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RE: A few newbie questions - 11/10/2010 8:51:55 PM   
Alpha77

 

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quote:

ORIGINAL: brian800000

I've read on the forum that the AI gets a cheat for extra planes. Does anyone know the mechanics of how it works?

The reason I'm asking is that I'd like to know if it is really productive to shoot down their planes early in the war. If the cheat just keeps them with a minimum number of planes, then it probably would be. If the cheat just replaces a certain percentage of their losses, it may be less useful.



I foundf out, that Jap plane production in game (means vs.AI in the normal scens with so called "historic" level) is more than twice than in reality - it should help the Jap in the middle of the game to not run out of planes. Sadly this cheat (among others) was also implemented in the historic level of the game - so it isn´t historic at all You can just load the Jap side in your game and take a look (but don´t look up his carrier positions).

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Post #: 211
RE: A few newbie questions - 11/10/2010 10:28:32 PM   
brian800000

 

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quote:

ORIGINAL: Alpha77


quote:

ORIGINAL: brian800000

I've read on the forum that the AI gets a cheat for extra planes. Does anyone know the mechanics of how it works?

The reason I'm asking is that I'd like to know if it is really productive to shoot down their planes early in the war. If the cheat just keeps them with a minimum number of planes, then it probably would be. If the cheat just replaces a certain percentage of their losses, it may be less useful.



I foundf out, that Jap plane production in game (means vs.AI in the normal scens with so called "historic" level) is more than twice than in reality - it should help the Jap in the middle of the game to not run out of planes. Sadly this cheat (among others) was also implemented in the historic level of the game - so it isn´t historic at all You can just load the Jap side in your game and take a look (but don´t look up his carrier positions).


I think that may actually be good to hear--double production means that shooting down planes is still very important. I was afraid the cheat would be along the lines: "shoot down 15 Japanese planes, Japan gets 15 new planes." In theory at least, you could still decimate their air force.

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Post #: 212
RE: A few newbie questions - 11/11/2010 5:22:50 PM   
brian800000

 

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Questions on the use of the mega xAPs--some of these have cruise speeds of 28. I think that speed is their best defense--and leaves them rather invulnerable to everything save carriers. So I'm thinking of running them unescorted from LA to Sydney to move troops.

Is this the way experienced players use them? It seems unhistorical to move large LCUs unescorted, but from a gameplay perspective it seems counterproductive to stick them with a bunch of escorts that slow them down to 14 and make them accessible targets to subs and surface raiders. I'm torn on this.

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Post #: 213
RE: A few newbie questions - 11/11/2010 5:48:18 PM   
Alfred

 

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quote:

ORIGINAL: brian800000

Questions on the use of the mega xAPs--some of these have cruise speeds of 28. I think that speed is their best defense--and leaves them rather invulnerable to everything save carriers. So I'm thinking of running them unescorted from LA to Sydney to move troops.

Is this the way experienced players use them? It seems unhistorical to move large LCUs unescorted, but from a gameplay perspective it seems counterproductive to stick them with a bunch of escorts that slow them down to 14 and make them accessible targets to subs and surface raiders. I'm torn on this.


Both the Queen Mary and Queen Elisabeth made high speed unescorted runs throughout the war. The gameplay is therefore consistent with the historical record.

Alfred

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Post #: 214
RE: A few newbie questions - 11/11/2010 7:26:55 PM   
brian800000

 

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quote:

ORIGINAL: Alfred


quote:

ORIGINAL: brian800000

Questions on the use of the mega xAPs--some of these have cruise speeds of 28. I think that speed is their best defense--and leaves them rather invulnerable to everything save carriers. So I'm thinking of running them unescorted from LA to Sydney to move troops.

Is this the way experienced players use them? It seems unhistorical to move large LCUs unescorted, but from a gameplay perspective it seems counterproductive to stick them with a bunch of escorts that slow them down to 14 and make them accessible targets to subs and surface raiders. I'm torn on this.


Both the Queen Mary and Queen Elisabeth made high speed unescorted runs throughout the war. The gameplay is therefore consistent with the historical record.

Alfred


What other forum would someone know this!

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Post #: 215
RE: A few newbie questions - 11/11/2010 7:32:03 PM   
VSWG


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quote:

ORIGINAL: brian800000

Is this the way experienced players use them? It seems unhistorical to move large LCUs unescorted, but from a gameplay perspective it seems counterproductive to stick them with a bunch of escorts that slow them down to 14 and make them accessible targets to subs and surface raiders. I'm torn on this.


