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Unassailable base - 10/10/2013 3:16:08 AM   
Quixote


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Michael,
Playing with the Beta (which may or may not matter for this one) I found an island base that Japan is unable to invade. Kalao, a dot-base island in the DEI near Kendari, will not permit amphibious invasions. I'm attaching a screenshot and a save. FYI, I did try targeting the same base with other TFs but got the same error, so I don't think it's a bug with just the TF I'm using. It probably won't affect very many games, but in case you find a few minutes any time in the near future to take a look, I'll post it anyway. Thanks (yet again.) -Alex






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RE: Unassailable base - 10/10/2013 3:16:57 AM   
Quixote


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And the save.

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RE: Unassailable base - 10/10/2013 3:30:22 AM   
witpqs


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Sounds like an issue with the pwhex file set. That hex might be configured to bar amphibious landings.

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RE: Unassailable base - 10/10/2013 7:17:22 AM   
obvert


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I tried this one too, and found the same. At the time I think we were using the official patch.

The rowboat corps got it eventually in my game and if I wanted to put something there the flying boats worked fine.

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RE: Unassailable base - 10/10/2013 9:38:41 AM   
Mike Solli


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quote:

ORIGINAL: obvert

I tried this one too, and found the same. At the time I think we were using the official patch.

The rowboat corps got it eventually in my game and if I wanted to put something there the flying boats worked fine.


I had exactly the same issue and solution.

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RE: Unassailable base - 10/10/2013 11:21:45 AM   
KenchiSulla


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WOOHOOO, dispatching troops to occupy it now!!!!!

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RE: Unassailable base - 10/10/2013 11:22:38 AM   
KenchiSulla


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O wait, can't unload there either :(... Your in luck Quixote

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RE: Unassailable base - 10/10/2013 12:29:28 PM   
HansBolter


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Surprised non of you experts thought of the obvious........drop a paratroop on it!

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RE: Unassailable base - 10/10/2013 1:06:59 PM   
Mike Solli


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quote:

ORIGINAL: HansBolter

Surprised non of you experts thought of the obvious........drop a paratroop on it!


I thought of that but had more important missions for the paratroopers. Plus, How do you get them off? The only way I can think of is using flying boat transports. They weren't in the area and it wasn't worth moving them there just to take a dot hex.

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RE: Unassailable base - 10/10/2013 3:07:55 PM   
HansBolter


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quote:

ORIGINAL: Mike Solli


quote:

ORIGINAL: HansBolter

Surprised non of you experts thought of the obvious........drop a paratroop on it!


I thought of that but had more important missions for the paratroopers. Plus, How do you get them off? The only way I can think of is using flying boat transports. They weren't in the area and it wasn't worth moving them there just to take a dot hex.


Yes, flying boats on a "pick up" from remote location would be the way to get them off afterward.

All moot since the rowboat corps osmosis method of gaining control worked just fine for you.

< Message edited by HansBolter -- 10/10/2013 3:18:14 PM >


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RE: Unassailable base - 10/10/2013 4:12:13 PM   
witpqs


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quote:

ORIGINAL: Mike Solli


quote:

ORIGINAL: HansBolter

Surprised non of you experts thought of the obvious........drop a paratroop on it!


I thought of that but had more important missions for the paratroopers. Plus, How do you get them off? The only way I can think of is using flying boat transports. They weren't in the area and it wasn't worth moving them there just to take a dot hex.

I'm only guessing, but perhaps it being a friendly base would be different than a hostile amphibious operation??

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RE: Unassailable base - 10/11/2013 12:39:24 AM   
Kull


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Just so you know, this is not a bug (as noted in this 2011 thread):

quote:

ORIGINAL: Don Bowen

There is a "no amphib possible" attribute for a hex. It means that terrain or surf or something will prevent amphib ops at that location.

You could use parachute operations or just leave it. Undefended locations will usually switch over.


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RE: Unassailable base - 10/11/2013 3:02:14 PM   
Quixote


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Thanks Kull - I hadn't seen that thread before.

I understand what Don is saying, but I also wonder why this was applied solely to Kaloatoa out of all the island bases in the game. Every picture I can find of the island shows it with pretty beaches that look ideal for wading ashore. Since my Indonesian is pretty rusty (or non-existent), I don't know if there are swarms of predatory sharks swimming through massive coral reefs just offshore in these pictures just by reading the captions, but at first glance, it's certainly no Pointe du Hoc...

(I see the logic behind making some hexes unassailable, but I still suspect it was applied to this base in error.)

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RE: Unassailable base - 10/11/2013 4:22:20 PM   
Kull


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quote:

ORIGINAL: Quixote

Thanks Kull - I hadn't seen that thread before.

I understand what Don is saying, but I also wonder why this was applied solely to Kaloatoa out of all the island bases in the game. Every picture I can find of the island shows it with pretty beaches that look ideal for wading ashore. Since my Indonesian is pretty rusty (or non-existent), I don't know if there are swarms of predatory sharks swimming through massive coral reefs just offshore in these pictures just by reading the captions, but at first glance, it's certainly no Pointe du Hoc...

(I see the logic behind making some hexes unassailable, but I still suspect it was applied to this base in error.)


The name in Indonesian is Pulau Kalao, and after spending some time checking it on Google Earth, I'd have to agree that it doesn't look particularly unassailable. It's interesting to know that there's a "no amphib possible" hex attribute, but this island wouldn't seem to fit the bill. Most likely it was something inserted for testing purposes, and nobody picked up on the fact it was still there in the final release. And given the strategic importance of Kalao in game (LOL), one can see why it's not at the top of the "must fix" lists.

I'm more curious about the team's decision not to make wider use of this attribute. Probably since there are so few available base hexes in game when compared to how many there *could* be, it was just one of those ideas that didn't turn out to be very useful. (i.e. if you really want to make a hex unavailable for amphib, just don't make it a base hex)

< Message edited by Kull -- 10/11/2013 4:23:03 PM >


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