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RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/4/2016 2:48:38 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline

quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: m10bob


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: m10bob

Suggestion: Would it be possible to add an option where a submarine might know to return to base when it reaches a "selected" amount of damage?
I would like to think a good skipper would know not to risk his pressure hull with damage over 30% or so???
Maybe his judgement could be tied in with either his or the crews experience level?


This does already happen, but the damage level is a bit higher than that. It might depend on the CO ratings (as in there's probably a die roll).


Yes, and I am asking if this might be a "player choice" option.


You can always manually return the submarine to base.

Open the ships screen ("S") and filter for SS, then click the "damage" text at the top. It will sort the subs by damage. You can then click on their TF in the Location column and it will take you to that hex, you can click on the TF, and then return the sub to base.

Of course, we are all aware of this.
Please refer back to my original question as I am asking for the possibility of an option where the human player can manually set the amount of damage ALL of his subs would return to base based on a pre-determined "threat of damage" assessment after combat.
If you are not the person capable of making that change yourself, please "stand aside".


_____________________________




(in reply to Lokasenna)
Post #: 181
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/4/2016 4:49:32 PM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline

quote:

ORIGINAL: m10bob


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: m10bob


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: m10bob

Suggestion: Would it be possible to add an option where a submarine might know to return to base when it reaches a "selected" amount of damage?
I would like to think a good skipper would know not to risk his pressure hull with damage over 30% or so???
Maybe his judgement could be tied in with either his or the crews experience level?


This does already happen, but the damage level is a bit higher than that. It might depend on the CO ratings (as in there's probably a die roll).


Yes, and I am asking if this might be a "player choice" option.


You can always manually return the submarine to base.

Open the ships screen ("S") and filter for SS, then click the "damage" text at the top. It will sort the subs by damage. You can then click on their TF in the Location column and it will take you to that hex, you can click on the TF, and then return the sub to base.

Of course, we are all aware of this.
Please refer back to my original question as I am asking for the possibility of an option where the human player can manually set the amount of damage ALL of his subs would return to base based on a pre-determined "threat of damage" assessment after combat.
If you are not the person capable of making that change yourself, please "stand aside".



To be blunt, what you are asking for is not a reasonable request within the scope of Michael's continued (volunteer) updating of the beta. Your request is essentially for an entirely new feature (which has no parallels to any existing features) rather than tweaks to existing features.

(in reply to m10bob)
Post #: 182
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/5/2016 3:05:36 PM   
m10bob


Posts: 8622
Joined: 11/3/2002
From: Dismal Seepage Indiana
Status: offline

quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: m10bob


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: m10bob


quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: m10bob

Suggestion: Would it be possible to add an option where a submarine might know to return to base when it reaches a "selected" amount of damage?
I would like to think a good skipper would know not to risk his pressure hull with damage over 30% or so???
Maybe his judgement could be tied in with either his or the crews experience level?


This does already happen, but the damage level is a bit higher than that. It might depend on the CO ratings (as in there's probably a die roll).


Yes, and I am asking if this might be a "player choice" option.


You can always manually return the submarine to base.

Open the ships screen ("S") and filter for SS, then click the "damage" text at the top. It will sort the subs by damage. You can then click on their TF in the Location column and it will take you to that hex, you can click on the TF, and then return the sub to base.

Of course, we are all aware of this.
Please refer back to my original question as I am asking for the possibility of an option where the human player can manually set the amount of damage ALL of his subs would return to base based on a pre-determined "threat of damage" assessment after combat.
If you are not the person capable of making that change yourself, please "stand aside".



To be blunt, what you are asking for is not a reasonable request within the scope of Michael's continued (volunteer) updating of the beta. Your request is essentially for an entirely new feature (which has no parallels to any existing features) rather than tweaks to existing features.


As adults, "blunt" we can handle.
Michaelm can see my question and determine if it is practical or not.
Of course, we have all thanked him in past for his voluntary work, and it is appreciated.

