Editor Task Force question (Full Version)

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mussey -> Editor Task Force question (2/5/2021 5:58:09 PM)

What does 'Delay' do in the Task Force Editor do? Its not a date like in the other tabs:


[image]local://upfiles/23116/7BC1C98C2C454136B874E095F59E81F8.jpg[/image]




Dan1977 -> RE: Editor Task Force question (2/5/2021 8:50:29 PM)

To Mussey, I reviewed my other stock scenarios. In the other Stock scenarios, they are very rare. I found two cases in the Marianas scenario. Kido Butai & Yamoto were both set for 16. In both these cases the TF's were set to "React to Enemy', as in your screen shot. I think there is a connection to reacting. I hope some else knows more than the two of us.




mussey -> RE: Editor Task Force question (2/5/2021 9:26:00 PM)


quote:

ORIGINAL: Dan1977

To Mussey, I reviewed my other stock scenarios. In the other Stock scenarios, they are very rare. I found two cases in the Marianas scenario. Kido Butai & Yamoto were both set for 16. In both these cases the TF's were set to "React to Enemy', as in your screen shot. I think there is a connection to reacting. I hope some else knows more than the two of us.


This was in Andy Mac's Ironman 10 script. Other German ships were created too, with Delays ranging from 20 to 900. I can't find in the Editor Manual what this means as it only mentions if its a date, a zero, or 999. Hopefully others will know...




Evoken -> RE: Editor Task Force question (2/6/2021 1:30:50 AM)

Amount of days before that task force shows up at intended location , so 600 delay in screenshot is 600 turns




mussey -> RE: Editor Task Force question (2/6/2021 1:38:52 AM)

Thanks for the reply.

Once the Scheer returns to home base Truk, what does it do then? Will the Task Force regenerate? Or does it stop?




Evoken -> RE: Editor Task Force question (2/6/2021 1:42:07 AM)

Once it arrives in game unless ship has a withdrawal date it will stay , if you want a ship to arrive multiple times you gotta clone it




mussey -> RE: Editor Task Force question (2/6/2021 1:58:39 AM)


quote:

ORIGINAL: Evoken

Once it arrives in game unless ship has a withdrawal date it will stay , if you want a ship to arrive multiple times you gotta clone it


I'm not sure what you mean by this. So for example if this TF survives and returns to its home base Truk, what will happen to the TF and the ship within it? Does the ship just sit in port? What does the AI do with it?




Evoken -> RE: Editor Task Force question (2/6/2021 2:03:39 AM)

AI Scripts are using HQ's not individual ships , as long as you put the ship under Combined Fleet HQ , AI will find a use for it




mussey -> RE: Editor Task Force question (2/6/2021 2:09:35 AM)


quote:

ORIGINAL: Evoken

AI Scripts are using HQ's not individual ships , as long as you put the ship under Combined Fleet HQ , AI will find a use for it


Excellent. So in this case the Scheer will return to 4th Fleet HQ in Truk, and then be utilized according to the AI gods. Most probably in the South Seas area?




Evoken -> RE: Editor Task Force question (2/6/2021 2:16:35 AM)

I dont exactly know how it works but looks like all ships are under Combined fleet , so i would suggest putting new ships under combined fleet hq too




mussey -> RE: Editor Task Force question (2/6/2021 2:25:42 AM)


quote:

ORIGINAL: Evoken

I dont exactly know how it works but looks like all ships are under Combined fleet , so i would suggest putting new ships under combined fleet hq too


I'm new with the Editor and am walking on very thin ice, so any insight into this is helpful to me. Thanks!




Cavalry Corp -> RE: Editor Task Force question (2/6/2021 11:49:37 AM)

So its number of turns - I put a date and it works?? Normally everything works by date I thought.




mussey -> RE: Editor Task Force question (2/6/2021 1:06:20 PM)


quote:

ORIGINAL: Cavalry Corp

So its number of turns - I put a date and it works?? Normally everything works by date I thought.

Interestingly, when I had ships in my scenario to arrive as reinforcements (say 421225) and set the TF Delay at 0, the TF did NOT arrive. But when I entered the same date for TF it did arrive.

For the Adm Scheer above (in Ironman), the ship has a date of 420101 (1/1/42), yet a delay of 600.

There is something more to this when the Delay is set to a non-date....




Evoken -> RE: Editor Task Force question (2/6/2021 1:23:55 PM)

Have you seen those task forces spawn ?




