Air Unit Fatigue at Start (Full Version)

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cassius44 -> Air Unit Fatigue at Start (11/15/2005 3:33:52 PM)

Q: What is at-start fatigue supposed to be for air units?

Background: It's been like 6 months since I started a new game (finishing a long campaign against the AI). So I opened a new scenario 15 before any turns, and as I started looking at the air units, each time I opened the unit page the fatigue jumped to ~15 for that unit. Before I opened the air units, the base and overall lists showed them at 0 fatigue.

So is this a default I don't remember to stop one from changing at-start air unit missions? Or is there something wrong?

Note, I also patched from 1.3 up to 1.6.

Thanks, [&:]





michaelm75au -> RE: Air Unit Fatigue at Start (11/15/2005 10:23:07 PM)

On the first turn, fatigue is no calculated until pilots are assigned to the air group. That happens when open the group information window or turn is executed.

As to reason, I have always assumed it to be "getting use to a war footing".
Michael




cassius44 -> RE: Air Unit Fatigue at Start (11/21/2005 2:28:41 PM)

So, in starting a new game, does everyone go through their existing air units, looking at pilot experience, aircraft available vs. squadron build-out, etc.

Then one has to re-start the scenario and start the action without touching any air units at all, so that their fatigue isn't already high? Then - you can make changes, etc.?

It would seem like for the Japanese in Sc 15 especially, that you should have the opportunity to change their missions around without the fatigue penalty? (Again, when I check any air unit now, fatigue jumps to ~15).

*Sorry for late follow-up; out of town.*




michaelm75au -> RE: Air Unit Fatigue at Start (11/21/2005 2:38:33 PM)

I don't concern myself with the initial fatigue on turn 1.
I just set up the turn and run it.

Fatigue usually stablises on the next day.

Michael




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