_____________________________




(in reply to Lokasenna)
Post #: 183
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/7/2016 3:18:58 PM   
Admiral DadMan


Posts: 3627
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
Status: offline
I wouldn't mind a "Surrender" button. Right now, my Japanese opponent has Wenchow on the China coast locked down with my troops and his troops in hex so that I can't escape, and he won't attack, ensuring that the Kamikaze feature triggers in Jan 44...

I mean, ships have "Scuttle" buttons, why not LCUs?

< Message edited by Admiral DadMan -- 3/7/2016 3:20:05 PM >


_____________________________

Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:

(in reply to m10bob)
Post #: 184
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/7/2016 4:38:31 PM   
witpqs


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

quote:

ORIGINAL: Admiral DadMan

I wouldn't mind a "Surrender" button. Right now, my Japanese opponent has Wenchow on the China coast locked down with my troops and his troops in hex so that I can't escape, and he won't attack, ensuring that the Kamikaze feature triggers in Jan 44...

I mean, ships have "Scuttle" buttons, why not LCUs?

Do Chinese troops in Wenchow actually trigger kamikazes?

_____________________________


(in reply to Admiral DadMan)
Post #: 185
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/7/2016 5:58:15 PM   
Admiral DadMan


Posts: 3627
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
Status: offline
quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Admiral DadMan

I wouldn't mind a "Surrender" button. Right now, my Japanese opponent has Wenchow on the China coast locked down with my troops and his troops in hex so that I can't escape, and he won't attack, ensuring that the Kamikaze feature triggers in Jan 44...

I mean, ships have "Scuttle" buttons, why not LCUs?

Do Chinese troops in Wenchow actually trigger kamikazes?


Yes, I am given to understand that Wenchow is within the 20 sea-hex range of Tokyo, Saigon, or Takao.

(Edited to correct activation range to 20)

< Message edited by Admiral DadMan -- 3/8/2016 6:16:08 PM >


_____________________________

Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:

(in reply to witpqs)
Post #: 186
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/7/2016 6:02:20 PM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline

quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Admiral DadMan

I wouldn't mind a "Surrender" button. Right now, my Japanese opponent has Wenchow on the China coast locked down with my troops and his troops in hex so that I can't escape, and he won't attack, ensuring that the Kamikaze feature triggers in Jan 44...

I mean, ships have "Scuttle" buttons, why not LCUs?

Do Chinese troops in Wenchow actually trigger kamikazes?


Yes, I am given to understand that Wenchow is within the 15 sea-hex range of Tokyo, Saigon, or Takao.


It's actually 20 hexes - the 15 hex range is old WITP 60-mile hexes (800 miles). 20 hexes in AE is 800 miles.

But yes, if you still own Wenchow on 1/1/1944 it will trigger kamikazes. A surrender button would be nice, although I'm not sure how it would be implemented in terms of being able to use it. Perhaps not unless the LCU is out of supply?

(in reply to Admiral DadMan)
Post #: 187
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/7/2016 6:10:52 PM   
witpqs


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

quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Admiral DadMan

I wouldn't mind a "Surrender" button. Right now, my Japanese opponent has Wenchow on the China coast locked down with my troops and his troops in hex so that I can't escape, and he won't attack, ensuring that the Kamikaze feature triggers in Jan 44...

I mean, ships have "Scuttle" buttons, why not LCUs?

Do Chinese troops in Wenchow actually trigger kamikazes?


Yes, I am given to understand that Wenchow is within the 15 sea-hex range of Tokyo, Saigon, or Takao.


It's actually 20 hexes - the 15 hex range is old WITP 60-mile hexes (800 miles). 20 hexes in AE is 800 miles.

But yes, if you still own Wenchow on 1/1/1944 it will trigger kamikazes. A surrender button would be nice, although I'm not sure how it would be implemented in terms of being able to use it. Perhaps not unless the LCU is out of supply?

Just have them keep attacking every turn.