A high (cruise) speed is an excellent defense against sub attacks. I run the large liners without escorts, which would slow them down considerably.

So far only once a liner was attacked by a sub in my PBEMs - the torpedoes missed.


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Post #: 216
RE: A few newbie questions - 11/11/2010 8:04:52 PM   
cmdrsam

 

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I havnt played this in about a month. Found it to be overwhelming. But after not touching it, and skiming through some articles, and rebooting a campaign. Some items have finnally sunk in my thick skull. Ship loses for me, way down, ship losses for enemy up. So I think I am on right track. My question is this. I am having trouble with understanding airbases. Port sizes matter as far as tonnage able to dock. Does airbases effect the same? There is a list for port sizes. Is there a list for airbases? I guess in a round about way I am asking is this.

Size one base is able to store X amount of planes, but at what size? As the base size increases what kind of planes can be used at them? Looking for info like this, I'll give the port sizes and my understanding.

Port size one is able to have 6,000 tonnage docked
port size 2 is able to have 9,000 tonnage docked
port size 3 is able to have 12,00 tonnage docked.

Looking for info like above.

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Post #: 217
RE: A few newbie questions - 11/11/2010 8:16:09 PM   
VSWG


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quote:

Airfield size has many effects. It is easier to
damage and destroy aircraft on the ground at
smaller airfields (less dispersion). It is also more
likely that planes will suffer operational losses
when landing at smaller airfields.
Level bombers require an airfield equal to size 4
+ (bomb load / 6500) rounded down. So, a B29 requires a size 7 airfield to avoid the penalties.
Light bombers require a starting airfield of 2 rather than 4.

Penalties include:
»» Increased operational losses on takeoff.
»» A reduction in their range as air units cannot fly combat
Missions at greater than their normal range.
»» A diminished (extended range) bomb load.

If a base has less Aviation Support than is required, level bomber offensive missions are
reduced by 25%.
If an Airfield has too many aircraft (physical space) or groups (administrative) present, then the
airfield is deemed overstacked. And is indicated by an ‘*’ next to the airfield.
An overstacked airfield affects how many aircraft can be launched, casualties from attacks
and aircraft repairs.

A 9+ airfield does not suffer from overstacking.

An airfield can operate 50 single engine (or 25 two engine, or 12 four engine) planes per AF size
or 1 group per AF size.
The best Air HQ of the same command as the base which is within range
can add its command radius to the number of groups that can be administrated, or if not in the
same command, the nearest HQ will add ½ its command radius to the number of groups.
In addition, groups at rest or in training only count as 1/3 for the purposes of counting aircraft
at the base, and don’t count at all against the number of groups. Split groups only count as
individual groups if they are attached to different HQs.


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Post #: 218
RE: A few newbie questions - 11/11/2010 9:23:23 PM   
cmdrsam

 

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Thank you.

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Post #: 219
RE: A few newbie questions - 11/11/2010 11:47:19 PM   
Bullwinkle58


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quote:

ORIGINAL: brian800000

Questions on the use of the mega xAPs--some of these have cruise speeds of 28. I think that speed is their best defense--and leaves them rather invulnerable to everything save carriers. So I'm thinking of running them unescorted from LA to Sydney to move troops.

Is this the way experienced players use them? It seems unhistorical to move large LCUs unescorted, but from a gameplay perspective it seems counterproductive to stick them with a bunch of escorts that slow them down to 14 and make them accessible targets to subs and surface raiders. I'm torn on this.


Brian:

If you are speaking of the Queens in 1942, be aware of the hard lesson Andy Mac's AI scripts taught me in my first game. They can't outrun carrier aircraft, and they SURE can't outrun 8-in shells from a heavy cruiser. Route them safely, for you never know what you may run into in the vast wastes of the Pacific . . .

< Message edited by Bullwinkle58 -- 11/11/2010 11:48:04 PM >


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Post #: 220
RE: A few newbie questions - 11/12/2010 9:27:25 AM   
Wikingus


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What's the effect of changing HQs? I've noticed that everyone changes a unit's HQ when moving them over a large distance (e.g. a squadron of fighters from Australia to Burma, for example). What are the exact in-game effects and how do you know which command to change the unit to? And what happens if you forget (e.g. you operate aforementioned Aussie planes in Burma without switching them to Burma Command)?

< Message edited by Wikingus -- 11/12/2010 9:28:05 AM >


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Post #: 221
RE: A few newbie questions - 11/12/2010 9:29:13 AM   
LoBaron


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Coordination penalties.

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Post #: 222
RE: A few newbie questions - 11/12/2010 12:25:06 PM   
Wikingus


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Makes sense.

