RE: Patch 07 - Unofficial Public Beta & UI Suggestions (Full Version)

All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Tech Support



Message


m10bob -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/4/2016 2:48:38 PM)


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: m10bob


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: m10bob

Suggestion: Would it be possible to add an option where a submarine might know to return to base when it reaches a "selected" amount of damage?
I would like to think a good skipper would know not to risk his pressure hull with damage over 30% or so???
Maybe his judgement could be tied in with either his or the crews experience level?


This does already happen, but the damage level is a bit higher than that. It might depend on the CO ratings (as in there's probably a die roll).


Yes, and I am asking if this might be a "player choice" option.


You can always manually return the submarine to base.

Open the ships screen ("S") and filter for SS, then click the "damage" text at the top. It will sort the subs by damage. You can then click on their TF in the Location column and it will take you to that hex, you can click on the TF, and then return the sub to base.

Of course, we are all aware of this.
Please refer back to my original question as I am asking for the possibility of an option where the human player can manually set the amount of damage ALL of his subs would return to base based on a pre-determined "threat of damage" assessment after combat.
If you are not the person capable of making that change yourself, please "stand aside".




Lokasenna -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/4/2016 4:49:32 PM)


quote:

ORIGINAL: m10bob


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: m10bob


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: m10bob

Suggestion: Would it be possible to add an option where a submarine might know to return to base when it reaches a "selected" amount of damage?
I would like to think a good skipper would know not to risk his pressure hull with damage over 30% or so???
Maybe his judgement could be tied in with either his or the crews experience level?


This does already happen, but the damage level is a bit higher than that. It might depend on the CO ratings (as in there's probably a die roll).


Yes, and I am asking if this might be a "player choice" option.


You can always manually return the submarine to base.

Open the ships screen ("S") and filter for SS, then click the "damage" text at the top. It will sort the subs by damage. You can then click on their TF in the Location column and it will take you to that hex, you can click on the TF, and then return the sub to base.

Of course, we are all aware of this.
Please refer back to my original question as I am asking for the possibility of an option where the human player can manually set the amount of damage ALL of his subs would return to base based on a pre-determined "threat of damage" assessment after combat.
If you are not the person capable of making that change yourself, please "stand aside".



To be blunt, what you are asking for is not a reasonable request within the scope of Michael's continued (volunteer) updating of the beta. Your request is essentially for an entirely new feature (which has no parallels to any existing features) rather than tweaks to existing features.




m10bob -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/5/2016 3:05:36 PM)


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: m10bob


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: m10bob


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: m10bob

Suggestion: Would it be possible to add an option where a submarine might know to return to base when it reaches a "selected" amount of damage?
I would like to think a good skipper would know not to risk his pressure hull with damage over 30% or so???
Maybe his judgement could be tied in with either his or the crews experience level?


This does already happen, but the damage level is a bit higher than that. It might depend on the CO ratings (as in there's probably a die roll).


Yes, and I am asking if this might be a "player choice" option.


You can always manually return the submarine to base.

Open the ships screen ("S") and filter for SS, then click the "damage" text at the top. It will sort the subs by damage. You can then click on their TF in the Location column and it will take you to that hex, you can click on the TF, and then return the sub to base.

Of course, we are all aware of this.
Please refer back to my original question as I am asking for the possibility of an option where the human player can manually set the amount of damage ALL of his subs would return to base based on a pre-determined "threat of damage" assessment after combat.
If you are not the person capable of making that change yourself, please "stand aside".



To be blunt, what you are asking for is not a reasonable request within the scope of Michael's continued (volunteer) updating of the beta. Your request is essentially for an entirely new feature (which has no parallels to any existing features) rather than tweaks to existing features.


As adults, "blunt" we can handle.[;)]
Michaelm can see my question and determine if it is practical or not.
Of course, we have all thanked him in past for his voluntary work, and it is appreciated.




Admiral DadMan -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/7/2016 3:18:58 PM)

I wouldn't mind a "Surrender" button. Right now, my Japanese opponent has Wenchow on the China coast locked down with my troops and his troops in hex so that I can't escape, and he won't attack, ensuring that the Kamikaze feature triggers in Jan 44...

