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RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

 
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RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/11/2011 2:09:34 PM   
Mike Solli


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Amazing feature. Too bad there's not room on the screen to add a box to check to harvest pilots. Then you could pick and choose who you wanted.

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(in reply to ny59giants)
Post #: 841
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/11/2011 2:22:19 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: ny59giants

Michael - Thanks for the new feature of being able to harvest pilots 5 or 10 at a time. In my game as Japan, I have many air groups in Japan that have a few highly skilled pilots. If I use this feature, then they would end up at TRACOM or Reserve pool. Some also include the leader as an active pilot. If I was to make these few pilots inactive (shows up as 1 in "Delay" column), can I then withdraw the 5 or 10 pilots?? Thus, any pilot which shows any number besides a 0 in the "Delay" column cannot be withdrawn using this feature.

Edit: Added a screenshot. I want to keep the two pilots in yellow and the leader (shows asterisk next to name) and harvest about 15 to 20 other pilots.




I think it will only release '0' delay pilots. Need to check but it will need to wait till tomorrow before I can look at code again.

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Michael

(in reply to ny59giants)
Post #: 842
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/11/2011 5:28:49 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
quote:

ORIGINAL: michaelm

quote:

ORIGINAL: ny59giants

Michael - Thanks for the new feature of being able to harvest pilots 5 or 10 at a time. In my game as Japan, I have many air groups in Japan that have a few highly skilled pilots. If I use this feature, then they would end up at TRACOM or Reserve pool. Some also include the leader as an active pilot. If I was to make these few pilots inactive (shows up as 1 in "Delay" column), can I then withdraw the 5 or 10 pilots?? Thus, any pilot which shows any number besides a 0 in the "Delay" column cannot be withdrawn using this feature.

Edit: Added a screenshot. I want to keep the two pilots in yellow and the leader (shows asterisk next to name) and harvest about 15 to 20 other pilots.




I think it will only release '0' delay pilots. Need to check but it will need to wait till tomorrow before I can look at code again.


It's always been that only 0 delay pilots can be sent to reserve. It would be a good change if any delay pilots could be redirected toward the reserve.

(in reply to michaelm75au)
Post #: 843
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/11/2011 5:39:47 PM   
SqzMyLemon


Posts: 4239
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From: Alberta, Canada
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Disregard.

< Message edited by SqzMyLemon -- 10/11/2011 9:23:06 PM >


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Post #: 844
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/12/2011 12:41:35 AM   
jcjordan

 

Posts: 1900
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Finally saw reply to it - ignore

< Message edited by jcjordan -- 10/12/2011 12:46:49 AM >

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Post #: 845
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/12/2011 1:17:10 AM   
rader


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I've said it before but I'll say it again. You are a god, Michael

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Post #: 846
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/12/2011 1:25:12 AM   
ny59giants


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quote:

It's always been that only 0 delay pilots can be sent to reserve. It would be a good change if any delay pilots could be redirected toward the reserve.


I set the three pilots with the best "Air" to inactive and they still went into reserve as a test (didn't save the changes, so it never happened). If Michael changes the code to do what you want, then you cannot use this new feature on a significant number of air groups. Many of Japan's Home Island groups have a few highly skilled pilots to train up to green pilots.

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Post #: 847
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/12/2011 1:41:02 AM   
Nemo121


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In the interests of further reducing clicking would it be possible to have a button on the pilot screen of airgroups to automatically accept pilots from the reserve?

What happens at the moment is that when I pull pilots from the reserve into the airgroup those pilots get a delay between 1 and 7 days. I then have to go back and check that airgroup every day to make the pilots who arrived that day active.

If we could automate this so that all pilots who reached a delay of 0 were automatically activated it would reduce another huge cause of button clicking and unnecessarily repetitive checking.



Personally my preferred solution would just be to not have this toggle at all but just automatically make all pilots active once they reach a delay of 0. After all the commander's intent when sending pilots to airgroups is that those pilots should be active. Some may want to try to tweak things by filling airgroups with inactive pilots but 99% of the time you want them to be activated when delay hits 0. Could we make this the automatic default for the game? It would save a lot of clicking.

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Well, that's that settled then.

(in reply to ny59giants)
Post #: 848
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/12/2011 1:45:24 AM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
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quote:

ORIGINAL: ny59giants

quote:

It's always been that only 0 delay pilots can be sent to reserve. It would be a good change if any delay pilots could be redirected toward the reserve.