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Post #: 223
RE: A few newbie questions - 11/27/2010 6:59:36 PM   
brian800000

 

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A question regarding the rest/training op mode: is this a good mode to leave LCUs in unless there is going to be combat in the hex? After reading the manual, I think that is the better default mode, but I'm concerned bombing attacks will be more effective or engineer construction efforts less effective.

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Post #: 224
RE: A few newbie questions - 11/27/2010 7:14:58 PM   
USSAmerica


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Brian, both of your concerns are valid.  AA will not shoot at planes, and engineers will not build or repair anything while in Rest mode.  The engineers need to be in Combat mode to work.  I believe the AA, and other defenses will work at a reduced effectiveness if they are in Move or Strategic Op mode.  

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Post #: 225
RE: A few newbie questions - 11/27/2010 7:23:49 PM   
brian800000

 

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quote:

ORIGINAL: USS America

Brian, both of your concerns are valid.  AA will not shoot at planes, and engineers will not build or repair anything while in Rest mode.  The engineers need to be in Combat mode to work.  I believe the AA, and other defenses will work at a reduced effectiveness if they are in Move or Strategic Op mode.  


Thanks. Is it safe to leave infantry and armor in rest mode if they are getting bombed?

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Post #: 226
RE: A few newbie questions - 11/28/2010 5:26:32 AM   
brian800000

 

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This has to be a stupid question, but I'm not getting the "*" when I think I should be for overstacking. As an example I've tried, Chengtu opens the game with a bunch of groups, no Air HQ and a size 1 airfield. But it doesn't seem to be suffering from overstacking. What gives?

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Post #: 227
RE: A few newbie questions - 11/28/2010 2:42:31 PM   
Alfred

 

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Its within range of Chungking. Command HQs assist in meeting administrative stacking requirements.

Alfred

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Post #: 228
RE: A few newbie questions - 11/29/2010 2:46:22 PM   
xnavytc

 

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newbie question, when u click on an industry ie (manpower, HI, LI, resources etc), it has a repair then under that says on or off, if i turn it to off what does it do to the industry and /or supply for that base??? and vice versa, its off and i turn it on?????

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Post #: 229
RE: A few newbie questions - 12/5/2010 6:17:17 PM   
brian800000

 

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quote:

ORIGINAL: xnavytc

newbie question, when u click on an industry ie (manpower, HI, LI, resources etc), it has a repair then under that says on or off, if i turn it to off what does it do to the industry and /or supply for that base??? and vice versa, its off and i turn it on?????


I think that if you turn it off, any damage to the industry will not be repaired. If you leave it on, then the damage will be repaired, but it sucks up supply.

I think in the display of the industry the number in parentheses is the damaged amount, and the other number is what is functioning. For example, with a value of (5) x 10, your industry value is currently 10, but could be 15 if you repaired it.

Someone please correct me if I am wrong.

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Post #: 230
RE: A few newbie questions - 12/5/2010 6:21:32 PM   
brian800000

 

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A couple more questions regarding airgroups, and a bad mistake I may have made.

1) I got the idea that it would be good to max out the pilots in my training squadrons. So I've now done so. However, some of them only have a few planes, but now have many pilots. What concerns me is by getting all these new pilots, I seem to have used up anyone decent and some of the new guys have experience around 10. Are these guys going to crash my planes because of their low experience? Did I make a mistake here?

2) I don't think you can upgrade, add planes, or add pilots to a detached airgroup or an airgroup with detachments. Short of reunifying all of the airgroups (for some airgroups this isn't practical), is there a way to work around this? A few of my detachments now have 0 pilots and are just sitting around.

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Post #: 231
RE: A few newbie questions - 12/5/2010 6:45:55 PM   
Erkki


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Just 2 newbie questions... How do I make automated TF, without using the auto convoy? I mean, how to create a TF that will cruise between 2 or more ports and load & unload different resources, oil, supplies, fuel, at different ports? The only thing about naval logistics the Manual says is that theres the auto-convoy and that I need to move stuff around to keep factories working and fighting units supplied.

Secondly, is there anywhere a list on the ship type abbreviations? I know the BBs, BCs, DDs, PTs and most of them, but not not all of them are clear. I can always see the ship details, but the difference between ie. CVE and CVL is not obvious to me. Or AK, AKx, etc.

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RE: A few newbie questions - 12/5/2010 7:01:47 PM   
Alpha77

 

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quote:

ORIGINAL: Erkki

Just 2 newbie questions... How do I make automated TF, without using the auto convoy? I mean, how to create a TF that will cruise between 2 or more ports and load & unload different resources, oil, supplies, fuel, at different ports? The only thing about naval logistics the Manual says is that theres the auto-convoy and that I need to move stuff around to keep factories working and fighting units supplied.