_____________________________


(in reply to Lokasenna)
Post #: 188
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/7/2016 6:11:11 PM   
Admiral DadMan


Posts: 3627
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
Status: offline

quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Admiral DadMan

I wouldn't mind a "Surrender" button. Right now, my Japanese opponent has Wenchow on the China coast locked down with my troops and his troops in hex so that I can't escape, and he won't attack, ensuring that the Kamikaze feature triggers in Jan 44...

I mean, ships have "Scuttle" buttons, why not LCUs?

Do Chinese troops in Wenchow actually trigger kamikazes?


Yes, I am given to understand that Wenchow is within the 15 sea-hex range of Tokyo, Saigon, or Takao.


It's actually 20 hexes - the 15 hex range is old WITP 60-mile hexes (800 miles). 20 hexes in AE is 800 miles.

But yes, if you still own Wenchow on 1/1/1944 it will trigger kamikazes. A surrender button would be nice, although I'm not sure how it would be implemented in terms of being able to use it. Perhaps not unless the LCU is out of supply?

LoL damn it, I was hoping to change 15 to 20 before anyone quoted it...

I like the out of supply trigger. Much like a ship being "seriously damaged" (as the manual states) enables the scuttle button.


_____________________________

Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:

(in reply to Lokasenna)
Post #: 189
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/7/2016 6:18:23 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
I don't see it as a worthwhile request. There is an easy enough work around that it will not affect game play.

_____________________________


(in reply to Admiral DadMan)
Post #: 190
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/7/2016 6:22:05 PM   
Admiral DadMan


Posts: 3627
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
Status: offline

quote:

ORIGINAL: witpqs

I don't see it as a worthwhile request. There is an easy enough work around that it will not affect game play.

I've been attacking for 3 months to try to kill off the units to no avail. What do you propose as a work around?

They literally continue to fire 21 guns salutes:

------------------------------------------------------------------------------------
AFTER ACTION REPORTS FOR Feb 14, 43

Ground combat at Wenchow (89,58)

Allied Bombardment attack

Attacking force 3200 troops, 21 guns, 0 vehicles, Assault Value = 10

Defending force 21147 troops, 180 guns, 95 vehicles, Assault Value = 785

Assaulting units:
50th Chinese Corps
3rd War Area
10th Group Army
88th Chinese Corps
86th Chinese Corps
100th Chinese Corps
14th Chinese Base Force
25th Group Army
32nd Group Army
16th Construction Regiment

Defending units:
15th Division
22nd/B Division
22nd/C Division


_____________________________

Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:

(in reply to witpqs)
Post #: 191
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/7/2016 6:25:52 PM   
witpqs


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

quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: witpqs

I don't see it as a worthwhile request. There is an easy enough work around that it will not affect game play.

I've been attacking for 3 months to try to kill off the units to no avail. What do you propose as a work around?

They literally continue to fire 21 guns salutes:

------------------------------------------------------------------------------------
AFTER ACTION REPORTS FOR Feb 14, 43

Ground combat at Wenchow (89,58)

Allied Bombardment attack

Attacking force 3200 troops, 21 guns, 0 vehicles, Assault Value = 10

Defending force 21147 troops, 180 guns, 95 vehicles, Assault Value = 785

Assaulting units:
50th Chinese Corps
3rd War Area
10th Group Army
88th Chinese Corps
86th Chinese Corps
100th Chinese Corps
14th Chinese Base Force
25th Group Army
32nd Group Army
16th Construction Regiment

Defending units:
15th Division
22nd/B Division
22nd/C Division


Why are you showing a bombardment instead of an attack?

_____________________________


(in reply to Admiral DadMan)
Post #: 192
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/7/2016 6:36:35 PM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
If any change is justified at all for this, it might be that bases in a hex with Country Code for China would only trigger kamikazes if non-Chinese units are present.

_____________________________


(in reply to witpqs)
Post #: 193
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/7/2016 6:38:57 PM   
Admiral DadMan


Posts: 3627
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
Status: offline

quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: witpqs

I don't see it as a worthwhile request. There is an easy enough work around that it will not affect game play.

I've been attacking for 3 months to try to kill off the units to no avail. What do you propose as a work around?