I set the three pilots with the best "Air" to inactive and they still went into reserve as a test (didn't save the changes, so it never happened). If Michael changes the code to do what you want, then you cannot use this new feature on a significant number of air groups. Many of Japan's Home Island groups have a few highly skilled pilots to train up to green pilots.


Why would you not be able to use the feature on some air groups?

(in reply to ny59giants)
Post #: 849
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/12/2011 4:07:25 AM   
ny59giants


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I'm trying to harvest the 'best' pilots with a particular skill like "Air." The three best from those shown in my screenshot, I want to remain with the air group to train up the new pilots. So, I want a way to allow them to stay. Also, there are some air groups that have the leader as an active pilot. I don't want them to go away and have to use PP to get a new leader.

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Post #: 850
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/12/2011 8:02:10 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: Nemo121

In the interests of further reducing clicking would it be possible to have a button on the pilot screen of airgroups to automatically accept pilots from the reserve?

What happens at the moment is that when I pull pilots from the reserve into the airgroup those pilots get a delay between 1 and 7 days. I then have to go back and check that airgroup every day to make the pilots who arrived that day active.

If we could automate this so that all pilots who reached a delay of 0 were automatically activated it would reduce another huge cause of button clicking and unnecessarily repetitive checking.



Personally my preferred solution would just be to not have this toggle at all but just automatically make all pilots active once they reach a delay of 0. After all the commander's intent when sending pilots to airgroups is that those pilots should be active. Some may want to try to tweak things by filling airgroups with inactive pilots but 99% of the time you want them to be activated when delay hits 0. Could we make this the automatic default for the game? It would save a lot of clicking.

You shouldn't have to 'activate' delay 1 pilots. They are there to be pulled into the group as needed.
If the group had more pilots than it needed, then the delay '1' guys would need to be manually managed.

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Michael

(in reply to Nemo121)
Post #: 851
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/12/2011 2:10:17 PM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
quote:

ORIGINAL: michaelm


quote:

ORIGINAL: ny59giants

Michael - Thanks for the new feature of being able to harvest pilots 5 or 10 at a time. In my game as Japan, I have many air groups in Japan that have a few highly skilled pilots. If I use this feature, then they would end up at TRACOM or Reserve pool. Some also include the leader as an active pilot. If I was to make these few pilots inactive (shows up as 1 in "Delay" column), can I then withdraw the 5 or 10 pilots?? Thus, any pilot which shows any number besides a 0 in the "Delay" column cannot be withdrawn using this feature.

Edit: Added a screenshot. I want to keep the two pilots in yellow and the leader (shows asterisk next to name) and harvest about 15 to 20 other pilots.




I think it will only release '0' delay pilots. Need to check but it will need to wait till tomorrow before I can look at code again.


The release of the pilots applies to both delay 0 and 1 pilots.
Leader/pilot should have been excluded from being released. Will fix in next build.

I can added a 'retain pilot' option. But it will only be affective until one of the release buttons is pressed. After processing the button, the pilot list needs to be rebuilt and thus the 'retension' flag is nolonger aligned with correct pilot as the list has changed.

< Message edited by michaelm -- 10/12/2011 3:17:20 PM >


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Michael

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Post #: 852
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/12/2011 7:04:39 PM   
TulliusDetritus


Posts: 5521
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From: The Zone™
Status: offline
First of all, many many thanks to Michaelm. The list of improvements is simply amazing. We really owe you many beers (minimum 3 or 4, each of us)! Literally

Ok, let's see if someone can clarify this thing, please. In the bases menu we have some yellow "NO" or "YES", and above it's written "Stockpiling". "NO" means these bases will NOT try for example to absorb supplies, etc. from surrounding bases?




Attachment (1)

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Post #: 853
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/12/2011 7:11:24 PM   
witpqs


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From: Argleton
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Stockpiling means (loosely) "keep them and don't share them".

(in reply to TulliusDetritus)
Post #: 854
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/12/2011 7:29:38 PM   
TulliusDetritus


Posts: 5521
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From: The Zone™
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quote:

ORIGINAL: witpqs

Stockpiling means (loosely) "keep them and don't share them".


