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The bug with setting for no replacements - 2/2/2010 11:17:20 AM   
Twotribes


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When will it be fixed?
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RE: The bug with setting for no replacements - 2/2/2010 1:41:31 PM   
michaelm75au


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which bug??

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RE: The bug with setting for no replacements - 2/2/2010 2:02:12 PM   
BigJ62


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when patch 3 is released until then oyu should be able to continue your game.

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RE: The bug with setting for no replacements - 2/2/2010 5:15:48 PM   
Twotribes


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It is annoying having to set the start , especially as the Japanese , to accept replacements to start.

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RE: The bug with setting for no replacements - 2/2/2010 8:06:20 PM   
pompack


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quote:

ORIGINAL: Twotribes

It is annoying having to set the start , especially as the Japanese , to accept replacements to start.


Not sure I understand

two clicks and it's undone. If you are using Historical start you get a few replacements and then it stops. If you are using non-Historical start, there is no effect whatsoever. What am I missing?

EDIT: Well, for ground units. To turn off air unit replacements takes four more clicks and two strokes of the escape key

< Message edited by pompack -- 2/2/2010 8:07:08 PM >

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RE: The bug with setting for no replacements - 2/3/2010 12:37:42 AM   
crsutton


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quote:

ORIGINAL: pompack

quote:

ORIGINAL: Twotribes

It is annoying having to set the start , especially as the Japanese , to accept replacements to start.


Not sure I understand

two clicks and it's undone. If you are using Historical start you get a few replacements and then it stops. If you are using non-Historical start, there is no effect whatsoever. What am I missing?

EDIT: Well, for ground units. To turn off air unit replacements takes four more clicks and two strokes of the escape key



Well the deal is that if you start the game with replacements off as the default, some units will not take replacements no matter how you set them later. It is quite a problem.

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RE: The bug with setting for no replacements - 2/3/2010 4:11:57 AM   
pompack


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quote:

ORIGINAL: crsutton


quote:

ORIGINAL: pompack

quote:

ORIGINAL: Twotribes

It is annoying having to set the start , especially as the Japanese , to accept replacements to start.


Not sure I understand

two clicks and it's undone. If you are using Historical start you get a few replacements and then it stops. If you are using non-Historical start, there is no effect whatsoever. What am I missing?

EDIT: Well, for ground units. To turn off air unit replacements takes four more clicks and two strokes of the escape key



Well the deal is that if you start the game with replacements off as the default, some units will not take replacements no matter how you set them later. It is quite a problem.

Yes, but that work-around was posted some time ago. I was referring to the work-around of starting the game with replacements on and then turning them off on the first turn. It's no big deal

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Post #: 7
RE: The bug with setting for no replacements - 2/3/2010 5:39:05 AM   
crsutton


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It is a very big deal if you are six months into a email game...... Most email games are already some months is progress. I have two games going, the one where replacments off was the default is providing some serious problems. The other game replacement were set to on at the beginning and there is no problem. I would advise anyone starting a game now to set the default to "replacements on" However that is too late for many of us.

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RE: The bug with setting for no replacements - 2/3/2010 2:44:54 PM   
loricas

 

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quote:

ORIGINAL: pompack

quote:

ORIGINAL: Twotribes

It is annoying having to set the start , especially as the Japanese , to accept replacements to start.


Not sure I understand

two clicks and it's undone. If you are using Historical start you get a few replacements and then it stops. If you are using non-Historical start, there is no effect whatsoever. What am I missing?

EDIT: Well, for ground units. To turn off air unit replacements takes four more clicks and two strokes of the escape key

you are missing that if you play with replacement on, every unit that came in play after turn 0,
are accepting replacement.

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RE: The bug with setting for no replacements - 2/3/2010 4:16:56 PM   
crsutton


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Yes, with "replacments on" as the default when you start a game, all on map units and reinforcments seem to be accepting replacements normally. However, if you started the game with "replacements off" as the default then you have some problems in that a large amount of units that start the game on map will not take replacements even if you manually change them to accept replacements. Some are critical, such as the tank brigades in India and the "six" tank regiments in Oz. All start the game in place and will not accept replacements.

