A couple of bugs (Full Version)

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MadDawg -> A couple of bugs (7/9/2004 1:11:47 AM)

Well, at least according to the manual....I figured Id mention them here so they are documented and the developers can look into it as they wish.

* Firstly, the manual states on page on page 116 that "Only items in a ground unit with a load cost less than 7 may be trasnported by air (examples are the 37mm AT gun and 120mm mortar as the biggest items a plane will carry)". Currently I am playing the Marianas scenario as the Japanese (hehe, silly me!) and have partically air transported the Japanese 14th division from Palau to Titan including 105mm howitzers and Type 92 Tankettes.

* Secondly, on page p138 it states that "Each time a plane is damaged or destroyed, it is added to the total reported on the Combat Summary. Thus, one plane can be damaged 4 times and then destroyed and it would cause a report of 4 planes damaged and one plane destroyed"'. This makes sense, but currently it doesnt work like this and is making incorrect calculations...if you count the amount of aircraft *kills* (not damaged) shown in the combat animation and compare it to the combat summary shown directly after the animation, they dont match (although FOW is applied to both). For surface to surface and sub to surface combat the animations do match the summary, and it should be the same for air to air combat for players whom just dont have the time to watch each and every air to air animation (like me :)).

Thanks! [:)]

Dawg




MadDawg -> RE: A couple of bugs (7/15/2004 2:57:10 AM)

Two more little ones guys....probably not bugs as much as ideas [:)]


*Currently it seems that the 1 hex react rule from UV works for carriers even though you have their react radius set to *0*. With 60 mile hexs this can be dangerous....for example I had a task force just in the right place to attack some unloading AP's but during the turn phase it reacted 1 hex to some enemy carriers not only moving itself within strike range of them (as they also reacted 1 hex) but also moving then into LBA range which of course resulted in them being sunk.

I think that if I set my react range to 0 they should do just that...stay on station! With 60 mile hexs 1 hex can mean the difference between life and death for a carrier group. If I want them to react 1 hex that is easy enough to do now as I can just set the react range to 1.

* Currently when you select a task force it displays its radius rings to display the speed it can do. The problem is that it seems to always show both the the normal *and* full speed radius, even if you have this task force set manually to full speed. I think it might be good to show just the full speed indicator only for task forces set to travel to full speed, as this could be are reminder when you are flicking through task forces that this one is indeed set to full.

Just some ideas [:)]

Dawg




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