I mean, ships have "Scuttle" buttons, why not LCUs?




witpqs -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/7/2016 4:38:31 PM)


quote:

ORIGINAL: Admiral DadMan

I wouldn't mind a "Surrender" button. Right now, my Japanese opponent has Wenchow on the China coast locked down with my troops and his troops in hex so that I can't escape, and he won't attack, ensuring that the Kamikaze feature triggers in Jan 44...

I mean, ships have "Scuttle" buttons, why not LCUs?

Do Chinese troops in Wenchow actually trigger kamikazes?




Admiral DadMan -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/7/2016 5:58:15 PM)

quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Admiral DadMan

I wouldn't mind a "Surrender" button. Right now, my Japanese opponent has Wenchow on the China coast locked down with my troops and his troops in hex so that I can't escape, and he won't attack, ensuring that the Kamikaze feature triggers in Jan 44...

I mean, ships have "Scuttle" buttons, why not LCUs?

Do Chinese troops in Wenchow actually trigger kamikazes?


Yes, I am given to understand that Wenchow is within the 20 sea-hex range of Tokyo, Saigon, or Takao.

(Edited to correct activation range to 20)




Lokasenna -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/7/2016 6:02:20 PM)


quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Admiral DadMan

I wouldn't mind a "Surrender" button. Right now, my Japanese opponent has Wenchow on the China coast locked down with my troops and his troops in hex so that I can't escape, and he won't attack, ensuring that the Kamikaze feature triggers in Jan 44...

I mean, ships have "Scuttle" buttons, why not LCUs?

Do Chinese troops in Wenchow actually trigger kamikazes?


Yes, I am given to understand that Wenchow is within the 15 sea-hex range of Tokyo, Saigon, or Takao.


It's actually 20 hexes - the 15 hex range is old WITP 60-mile hexes (800 miles). 20 hexes in AE is 800 miles.

But yes, if you still own Wenchow on 1/1/1944 it will trigger kamikazes. A surrender button would be nice, although I'm not sure how it would be implemented in terms of being able to use it. Perhaps not unless the LCU is out of supply?




witpqs -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/7/2016 6:10:52 PM)


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Admiral DadMan

I wouldn't mind a "Surrender" button. Right now, my Japanese opponent has Wenchow on the China coast locked down with my troops and his troops in hex so that I can't escape, and he won't attack, ensuring that the Kamikaze feature triggers in Jan 44...

I mean, ships have "Scuttle" buttons, why not LCUs?

Do Chinese troops in Wenchow actually trigger kamikazes?


Yes, I am given to understand that Wenchow is within the 15 sea-hex range of Tokyo, Saigon, or Takao.


It's actually 20 hexes - the 15 hex range is old WITP 60-mile hexes (800 miles). 20 hexes in AE is 800 miles.

But yes, if you still own Wenchow on 1/1/1944 it will trigger kamikazes. A surrender button would be nice, although I'm not sure how it would be implemented in terms of being able to use it. Perhaps not unless the LCU is out of supply?

Just have them keep attacking every turn.




Admiral DadMan -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/7/2016 6:11:11 PM)


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Admiral DadMan

I wouldn't mind a "Surrender" button. Right now, my Japanese opponent has Wenchow on the China coast locked down with my troops and his troops in hex so that I can't escape, and he won't attack, ensuring that the Kamikaze feature triggers in Jan 44...

I mean, ships have "Scuttle" buttons, why not LCUs?

Do Chinese troops in Wenchow actually trigger kamikazes?


Yes, I am given to understand that Wenchow is within the 15 sea-hex range of Tokyo, Saigon, or Takao.


It's actually 20 hexes - the 15 hex range is old WITP 60-mile hexes (800 miles). 20 hexes in AE is 800 miles.

But yes, if you still own Wenchow on 1/1/1944 it will trigger kamikazes. A surrender button would be nice, although I'm not sure how it would be implemented in terms of being able to use it. Perhaps not unless the LCU is out of supply?

LoL damn it, I was hoping to change 15 to 20 before anyone quoted it...

I like the out of supply trigger. Much like a ship being "seriously damaged" (as the manual states) enables the scuttle button.




witpqs -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/7/2016 6:18:23 PM)

I don't see it as a worthwhile request. There is an easy enough work around that it will not affect game play.