Secondly, is there anywhere a list on the ship type abbreviations? I know the BBs, BCs, DDs, PTs and most of them, but not not all of them are clear. I can always see the ship details, but the difference between ie. CVE and CVL is not obvious to me. Or AK, AKx, etc.


1) You should use continous mode: Just take a cargo TF, load supplies or fuel, set the destination then click twice on the "human control". It will first to computer and then change to CS and the TF will travel between the two ports loading/unloading automaticly.

2) In the manual is a complete list.

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Post #: 233
RE: A few newbie questions - 12/5/2010 7:04:49 PM   
Erkki


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Thanks, I did try changing control, but obviously missed the continuous mode.

< Message edited by Erkki -- 12/5/2010 7:05:20 PM >


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Post #: 234
RE: A few newbie questions - 12/6/2010 12:24:41 PM   
Alfred

 

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quote:

ORIGINAL: brian800000

A couple more questions regarding airgroups, and a bad mistake I may have made.

1) I got the idea that it would be good to max out the pilots in my training squadrons. So I've now done so. However, some of them only have a few planes, but now have many pilots. What concerns me is by getting all these new pilots, I seem to have used up anyone decent and some of the new guys have experience around 10. Are these guys going to crash my planes because of their low experience? Did I make a mistake here?

The lower the experience level of a pilot, the greater the chances that they will crash. You can mitigate this to a degree by ensuring the air range is set to within the normal range. However overall in AE, operational training losses are quite low and nothing to be overly concerned.

2) I don't think you can upgrade, add planes, or add pilots to a detached airgroup or an airgroup with detachments. Short of reunifying all of the airgroups (for some airgroups this isn't practical), is there a way to work around this? A few of my detachments now have 0 pilots and are just sitting around.

I think you are confusing "detachment" with "fragment". Detachments can receive both replacement pilots and airframes. "Fragments" (identified with a forward slash eg VF-3/1) can not be reinforced with either pilots or airframes. Only course of action open to you is to reunify all the fragments or disband fragments into other units flying same airframes at same location.


Alfred

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Post #: 235
RE: A few newbie questions - 12/10/2010 7:30:08 AM   
Erkki


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Experimenting and playing around, I think I have understood the basics now, of industry, logistics and naval, air and ground war...

Just one last question left. Supply needed. Is the "supply needed" value given to a unit the daily or monthly needs, or just some abstract need, and every time the unit fights/moves the "available supply" value is reduced? The manual says its daily, but and mentions that fighting also uses supply, but fails to mention how much. I couldnt find an answer on the forums, except someone mentioning how a unit that had only its leader alive, that has "supply needed" or 2 and 12 supply available, would consume the supplies in 6 months. Knowing this I think is pretty essential. I tried to experiment with base supply needs vs. how many ground units they had to supply, but failed to make calculations match either daily or 1/30 a day supply needed. But thats probably just me.

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RE: A few newbie questions - 12/10/2010 8:30:05 PM   
John Lansford

 

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The "supply needed" information is for the base and anything stationed there to operate and function.  LCU's and air squadrons, basically.  With enough supply, base forces repair and maintain planes, HQ's provide support, and fighting units can train/rebuild.  Fighting at the base requires extra supply over and above the amount listed on the screen. 

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Post #: 237
RE: A few newbie questions - 12/11/2010 2:52:53 PM   
brian800000

 

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Another question...

Reading in the manual, xAP can load airgroups. However, with a fleet of 1 xAP, I am getting a message, "Number of Airgroups may not exceed the number of cargo ships." Is there a way to get that airgroup onto the xAP?

And if I haven't said it enough, thanks for everyone's help so far.

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Post #: 238
RE: A few newbie questions - 12/11/2010 4:24:22 PM   
brian800000

 

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Let me add to my previous question: I've read on the forums that any ship with enough cargo capacity can transport airgroups (in a disassembled state, as Aks do). However, I can't get them to load on ships that should have the cargo capacity, such as AGs.

According to the manual, AGs shouldn't work to transport airgroups (even if they have the capacity), but APs should.

Essentially my question is, what ships can transport airgroups, and what are the requirements?

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Post #: 239
RE: A few newbie questions - 12/11/2010 4:48:18 PM   
John Lansford

 

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I don't think you can load planes on an AG, or an AP for that matter.  I've only had luck loading them on AK type ships.

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