Lokasenna -> RE: Notes from a Small Island (4/22/2018 6:24:27 PM)
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ORIGINAL: BBfanboy quote:
ORIGINAL: Lokasenna quote:
ORIGINAL: Canoerebel This game must be using an old EXE, because my carriers reacted three or four hexes in the previous carrier battle. (I'm computer illiterate, so I don't actually know how to check, but I do know the reaction covered multiple hexes.) Limiting reaction to just one hex is a most outstanding modification. I look forward to playing an up-to-date game one of these days. It'll be nice not to have to worry about carriers suddenly steaming 200 miles in the wrong direction, against orders, leaving critical combat ships and amphibious TFs unguarded and much-needed CVEs out of position. Like most players, I hate the old reaction modeling. If you were running this game version when the multiple hex reaction happened, I want to see it... I'm pretty certain Michael put a hard stop on limiting the special CV reactions to 1 hex per TF. As mentioned, I still think reactions only occur at 5-6 hexes (maybe 4 but I don't think so). I've never had them occur at 7 hexes (as either side). Again, I think this is an artifact of legacy coding from WITP with more miles per hex. My multiple reactions occurred because the first reaction put the CV TF within reaction range of a second detected enemy CV TF (I slowed it down and watched the messages individually IIRC; it's been a while. I did put it all on YouTube). I want to note also that that was the only time I ever had the much-maligned reactions occur (and it worked out for me, really). My advice on that is simply to do what I always did: don't be coy about CV battles. You're either all-in, ensuring it happens, or all-out. Never be a 'tweener. My understanding of what Alfred said was that it is one hex per reaction check, up to the available movement range of the TF or a failed react roll, whichever comes first. I thought previously the issue was that only one react check was made which, if passed, allowed full available movement on the react. No, it was 1 hex per special CV TF reaction. I don't know if this was limited by total movement at all (i.e., if you moved at full speed and full distance for 2 phases, I think you could still react). I'm also not entirely sure what Alfred said applies pre-fix. I think what he said (without looking it up) reflects what the intent was, but there was a clear bug that was causing TFs to react multiple times. Here's my thread: www.matrixgames.com/forums/tm.asp?m=3981268&mpage=1 Here are Michael's notes on what he changed: quote:
19/12/2015 [1125.7] tweak exclude CVTF with no attack groups from closing with enemy CVTF tweak DL on enemy CVTF to be 3+ to trigger CV reaction; was non-zero DL fix CVTF reported reacting to enemy CVTF more than once per phase 10/01/2016 [1125.9] Tweak to use number of attack planes rather than groups for CV closure That pretty clearly says reactions of only once per phase, as well as 2 other new restrictions based on DL and bombers available. Presumably, you could react in both AM and PM phases - maybe that is what you saw, CR? To really tell, you would need to re-watch the replays and pay close attention to the messages. quote:
ORIGINAL: HansBolter I still think reaction is limited to one hex PER reaction and you had TFs that reacted twice. I have seen this quite a bit and had it happen recently in my Mariana's operation. You will be get two separate flash messages that a reaction is occurring, one for each instance of reaction. Just a nuance as the practical result is two hexes of reaction no matter how it shakes out. I have had two hexes of reaction in the morning and another two in the afternoon leaving a four hex spread on my TFs by day's end. It should be 1 hex per phase, per TF, full stop. If you can document otherwise, that's a bug (which will unfortunately probably go unfixed at this point).
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