Admiral DadMan -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/7/2016 6:22:05 PM)


quote:

ORIGINAL: witpqs

I don't see it as a worthwhile request. There is an easy enough work around that it will not affect game play.

I've been attacking for 3 months to try to kill off the units to no avail. What do you propose as a work around?

They literally continue to fire 21 guns salutes:

------------------------------------------------------------------------------------
AFTER ACTION REPORTS FOR Feb 14, 43

Ground combat at Wenchow (89,58)

Allied Bombardment attack

Attacking force 3200 troops, 21 guns, 0 vehicles, Assault Value = 10

Defending force 21147 troops, 180 guns, 95 vehicles, Assault Value = 785

Assaulting units:
50th Chinese Corps
3rd War Area
10th Group Army
88th Chinese Corps
86th Chinese Corps
100th Chinese Corps
14th Chinese Base Force
25th Group Army
32nd Group Army
16th Construction Regiment

Defending units:
15th Division
22nd/B Division
22nd/C Division




witpqs -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/7/2016 6:25:52 PM)


quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: witpqs

I don't see it as a worthwhile request. There is an easy enough work around that it will not affect game play.

I've been attacking for 3 months to try to kill off the units to no avail. What do you propose as a work around?

They literally continue to fire 21 guns salutes:

------------------------------------------------------------------------------------
AFTER ACTION REPORTS FOR Feb 14, 43

Ground combat at Wenchow (89,58)

Allied Bombardment attack

Attacking force 3200 troops, 21 guns, 0 vehicles, Assault Value = 10

Defending force 21147 troops, 180 guns, 95 vehicles, Assault Value = 785

Assaulting units:
50th Chinese Corps
3rd War Area
10th Group Army
88th Chinese Corps
86th Chinese Corps
100th Chinese Corps
14th Chinese Base Force
25th Group Army
32nd Group Army
16th Construction Regiment

Defending units:
15th Division
22nd/B Division
22nd/C Division


Why are you showing a bombardment instead of an attack?




witpqs -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/7/2016 6:36:35 PM)

If any change is justified at all for this, it might be that bases in a hex with Country Code for China would only trigger kamikazes if non-Chinese units are present.




Admiral DadMan -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/7/2016 6:38:57 PM)


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: witpqs

I don't see it as a worthwhile request. There is an easy enough work around that it will not affect game play.

I've been attacking for 3 months to try to kill off the units to no avail. What do you propose as a work around?

They literally continue to fire 21 guns salutes:

------------------------------------------------------------------------------------
AFTER ACTION REPORTS FOR Feb 14, 43

Ground combat at Wenchow (89,58)

Allied Bombardment attack

Attacking force 3200 troops, 21 guns, 0 vehicles, Assault Value = 10

Defending force 21147 troops, 180 guns, 95 vehicles, Assault Value = 785

Assaulting units:
50th Chinese Corps
3rd War Area
10th Group Army
88th Chinese Corps
86th Chinese Corps
100th Chinese Corps
14th Chinese Base Force
25th Group Army
32nd Group Army
16th Construction Regiment

Defending units:
15th Division
22nd/B Division
22nd/C Division


Why are you showing a bombardment instead of an attack?

Because that's all I have left to be able to do.




witpqs -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/7/2016 6:42:26 PM)


quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: witpqs

I don't see it as a worthwhile request. There is an easy enough work around that it will not affect game play.

I've been attacking for 3 months to try to kill off the units to no avail. What do you propose as a work around?

They literally continue to fire 21 guns salutes:

------------------------------------------------------------------------------------
AFTER ACTION REPORTS FOR Feb 14, 43

Ground combat at Wenchow (89,58)

Allied Bombardment attack

Attacking force 3200 troops, 21 guns, 0 vehicles, Assault Value = 10

Defending force 21147 troops, 180 guns, 95 vehicles, Assault Value = 785

Assaulting units:
50th Chinese Corps
3rd War Area
10th Group Army
88th Chinese Corps
86th Chinese Corps
100th Chinese Corps
14th Chinese Base Force
25th Group Army
32nd Group Army
16th Construction Regiment

Defending units:
15th Division
22nd/B Division
22nd/C Division


Why are you showing a bombardment instead of an attack?

Because that's all I have left to be able to do.

AV showed as 10?