If "YES" is selected then we have your "keep them and don't share them"

"NO" therefore means "don't be a cheap greedy bastard and share them".

Is that correct?

Thank you

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(in reply to witpqs)
Post #: 855
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/12/2011 7:42:15 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline

quote:

ORIGINAL: TulliusDetritus


quote:

ORIGINAL: witpqs

Stockpiling means (loosely) "keep them and don't share them".


If "YES" is selected then we have your "keep them and don't share them"

"NO" therefore means "don't be a cheap greedy bastard and share them".

Is that correct?

Thank you


Right!

(in reply to TulliusDetritus)
Post #: 856
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/12/2011 7:43:32 PM   
witpqs


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From: Argleton
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Michael,

A quick question not strictly related to the Beta:

Naval HQs - do they help speed ship repair independent of any Naval Support Squads they have?

(in reply to witpqs)
Post #: 857
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/15/2011 1:10:50 AM   
khyberbill


Posts: 1941
Joined: 9/11/2007
From: new milford, ct
Status: offline
I am patched up to q7 but suddenly can not transfer air squadrons from East Coast to Capetown-I have not tried LCUs yet. It doesnt matter if the squadron is restricted or not. Save attached.

Attachment (1)

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Post #: 858
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/15/2011 2:57:38 AM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
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3 groups restricted and 1 group with no flyable planes = no movement out of base to CT.

I tried CT to EC and the groups can do that.

[edit]
I will treat the 'no-fly' group differently for offmap movement; as if they could fly, rather than wait for 1 to be ready.

< Message edited by michaelm -- 10/15/2011 3:40:14 AM >


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Michael

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Post #: 859
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/15/2011 3:36:03 AM   
michaelm75au


Posts: 13500
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From: Melbourne, Australia
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quote:

ORIGINAL: witpqs

Michael,

A quick question not strictly related to the Beta:

Naval HQs - do they help speed ship repair independent of any Naval Support Squads they have?

The Naval HQ is usually only going to count if it does have any Naval Support in it.

Shore Parties as part of the overall Naval Support for repairs, count separately.

So a base containing Naval HQs with just Shore Parties will assist in repairs in SAME hex, but those same HQs cannot support repairs outside of the base. They would need Nav Support squads present to use the command radius to affect other bases in range.

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Michael

(in reply to witpqs)
Post #: 860
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/15/2011 4:21:46 AM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
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quote:

ORIGINAL: michaelm

quote:

ORIGINAL: witpqs

Michael,

A quick question not strictly related to the Beta:

Naval HQs - do they help speed ship repair independent of any Naval Support Squads they have?

The Naval HQ is usually only going to count if it does have any Naval Support in it.

Shore Parties as part of the overall Naval Support for repairs, count separately.

So a base containing Naval HQs with just Shore Parties will assist in repairs in SAME hex, but those same HQs cannot support repairs outside of the base. They would need Nav Support squads present to use the command radius to affect other bases in range.


Ah - thanks. An unexpected answer as I had no idea that Shore Parties had anything to do with ship repair. My question might be better phrased something like "Does an empty Naval HQ provide any benefit/bonus/whatever to ship repair?"

The analogy being the way that Air HQs provide certain benefits without regard to any squads they contain. What has caused the confusion is this section in the manual:
quote:

8.1.1 HEADQUARTERS

These are all support troops (the much-maligned “brass” sitting in the rear). However, these
rear-area troops earn their keep in War in the Pacific, Admiral’s Edition™ by providing large
numbers of support personnel to support other units and for construction and logistics tasks.
They give combat benefits to combat units who are within a certain range, generally the same
hex, and enable more bombers to fly Missions from bases under their control. A unit can benefit
from its HQ, of which there are six types:

» Command - Helps in several ways. They help in giving a bonus to ground
combat. If no Corps HQ is in range of a ground unit, the Command HQ can give
a bonus like a Corps HQ if it is in range of a ground unit. If there is a Corps HQ
within range of the battle, and the Command HQ is within 2 times its command
range of the battle, it can add up to an additional 90% bonus to the Assault
Value of an attacking force for odds calculations. The bonuses are impacted by
the leaderships rating of the commander of the HQs. Command HQs are also
important for air replacements and upgrades (see section 16.2.3 for details).

» Army - Helps with ground combat. Ground units in range can gain up to
a 10% bonus to their Assault Value (whether attacking or defending).