Andy Mac -> RE: Editor Task Force question (2/6/2021 2:51:09 PM)

Th TF will spawn on day 600 of the game as long as one ship in it has an arrival date before the date of TF arrival

These dates for TF arrival can be messed up by variable reinforcements so I ofter set the ship arrival earlier just in case someone plays with variable reinforcements

After teh TF chas completed its orders it will RTB and be available as a normal ship of its type for the AI to use as per normal ie a BB becomes available for any script that requires a BB




Andy Mac -> RE: Editor Task Force question (2/6/2021 2:54:46 PM)

ps the reason sometimes numbers are used is because I lost the debate over using US date conventions early in development - the rest of the world uses DD/MM/YY which is what I wanted to use but I was overruled by all the Yanks on the original team so because sometime US date conventions are weird to me I use day counts instead frequently




LargeSlowTarget -> RE: Editor Task Force question (2/6/2021 4:21:23 PM)

Andy, do I understand correctly that this field accepts both "activation dates" like 420601 and "day counts" like 600?




Andy Mac -> RE: Editor Task Force question (2/6/2021 5:43:30 PM)

yes




Dan1977 -> RE: Editor Task Force question (2/7/2021 1:08:20 AM)

Andy,
The date convention of DD/MM/YY was actually used by the United States during the Second World War, and is still in use with the US military. So, you should have gotten your way as it is historically accurate. You can see this in old documents of the time.




mussey -> RE: Editor Task Force question (2/7/2021 11:25:23 AM)


quote:

ORIGINAL: Andy Mac

Th TF will spawn on day 600 of the game as long as one ship in it has an arrival date before the date of TF arrival

These dates for TF arrival can be messed up by variable reinforcements so I ofter set the ship arrival earlier just in case someone plays with variable reinforcements

After teh TF chas completed its orders it will RTB and be available as a normal ship of its type for the AI to use as per normal ie a BB becomes available for any script that requires a BB


Andy, thanks for the feedback, and love Ironman!

I do play with Variable Reinforcements (+/- 15 Days). If I set a ship and its TF for the same arrival date, the variable setting will mess it up?

I'm thinking of having all the German raiders return off-map/out of the game instead of RTB on-map. Can this be done?

PS - I like using dates for Delay.




mussey -> RE: Editor Task Force question (2/7/2021 11:36:31 AM)

PS - I'm very new with using the Editor so please bare with me and excuse some of these questions. [8|]

In the manual I read that a ship arrival date of 0 will put the ship on the map at the beginning of the scenario. Yet this German ship is set to 0 with its TF set to 105. How does this work?




[image]local://upfiles/23116/0694C71BBD5444959B707ABFA610DBD6.jpg[/image]




LargeSlowTarget -> RE: Editor Task Force question (2/7/2021 12:57:59 PM)

If the ship arrival date is "0", the ship will be put on the map on Day 1 - if the "location" set in the "Ships" tab is available. If the location is a base, it is usually available on Day 1. But in your example Hipper is most likely set to arrive at the location "Task Force 8150". Since the Task Force 8150 is set to a delay of 105 days, Hipper cannot appear on the map on Day 1 but must wait 105 days until the TF she is set to becomes available.




mussey -> RE: Editor Task Force question (2/7/2021 1:35:57 PM)

quote:

Since the Task Force 8150 is set to a delay of 105 days, Hipper cannot appear on the map on Day 1 but must wait 105 days until the TF she is set to becomes available.


Thanks for the reply. I think this is correct. I just ran a test with ship set at 0, and its TF set to 2. The result was the TF arrived at hex on day 2. (As it should).

I then ran another test with Variable Reinforcements set to +/- 15 days, and it arrived at hex 11 days after its original date, so Variable setting doesnt appear to mess with this.

Question: Do you know if there is a way to have the TF linger at its Patrol Points for several days? Each of mine have 0 days to linger.




LargeSlowTarget -> RE: Editor Task Force question (2/7/2021 5:16:47 PM)

I don't think that it is possible to giver linger orders in the editor.

Hipper had a range of less than 4500 nm - quite a replenishment feat just to get her into the PTO^^




mussey -> RE: Editor Task Force question (2/11/2021 2:34:41 PM)


quote:

ORIGINAL: LargeSlowTarget

I don't think that it is possible to giver linger orders in the editor.

Hipper had a range of less than 4500 nm - quite a replenishment feat just to get her into the PTO^^


I thought that maybe there was a way to have a TF linger. I think I remember (?) that the KB lingers at Pearl Harbor for several days in one of Andy's Ironman.




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