Admiral DadMan -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/7/2016 6:54:23 PM)


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: witpqs

I don't see it as a worthwhile request. There is an easy enough work around that it will not affect game play.

I've been attacking for 3 months to try to kill off the units to no avail. What do you propose as a work around?

They literally continue to fire 21 guns salutes:

------------------------------------------------------------------------------------
AFTER ACTION REPORTS FOR Feb 14, 43

Ground combat at Wenchow (89,58)

Allied Bombardment attack

Attacking force 3200 troops, 21 guns, 0 vehicles, Assault Value = 10

Defending force 21147 troops, 180 guns, 95 vehicles, Assault Value = 785

Assaulting units:
50th Chinese Corps
3rd War Area
10th Group Army
88th Chinese Corps
86th Chinese Corps
100th Chinese Corps
14th Chinese Base Force
25th Group Army
32nd Group Army
16th Construction Regiment

Defending units:
15th Division
22nd/B Division
22nd/C Division


Why are you showing a bombardment instead of an attack?

Because that's all I have left to be able to do.

AV showed as 10?



[image]local://upfiles/5778/3256B4F3300A4B3CA288672BD20E7063.jpg[/image]




witpqs -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/7/2016 7:04:03 PM)


quote:

ORIGINAL: witpqs

If any change is justified at all for this, it might be that bases in a hex with Country Code for China would only trigger kamikazes if non-Chinese units are present.

I still think this is a much better idea than a surrender button.




Admiral DadMan -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/7/2016 7:16:45 PM)

quote:

ORIGINAL: witpqs


quote:

ORIGINAL: witpqs

If any change is justified at all for this, it might be that bases in a hex with Country Code for China would only trigger kamikazes if non-Chinese units are present.

I still think this is a much better idea than a surrender button.

Then you have an issue if it the Japanese player leaves bases in place like in the Philippines, or Guam.




witpqs -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/7/2016 7:34:49 PM)


quote:

ORIGINAL: Admiral DadMan

quote:

ORIGINAL: witpqs


quote:

ORIGINAL: witpqs

If any change is justified at all for this, it might be that bases in a hex with Country Code for China would only trigger kamikazes if non-Chinese units are present.

I still think this is a much better idea than a surrender button.

Then you have an issue if it the Japanese player leaves bases in place like in the Philippines, or Guam.

Guam? I haven't looked and counted but no, I don't think so.

Philippines, I suppose so. But that situation is different than Wenchow, which produces a good amount of supply to keep units alive AND those units have limited offensive potential. An enclave left with supply generation in the Philippines with USA units would be able to upgrade to '43 standard squads (and perhaps tanks) by January '44 and would pose an actual thorn in Japan's side.

Obviously it's up to Michael. My 2 cents worth.




Admiral DadMan -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/7/2016 8:06:52 PM)

quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Admiral DadMan

quote:

ORIGINAL: witpqs


quote:

ORIGINAL: witpqs

If any change is justified at all for this, it might be that bases in a hex with Country Code for China would only trigger kamikazes if non-Chinese units are present.

I still think this is a much better idea than a surrender button.

Then you have an issue if it the Japanese player leaves bases in place like in the Philippines, or Guam.

Guam? I haven't looked and counted but no, I don't think so.

Philippines, I suppose so. But that situation is different than Wenchow, which produces a good amount of supply to keep units alive AND those units have limited offensive potential. An enclave left with supply generation in the Philippines with USA units would be able to upgrade to '43 standard squads (and perhaps tanks) by January '44 and would pose an actual thorn in Japan's side.

Obviously it's up to Michael. My 2 cents worth.

I was incorrect about Guam, it does not fall within 20 or fewer hexes.

But an enclave left with supply in the Philippines would be an issue.

Thank you for the pushback. It's always good to have issues/ideas fleshed out.




Lokasenna -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/7/2016 10:00:11 PM)


quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Admiral DadMan

quote:

ORIGINAL: witpqs


quote:

ORIGINAL: witpqs

If any change is justified at all for this, it might be that bases in a hex with Country Code for China would only trigger kamikazes if non-Chinese units are present.

I still think this is a much better idea than a surrender button.

Then you have an issue if it the Japanese player leaves bases in place like in the Philippines, or Guam.

Guam? I haven't looked and counted but no, I don't think so.