If you are facing an invasion of either India or Austrailia in mind 1942 (not and uncommon event) the lack of these tank units can be a critical factor. I don't know when we can expect patch 3 but if they fix this in the patch it be a big help.


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RE: The bug with setting for no replacements - 2/3/2010 5:48:34 PM   
Bullwinkle58


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quote:

ORIGINAL: crsutton

Yes, with "replacments on" as the default when you start a game, all on map units and reinforcments seem to be accepting replacements normally. However, if you started the game with "replacements off" as the default then you have some problems in that a large amount of units that start the game on map will not take replacements even if you manually change them to accept replacements. Some are critical, such as the tank brigades in India and the "six" tank regiments in Oz. All start the game in place and will not accept replacements.

If you are facing an invasion of either India or Austrailia in mind 1942 (not and uncommon event) the lack of these tank units can be a critical factor. I don't know when we can expect patch 3 but if they fix this in the patch it be a big help.



As I've said elsewhere, I got the 2nd Marine Div. (a pretty crucial Allied unit) mauled at Tarawa pretty early in the game (1942), down to about 40 squads. It's still useless in Nov. 1943.

It's no real biggie to me as this is a "try out" AI game, but I'd like to have this unit useable. It was too late to fix this in my game when the bug was discovered. This seems especially irksome as Replacements Off is the default for most players with any experience, given the state of the pools early game.
If there's any way this could be done by hotfix rather than waiting for Patch 3 it would be a nice bonus.

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RE: The bug with setting for no replacements - 2/3/2010 7:02:22 PM   
jb123


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wow, this is a huge problem. Now I know why some crucial units refuse to draw

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RE: The bug with setting for no replacements - 2/3/2010 8:57:24 PM   
crsutton


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Well, if the 2nd Marine Div is not taking replacments then it becomes a much bigger issue as that unit did not start on map. Could there be other reasons for that as all of my infantry units seem to take replacments? At least in squads.

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RE: The bug with setting for no replacements - 2/4/2010 3:42:35 AM   
Bullwinkle58


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quote:

ORIGINAL: crsutton

Well, if the 2nd Marine Div is not taking replacments then it becomes a much bigger issue as that unit did not start on map. Could there be other reasons for that as all of my infantry units seem to take replacments? At least in squads.


It might be an artifact of me starting in Patch 1, and still playing after Patch 2 and three hotfixes. I believe at one time it was at 30-32 squads, and now it's been sitting at 40 for at least eight months. It's combined from the regiments, at PH, HQed to Pac Flt, in Rest, has a very high status CO (don't recall w/o looking.) The pool has something like 140 squads of USCM 43 infantry.

Some time ago it was suggested that I turn off all other USMC units' replacements, as well as base forces with USMC squads as a device. I did that, but there was no rebuild over several weeks, so I turned them back on.

It may be there's something horked in the regimental combination code that also is affected by shifting from USMC 42 to USMC 43, all across the four updates since the game began. Or it could be related to this bug in this thread. I don't know. As I said, it's not a game killer, but I was surprised to hear that there's a bug relating to starting with the default setting in a pretty major game mechanic.

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RE: The bug with setting for no replacements - 2/4/2010 7:42:33 AM   
castor troy


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quote:

ORIGINAL: crsutton


quote:

ORIGINAL: pompack

quote:

ORIGINAL: Twotribes

It is annoying having to set the start , especially as the Japanese , to accept replacements to start.


Not sure I understand

two clicks and it's undone. If you are using Historical start you get a few replacements and then it stops. If you are using non-Historical start, there is no effect whatsoever. What am I missing?

EDIT: Well, for ground units. To turn off air unit replacements takes four more clicks and two strokes of the escape key



Well the deal is that if you start the game with replacements off as the default, some units will not take replacements no matter how you set them later. It is quite a problem.




what??

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RE: The bug with setting for no replacements - 2/4/2010 2:36:51 PM   
Bullwinkle58


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quote:

ORIGINAL: crsutton

Well, if the 2nd Marine Div is not taking replacments then it becomes a much bigger issue as that unit did not start on map. Could there be other reasons for that as all of my infantry units seem to take replacments? At least in squads.


