niceguy2005
Posts: 12523
Joined: 7/4/2005 From: Super secret hidden base Status: offline
|
quote:
ORIGINAL: BB56 I have 2 ship movement issues regarding cargo/transaport/amphib group. This is in both Stock and CHS BB 1.4. 1) An invasion TF, if set to go directly to enemy base will stop 3-4 hexes short of the base. I have to set the TF to stop 1 hex short of the base, then I can set it to the base and it will move there. 2) I send a Cargo TF to Wake, which I own, and the TF stops 3-4 hexes short of that base. I have to set Wake as the Home base then click on 'Return to Wake' to get the TF to go there. As an added benefit to this, I also have to tell the TF to unload as, when it gets to Wake, it is Idle. Why is this happening? It looks like a bug and if so, is it scheduled to be fixed in a future patch? When you say stops, what do you mean? Does it stop there for one turn, or for multiple turns? This is not an area of the game that is intended to be micro-managed. There are several reasons why a TF may not move its full distance during a turn. Refueling of the TF is an obvious one. In the case of the invasion what could be happening is that the TF will slow when approaching its target. What is happening is that the AI is trying to time the landing to start at the first phase. This happens if you have the TF set on Mission Speed. If you set it to Full Speed it should not happen. It sounds to me like this is what is happening to your invasion TF. It is set to Mission Speed and so is trying to time the landing for phase 1. When you set the destination 1 hex short, the TF doesn't realize it is getting ready to invade so proceeds at normal speed. Again, if you don't want the TF to time its landing just set it at Full Speed, or Cruise Speed. By the way, bombardment TFs behave the same way. My guess on the second issue is that the TF, because it is a long haul to Wake is stopping to refuel, possibly every turn. This is because the fuel needed for the trip is based on the round trip the TF will follow in reaching its Destination and then back to its Home Base. While your cargo ships may have plenty of fuel, if you have short-legged escorts they can't make the trip without refueling. By setting the TF to a Home Base of Wake you just dramatically shortened its trip. If the Wake TF needs it full allotted movement for that turn to reach Wake there won't be any operation points left to actually unload. So if its an AK TF and it takes 3-4 hexes to move to Wake on the last turn, it essentially arrives with no time that turn left to unload. As long as the TF is set to unload, it should get a full turn the next turn to start unloading.
_____________________________
Artwork graciously provided by Dixie
|