com/forums/tm.asp?m=2885601

I think French Frigate is a 0(0), 0(0), therefore you are restricted to the maximum amount of engineers that can work there and it will take 10 times longer to develop than other bases.

For example, to go from a 0(0) to a 2(0) if you had 196 engineers there it would take about 6 months.





Jorge_Stanbury -> RE: Creating Bases (11/26/2013 5:45:50 PM)

Other than parking some tenders, I would do nothing on a 0(0).




HexHead -> RE: Creating Bases (11/26/2013 5:46:13 PM)


quote:

ORIGINAL: Spidery

Try this link http://www.matrixgames.com/forums/tm.asp?m=2885601

I think French Frigate is a 0(0), 0(0), therefore you are restricted to the maximum amount of engineers that can work there and it will take 10 times longer to develop than other bases.

For example, to go from a 0(0) to a 2(0) if you had 196 engineers there it would take about 6 months.




Yikes!




HexHead -> RE: Creating Bases (11/26/2013 5:47:24 PM)


quote:

ORIGINAL: Jorge_Stanbury

Other than parking some tenders, I would do nothing on a 0(0).



Agreed. At least as the Allies, I don't see a real big need to spend resources on dot dev.




Lokasenna -> RE: Creating Bases (11/26/2013 5:49:08 PM)

That's the one [:)]. I have it bookmarked at home. So very handy.




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