I slept on this post, and this morning re-thought my answer. It is strange.

I checked on a fresh Scenario 1 game, and all of the regiments of the 2nd Div. start on-map except one, which is 159 days out. The on-map units are under 100%, some very much under.

In my game I turned on replacements for the onb-map LCUs, as regiments, and the on-map regiments filled out. When the 6th Reg. arrives at San Diego it's already fully filled out. I moved everything to PH, combined into the 2nd Div. and sent it to Tarawa, where it got mauled. I moved it back as the 2nd Div., left it combined, and it has only filled out about 8 squads in 1.5 years.

I'm wondering if I broke it back up into A/, B/, C/ Divs if it might start to fill up. I'll try that. That still seems like a bug if it works, however.

< Message edited by Bullwinkle58 -- 2/4/2010 2:38:14 PM >


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RE: The bug with setting for no replacements - 2/4/2010 3:19:02 PM   
USSAmerica


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quote:

ORIGINAL: castor troy


quote:

ORIGINAL: crsutton


quote:

ORIGINAL: pompack

quote:

ORIGINAL: Twotribes

It is annoying having to set the start , especially as the Japanese , to accept replacements to start.


Not sure I understand

two clicks and it's undone. If you are using Historical start you get a few replacements and then it stops. If you are using non-Historical start, there is no effect whatsoever. What am I missing?

EDIT: Well, for ground units. To turn off air unit replacements takes four more clicks and two strokes of the escape key



Well the deal is that if you start the game with replacements off as the default, some units will not take replacements no matter how you set them later. It is quite a problem.




what??


I believe the current problem is that starting with all replacements off, any unit that upgrades it's TOE and has newer versions of squads/weapons/guns/AFV's, etc, after the upgrade, the upgraded item does not draw replacements.

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Post #: 17
RE: The bug with setting for no replacements - 2/4/2010 3:20:09 PM   
USSAmerica


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quote:

ORIGINAL: Bullwinkle58

quote:

ORIGINAL: crsutton

Well, if the 2nd Marine Div is not taking replacments then it becomes a much bigger issue as that unit did not start on map. Could there be other reasons for that as all of my infantry units seem to take replacments? At least in squads.


I slept on this post, and this morning re-thought my answer. It is strange.

I checked on a fresh Scenario 1 game, and all of the regiments of the 2nd Div. start on-map except one, which is 159 days out. The on-map units are under 100%, some very much under.

In my game I turned on replacements for the onb-map LCUs, as regiments, and the on-map regiments filled out. When the 6th Reg. arrives at San Diego it's already fully filled out. I moved everything to PH, combined into the 2nd Div. and sent it to Tarawa, where it got mauled. I moved it back as the 2nd Div., left it combined, and it has only filled out about 8 squads in 1.5 years.

I'm wondering if I broke it back up into A/, B/, C/ Divs if it might start to fill up. I'll try that. That still seems like a bug if it works, however.


Check to see if any of the devices in the 2nd Div have upgraded, and are the one's not drawing replacements now.

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RE: The bug with setting for no replacements - 2/4/2010 3:34:59 PM   
Twotribes


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quote:

ORIGINAL: pompack

quote:

ORIGINAL: Twotribes

It is annoying having to set the start , especially as the Japanese , to accept replacements to start.


Not sure I understand

two clicks and it's undone. If you are using Historical start you get a few replacements and then it stops. If you are using non-Historical start, there is no effect whatsoever. What am I missing?

EDIT: Well, for ground units. To turn off air unit replacements takes four more clicks and two strokes of the escape key

Explain how as the allies I can use 2 clicks to turn off ALL replacements to all land, air units and HQs. Please.

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Post #: 19
RE: The bug with setting for no replacements - 2/4/2010 4:09:00 PM   
witpqs


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quote:

ORIGINAL: Twotribes


quote:

ORIGINAL: pompack

quote:

ORIGINAL: Twotribes

It is annoying having to set the start , especially as the Japanese , to accept replacements to start.