» Corps – Helps with ground combat. Ground units in range can gain up to
a 10% bonus to their Assault Value (whether attacking or defending).

» Amphibious – Helps amphibious invasions suffer fewer losses.

» Naval – Helps to speed ship repair time.

» Air – Helps by allowing more aircraft to fly and allows more air units
to be based at a base with this type of HQ, coordinating aircraft
replacement/upgrades and supporting more groups at a base.

You can see that the inherent benefits of Air, Ground, etc. HQs (without regard to squads they contain) are discussed in the same list as Naval HQs, which would imply by context that Naval HQs are providing the "Helps to speed ship repair time" benefit also without regard to any squads the Naval HQ contains.

I wish to stress that I am not saying that it should be this way or that way, only seeking clarification. That manual passage could be tweaked a bit to be more clear if indeed there is no inherent (meaning not squad related) benefit.

(in reply to michaelm75au)
Post #: 861
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/15/2011 4:33:47 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
For ship repairs, the amount of assist is dependent on how much Naval Support there is. It was this way in WITP IIRC.

The manual was written under the assumption that Naval Support would be present in Naval HQs.


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Michael

(in reply to witpqs)
Post #: 862
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/15/2011 4:46:31 AM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
Cool, thanks!

(in reply to michaelm75au)
Post #: 863
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/15/2011 6:47:38 AM   
inqistor


Posts: 1813
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quote:

ORIGINAL: michaelm

For ship repairs, the amount of assist is dependent on how much Naval Support there is. It was this way in WITP IIRC.


I do not think there was such thing as Naval Support in original WITP. All HQs had only support in them.
And I am pretty sure it was working somewhere around the lines, that Command Radius of Naval HQ was added to port size (or half, or square, whatever, anyway, it was added to port size in regards of repair ships).

quote:

So a base containing Naval HQs with just Shore Parties will assist in repairs in SAME hex, but those same HQs cannot support repairs outside of the base. They would need Nav Support squads present to use the command radius to affect other bases in range.


So, Naval HQ can assist in repairs in other bases? Gee, good to know.

(in reply to michaelm75au)
Post #: 864
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/15/2011 6:53:38 AM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
quote:

ORIGINAL: inqistor

quote:

ORIGINAL: michaelm

For ship repairs, the amount of assist is dependent on how much Naval Support there is. It was this way in WITP IIRC.


I do not think there was such thing as Naval Support in original WITP. All HQs had only support in them.
And I am pretty sure it was working somewhere around the lines, that Command Radius of Naval HQ was added to port size (or half, or square, whatever, anyway, it was added to port size in regards of repair ships).

quote:

So a base containing Naval HQs with just Shore Parties will assist in repairs in SAME hex, but those same HQs cannot support repairs outside of the base. They would need Nav Support squads present to use the command radius to affect other bases in range.


So, Naval HQ can assist in repairs in other bases? Gee, good to know.


Your first point is true for the old WITP (as you say). As far as Naval Support spreading their effect to nearby bases when part of a Naval HQ, you can see that effect on the base screen. A good example is Hawaii where you will see Naval Support listed at bases that have none locally - it's coming from the Naval HQ at Pearl Harbor.

(in reply to inqistor)
Post #: 865
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/15/2011 8:27:04 AM   
Gunner98

 

Posts: 5508
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From: The Great White North!
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Michael

The Beta is fantastic - thank you.

An idea I had, not sure if its possible, which would add a bit of clarity and flavour: Is there a way of displaying the leader's nationality in the TF commander pick list? Added bonus, if you could chose between various nations' Admirals.

Situation: I am fighting a pitched navel melee in the DEI as the Allies vs. VH AI. Based in Darwin and trying to shield Timor and Ambon I have 3-4 SCTFs but have a steady stream of ships shunting between Sydney for repairs and Darwin to get dented again. So ships from the USN, RN, RAN, RNZN, Dutch and a lone French DD are mixing it up and there is no way I can keep the TFs organized along national lines. Currently - I think - the TF leader pick list is based on the nationality of the flagship. Is there, or could there be, an easy way of telling which nation the pick list is representing (I may be blind but have not seen it), besides checking the flagship. Where I get messed up is when I have swapped several ships out and the nationality of the 'in place' Admiral no longer matches the ships under command.