Philippines, I suppose so. But that situation is different than Wenchow, which produces a good amount of supply to keep units alive AND those units have limited offensive potential. An enclave left with supply generation in the Philippines with USA units would be able to upgrade to '43 standard squads (and perhaps tanks) by January '44 and would pose an actual thorn in Japan's side.

Obviously it's up to Michael. My 2 cents worth.

I was incorrect about Guam, it does not fall within 20 or fewer hexes.

But an enclave left without supply in the Philippines would be an issue.

Thank you for the pushback. It's always good to have issues/ideas fleshed out.


Or they could just never attack Batan Island, and make sure/hope the rowboat corps does not take it over.

The AV in the above screenshot is because in the calculations for that screen, noncombat troops have some nominal assault value for defensive purposes.




witpqs -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/8/2016 12:04:54 AM)

quote:

Or they could just never attack Batan Island, and make sure/hope the rowboat corps does not take it over.

It is the presence of troops. An empty dot base does not do it.




Lokasenna -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/8/2016 12:29:37 AM)


quote:

ORIGINAL: witpqs

quote:

Or they could just never attack Batan Island, and make sure/hope the rowboat corps does not take it over.

It is the presence of troops. An empty dot base does not do it.


Are you sure it's not just the following?

1) Within 20 hexes
2) AF 1+




Admiral DadMan -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/8/2016 12:32:54 AM)


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: witpqs

quote:

Or they could just never attack Batan Island, and make sure/hope the rowboat corps does not take it over.

It is the presence of troops. An empty dot base does not do it.


Are you sure it's not just the following?

1) Within 20 hexes
2) AF 1+

Correct.




witpqs -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/8/2016 1:07:09 AM)

What about when you land troops at an enemy owned base?




Admiral DadMan -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/8/2016 2:22:20 AM)

Everything I've read, both rules and forum say AF 1+, 20 sea hexes or less. Nothing about having troops on the ground

Here is what I found, mostly by Alfred, including

here: RE: Kamikaze Activation Map

here: RE: Kamakazi border??

and here RE: kamikaze activation question

Interestingly, in the last one, there's a post from Michael that says Chinese National bases are excluded . I'm wondering if that means Wenchow would not be activated if not taken by Japan.





ny59giants -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/8/2016 9:38:00 AM)

One that I would like to see is having certain TF numbers reserved for just SC TF and another for CV TFs. Maybe 30 to 40 for the SC and then another 10 just for CV. Experienced players know the AI will move the lowest numbered TF first and when you create TFs, they may last months if not years before you disband them. I want to be able to have my DD and CLs in the lowest and not have my BB TF go into action first. When you create a new TF as is, you don't know what number it will be and how it will fall into the others you have if you order a bunch to sweep a base before the big BBs come in to bombard it.




pws1225 -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/8/2016 10:18:36 AM)


quote:

ORIGINAL: ny59giants

One that I would like to see is having certain TF numbers reserved for just SC TF and another for CV TFs. Maybe 30 to 40 for the SC and then another 10 just for CV. Experienced players know the AI will move the lowest numbered TF first and when you create TFs, they may last months if not years before you disband them. I want to be able to have my DD and CLs in the lowest and not have my BB TF go into action first. When you create a new TF as is, you don't know what number it will be and how it will fall into the others you have if you order a bunch to sweep a base before the big BBs come in to bombard it.


+1




witpqs -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/8/2016 7:50:31 PM)


quote:

ORIGINAL: Admiral DadMan

Everything I've read, both rules and forum say AF 1+, 20 sea hexes or less. Nothing about having troops on the ground

Here is what I found, mostly by Alfred, including

here: RE: Kamikaze Activation Map

here: RE: Kamakazi border??

and here RE: kamikaze activation question

Interestingly, in the last one, there's a post from Michael that says Chinese National bases are excluded . I'm wondering if that means Wenchow would not be activated if not taken by Japan.


That is how I interpret it.




Yaab -> RE: Patch 07 - Unofficial Public Beta & UI Suggestions (3/8/2016 8:32:12 PM)

So you can stuff Wenchow or Chushien with B-29s, bomb Home Islands, and the kamis still will not activate?




Page: <<   < prev  5 6 [7] 8 9   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
1.265625