Not sure I understand

two clicks and it's undone. If you are using Historical start you get a few replacements and then it stops. If you are using non-Historical start, there is no effect whatsoever. What am I missing?

EDIT: Well, for ground units. To turn off air unit replacements takes four more clicks and two strokes of the escape key

Explain how as the allies I can use 2 clicks to turn off ALL replacements to all land, air units and HQs. Please.


Type 'g' to open up the display of all ground units. Click on the appropriate button at the bottom.

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Post #: 20
RE: The bug with setting for no replacements - 2/4/2010 5:05:34 PM   
BigJ62


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From: Alpharetta, Georgia
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Bingo, it has to do with toe not matching unit devices, when you start a game with replacements off the toe is also set to replacements off and thus the toe devices never upgrade and no way to turn back on.


quote:

ORIGINAL: USS America


quote:

ORIGINAL: castor troy


quote:

ORIGINAL: crsutton


quote:

ORIGINAL: pompack

quote:

ORIGINAL: Twotribes

It is annoying having to set the start , especially as the Japanese , to accept replacements to start.


Not sure I understand

two clicks and it's undone. If you are using Historical start you get a few replacements and then it stops. If you are using non-Historical start, there is no effect whatsoever. What am I missing?

EDIT: Well, for ground units. To turn off air unit replacements takes four more clicks and two strokes of the escape key



Well the deal is that if you start the game with replacements off as the default, some units will not take replacements no matter how you set them later. It is quite a problem.




what??


I believe the current problem is that starting with all replacements off, any unit that upgrades it's TOE and has newer versions of squads/weapons/guns/AFV's, etc, after the upgrade, the upgraded item does not draw replacements.



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RE: The bug with setting for no replacements - 2/4/2010 5:08:45 PM   
witpqs


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quote:

ORIGINAL: BigJ62

Bingo, it has to do with toe not matching unit devices, when you start a game with replacements off the toe is also set to replacements off and thus the toe devices never upgrade and no way to turn back on.


Ah - so the fix (when available) will apply to all currently troubled LCU's?

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Post #: 22
RE: The bug with setting for no replacements - 2/4/2010 6:13:22 PM   
Admiral Scott


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Wow, I did not know about this bug.
Well that explains why my units arent recieving replacements.

Is this fixed in patch 3, and will we need a restart for it to take effect?

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Post #: 23
RE: The bug with setting for no replacements - 2/4/2010 6:38:31 PM   
BigJ62


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fixed in patch 3 and no restart.

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RE: The bug with setting for no replacements - 2/4/2010 6:45:26 PM   
Admiral Scott


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Thanks Jim

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RE: The bug with setting for no replacements - 2/4/2010 7:45:41 PM   
Bullwinkle58


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quote:

ORIGINAL: USS America

Check to see if any of the devices in the 2nd Div have upgraded, and are the one's not drawing replacements now.


Every device except infantry squads is at 100%. They should be drawing USMC 1943 squads, but aren't. As you say, the regiment components, and the combined division when it got mauled, were full of USMC 1942 infantry squads. It looks like it drew the 8 1942 squads, I went into 1943, the TOE upgraded to 1943 and stopped drawing. The TOE lines in the unit screen say it knows it should be drawing 1943 squads, which are in the pool, but it isn't doing so.

Edit after reading BigJ62's posts: this is what I'm seeing. Glad to know it will be fixed.

< Message edited by Bullwinkle58 -- 2/4/2010 7:46:26 PM >


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RE: The bug with setting for no replacements - 2/4/2010 8:17:53 PM   
jb123


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I'm having the same problem with units that upgrade, the upgraded device doesn't draw replacements. Big problem for a number of base forces, armored units and such. Also, the 2MarDiv is screwy. 2nd Marines (my alma mater by the way, I love Col Shoup as a historical figure, but I am quite angry the devs gave us fifty experience and a bunch of loopy desk jockeys who won't keep the admin squared away!) starts with 45 USMC squads and 75 support I think the rest of the devices are more or less filled out. It is now mid april 42 in my AI game, I've had replacements on since the beginning of the game. The USMC squads filled out but they haven't drawn a single support squad. Not a big deal but hugely annoying.

