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HMSWarspite -> RE: Setting Minimum Requirements for AD's (8/14/2017 8:56:16 PM)
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quote:
ORIGINAL: MemoryLeak HI HMS Warspite, Thanks for the additional advice on RR repair. I didn't know you could tell the unit to repair a hex and immediately move it to another hex and tell it to repair it , etc. Until you run out of MPs [;)] quote:
I am reading the manual( it takes awhile ) and printing hex popup info pages, but I am starting to forget where I saw something. For instance, there is a scree display that will automatically put an Air Group into training status when it meets certain criteria. Can't remember which screen now. I know the CR can do things similar to that but I think it as a different display. I dont know about automatically, but you can in bulk. Open the units info window (I forget what it is called, but info tab, then the option that is like a standard windows document icon. It will open on ground units. 3rd tab on that is Air units. This then has a list of every air unit in the game currently. Down the bottom are the filters (you can reduce the list by all sorts of criteria). The one I use at the start of every turn is 'Morale'. Click on that and it opens a dialogue - enter minimum morale (or something): enter '0'. Then it asks the same for max morale - enter a suitable number (many people use 60, I have experimented with 40, but I am with 60 currently. When you hit enter, the list of air units is now those whose morale is between 0-60. Now, you can go to the top and hit 'mission', and it opens a dialogue saying mission type (or something, and giving the key: don't quote me, but it is something like 0-Day Only, 1 - night only, 2 - Day and night, 3, Training. The only one I know is definitely correct is '4-rest'. The reason I know this is each start of the air turn I put all morale 60 or less units on 'rest'. Training is a mixed bag, as operational losses are high. The Allies don't really need to train they are OK doing it on the job. Axis (once skill drops) are very poor at learning on the job - they get killed faster than they learn. Then (and this is a little more fiddly), I clear filters (text at bottom), and repeat morale filter but 61-100. This obviously shows those units, some of which will be on rest (having been rested some turn before and now recovered morale). You could set them all to DN, or DO etc, but I do through manually and set them to appropriate settings (Bomber Command to NO, 8th AF to DO etc), as I like to guard against mistakes like accidentally sending BC in by day - if all their units are set to NO, that AD wouldn't fly even if you forgot to set it to night. quote:
And my air missions are changing/disappearing. I need to post screen shots of before and after of the AD SUMMARY Display. I couldn't work the print screen with any success so I asked my friend who is the Child Porn Forensic Computer Specialist for the D.A.'s office and he recommends snipping tool. I'll give that a shot so I can prove the missions are disappearing. Disappearing missions is a strange one - never had that. Even if they dont fly they are still in the list in the post Air turn AD summary (just with no sorties against them... Keep plugging away, it seems impenetrable but it isn't that bad when you get into it. The first time I took Rome before the end of '43 I whooped!. The AI is quite realistic at pulling back when you flank it, and you can make Italy murder for it (well, hard anyway) - every Rail yard south of the Po red, the front line starving on the vine (once you take Rome, I don't push north off the plain too hard, I try and strangle the army... but maybe thats because I haven't cracked beating them in the mountains that well yet.) Oh, and once you get 15th AF on to the Foggia air fields, you can have a lot of fun in Southern Germany...
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