Secondly: If you have a TF consisting of ships from multiple nations - would it be possible to chose a TF leader from among those ships and not simply from the Flagship's nation. I can see a downside here that this may develop a cheat where you have a TF of RN BBs with one US DD commanding by RADM 'Ching' Lee (USN). That is theoretically possible now anyway by building a US TF of sufficient size and swapping the ships - not that it is likely or desirable. Perhaps a control could be put in place along ship classes; i.e. SCTF of 3 CLs and 4 DDs, only the nations with a CL in the mix would be eligible.

I only through these out as ideas to add a bit of clarity and flavour. It would be nice, but not a biggie.

Thanks.
B

(in reply to witpqs)
Post #: 866
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/15/2011 8:27:30 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
Just looked up old code.
The repair assist given by Naval Hq was 1/50 of the number of devices in the first slot of the unit in the same hex as base the ship being repaired was in.
Again this would be have been Support - 250 devices in slot 1 comes to mind which would equate to +5 from HQ assist.

The total assist (inc reapir ships) would not exceed the base port size +4.


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Michael

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Post #: 867
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/15/2011 8:33:31 AM   
Alfred

 

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quote:

ORIGINAL: Gunner98

Michael

The Beta is fantastic - thank you.

An idea I had, not sure if its possible, which would add a bit of clarity and flavour: Is there a way of displaying the leader's nationality in the TF commander pick list? Added bonus, if you could chose between various nations' Admirals.

Situation: I am fighting a pitched navel melee in the DEI as the Allies vs. VH AI. Based in Darwin and trying to shield Timor and Ambon I have 3-4 SCTFs but have a steady stream of ships shunting between Sydney for repairs and Darwin to get dented again. So ships from the USN, RN, RAN, RNZN, Dutch and a lone French DD are mixing it up and there is no way I can keep the TFs organized along national lines. Currently - I think - the TF leader pick list is based on the nationality of the flagship. Is there, or could there be, an easy way of telling which nation the pick list is representing (I may be blind but have not seen it), besides checking the flagship. Where I get messed up is when I have swapped several ships out and the nationality of the 'in place' Admiral no longer matches the ships under command.

Secondly: If you have a TF consisting of ships from multiple nations - would it be possible to chose a TF leader from among those ships and not simply from the Flagship's nation. I can see a downside here that this may develop a cheat where you have a TF of RN BBs with one US DD commanding by RADM 'Ching' Lee (USN). That is theoretically possible now anyway by building a US TF of sufficient size and swapping the ships - not that it is likely or desirable. Perhaps a control could be put in place along ship classes; i.e. SCTF of 3 CLs and 4 DDs, only the nations with a CL in the mix would be eligible.

I only through these out as ideas to add a bit of clarity and flavour. It would be nice, but not a biggie.

Thanks.
B


That info is already there.

Look at TF screen. Top left hand corner, the nationality of the TF is listed.

Also if you look at the TF symbol displayed on the map, the colour will tell the nationality.

Alfred

(in reply to Gunner98)
Post #: 868
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/15/2011 10:24:28 AM   
khyberbill


Posts: 1941
Joined: 9/11/2007
From: new milford, ct
Status: offline
quote:

3 groups restricted and 1 group with no flyable planes = no movement out of base to CT.

I have consistently moved restricted planes from EC to CP with no problem. There I would change their HQ them and ship them out. This dates back to WITP. I had no problem before as you can see by the several groups already in CP. This change occurred somewhere between p7 and q7.

_____________________________

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(in reply to michaelm75au)
Post #: 869
RE: Patch 06 - Public Beta - Build 1108q6 updated 3 Oct... - 10/15/2011 10:51:45 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline

quote:

ORIGINAL: khyberbill

quote:

3 groups restricted and 1 group with no flyable planes = no movement out of base to CT.

I have consistently moved restricted planes from EC to CP with no problem. There I would change their HQ them and ship them out. This dates back to WITP. I had no problem before as you can see by the several groups already in CP. This change occurred somewhere between p7 and q7.

You should not be able to move restricted groups between offmap bases. It was a bug that was fixed.
From release notes q7
Fixed Base movement of off-map groups overriding restricted HQ check



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All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Tech Support >> RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part) Page: <<   < prev  27 28 [29] 30 31   next >   >>
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