The biggest problem are units which have been split and then recombined. Including all the small RAN BFs in Oz. This has also affected units split once the game started. I shipped my Addu BF to Port Blair. It was split up aboard ships. When it recombined the TOE slots were all shuffled around. Observation squad slot occupied the support slot and vice versa, so now I have a unit with 35 ob squads and it won't draw more support.

The TOE upgrade feature is not working. I have numerous units with serious problems. Some of it may be because of oversights in the editor. Like a number of base forces will never draw radars because they observation squads which don't upgrade.

The biggest problem is you just don't know which units will behave and which won't. I was super irritated to ship a bunch of BFs out only to find they would not get radar until 1945. Also a pain when you have units slated for an assault, planning at 100%, but the pouges won't get their paperwork in order.

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Post #: 27
RE: The bug with setting for no replacements - 2/4/2010 9:29:17 PM   
USSAmerica


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quote:

ORIGINAL: jb123

I shipped my Addu BF to Port Blair. It was split up aboard ships. When it recombined the TOE slots were all shuffled around. Observation squad slot occupied the support slot and vice versa, so now I have a unit with 35 ob squads and it won't draw more support.



jb, this sounds like a different problem. You should probably start a new thread here in the Tech Support forum and attach a save file, preferably a save before and after recombining.

You mentioned possible editor oversights. Is this from a scenario that you edited?

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Post #: 28
RE: The bug with setting for no replacements - 2/4/2010 11:09:03 PM   
jb123


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I already posted most of these in tech support, I was just adding to the different TOE problems I found in the game. The radars not being able to upgrade are an oversight if I understood the response to my tech support posting correctly. I guess some units, like the SwPac USAAF BFs at sea on day one and a bunch of USN BF never get radar unless the observor squads "die out". While other BFs with observers will upgrade the observers to radar, these particular BFs do not. Those USAAF BF also never seem to fill out. They have regular support in both the support and motor support slots, they won't fill out to TOE strength. I've also posted saves re the addu BF and the Oz BFs that are split up on day one. their TOE slots are weird, and they don't draw replacements. I could make something of a list of units I've had TOE problems with. It's not comprehensive. I've also noticed strangeness with some chinese BFs

All of the evacuated asiatic fleet BFs.
All of the Australian and Indian BFs that are split up at the beginning of the game and I later recombine.
The Indian Armored brigades don't draw tanks after a device upgrades.
The Australian armored units don't draw reinforcements after their TOE upgrade. Some never upgrade.
The British 7th Armored Division
The USN BFs that start at NoPac and Hawaii never draw radar
The USAAF BFs enroute to OZ on Dec 7th
And, the 2MarDiv, 2nd Marines

< Message edited by jb123 -- 2/4/2010 11:10:23 PM >

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Post #: 29
RE: The bug with setting for no replacements - 2/4/2010 11:15:32 PM   
pompack


Posts: 2582
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From: University Park, Texas
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quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Twotribes


quote:

ORIGINAL: pompack

quote:

ORIGINAL: Twotribes

It is annoying having to set the start , especially as the Japanese , to accept replacements to start.


Not sure I understand

two clicks and it's undone. If you are using Historical start you get a few replacements and then it stops. If you are using non-Historical start, there is no effect whatsoever. What am I missing?

EDIT: Well, for ground units. To turn off air unit replacements takes four more clicks and two strokes of the escape key

Explain how as the allies I can use 2 clicks to turn off ALL replacements to all land, air units and HQs. Please.


Type 'g' to open up the display of all ground units. Click on the appropriate button at the bottom.


I stand corrected. Witpqs has the more efficient method. You can turn all replacements off with two clicks.

K1: hit G
C1: Click Off
K2: hit A
C2: click No Replacements for Groups on this List

Total: two keystrokes and two mouseclicks to turn all land and air replacements off.

(in reply to witpqs)
Post #: 30
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