They literally continue to fire 21 guns salutes:

------------------------------------------------------------------------------------
AFTER ACTION REPORTS FOR Feb 14, 43

Ground combat at Wenchow (89,58)

Allied Bombardment attack

Attacking force 3200 troops, 21 guns, 0 vehicles, Assault Value = 10

Defending force 21147 troops, 180 guns, 95 vehicles, Assault Value = 785

Assaulting units:
50th Chinese Corps
3rd War Area
10th Group Army
88th Chinese Corps
86th Chinese Corps
100th Chinese Corps
14th Chinese Base Force
25th Group Army
32nd Group Army
16th Construction Regiment

Defending units:
15th Division
22nd/B Division
22nd/C Division


Why are you showing a bombardment instead of an attack?

Because that's all I have left to be able to do.

_____________________________

Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:

(in reply to witpqs)
Post #: 194
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/7/2016 6:42:26 PM   
witpqs


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

quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: witpqs

I don't see it as a worthwhile request. There is an easy enough work around that it will not affect game play.

I've been attacking for 3 months to try to kill off the units to no avail. What do you propose as a work around?

They literally continue to fire 21 guns salutes:

------------------------------------------------------------------------------------
AFTER ACTION REPORTS FOR Feb 14, 43

Ground combat at Wenchow (89,58)

Allied Bombardment attack

Attacking force 3200 troops, 21 guns, 0 vehicles, Assault Value = 10

Defending force 21147 troops, 180 guns, 95 vehicles, Assault Value = 785

Assaulting units:
50th Chinese Corps
3rd War Area
10th Group Army
88th Chinese Corps
86th Chinese Corps
100th Chinese Corps
14th Chinese Base Force
25th Group Army
32nd Group Army
16th Construction Regiment

Defending units:
15th Division
22nd/B Division
22nd/C Division


Why are you showing a bombardment instead of an attack?

Because that's all I have left to be able to do.

AV showed as 10?

_____________________________


(in reply to Admiral DadMan)
Post #: 195
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/7/2016 6:54:23 PM   
Admiral DadMan


Posts: 3627
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
Status: offline

quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: witpqs

I don't see it as a worthwhile request. There is an easy enough work around that it will not affect game play.

I've been attacking for 3 months to try to kill off the units to no avail. What do you propose as a work around?

They literally continue to fire 21 guns salutes:

------------------------------------------------------------------------------------
AFTER ACTION REPORTS FOR Feb 14, 43

Ground combat at Wenchow (89,58)

Allied Bombardment attack

Attacking force 3200 troops, 21 guns, 0 vehicles, Assault Value = 10

Defending force 21147 troops, 180 guns, 95 vehicles, Assault Value = 785

Assaulting units:
50th Chinese Corps
3rd War Area
10th Group Army
88th Chinese Corps
86th Chinese Corps
100th Chinese Corps
14th Chinese Base Force
25th Group Army
32nd Group Army
16th Construction Regiment

Defending units:
15th Division
22nd/B Division
22nd/C Division


Why are you showing a bombardment instead of an attack?

Because that's all I have left to be able to do.

AV showed as 10?






Attachment (1)

_____________________________

Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:

(in reply to witpqs)
Post #: 196
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/7/2016 7:04:03 PM   
witpqs


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

quote:

ORIGINAL: witpqs

If any change is justified at all for this, it might be that bases in a hex with Country Code for China would only trigger kamikazes if non-Chinese units are present.

I still think this is a much better idea than a surrender button.

_____________________________


(in reply to witpqs)
Post #: 197
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/7/2016 7:16:45 PM   
Admiral DadMan


Posts: 3627
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
Status: offline
quote:

ORIGINAL: witpqs


quote:

ORIGINAL: witpqs

If any change is justified at all for this, it might be that bases in a hex with Country Code for China would only trigger kamikazes if non-Chinese units are present.

I still think this is a much better idea than a surrender button.

Then you have an issue if it the Japanese player leaves bases in place like in the Philippines, or Guam.

< Message edited by Admiral DadMan -- 3/7/2016 7:22:25 PM >


_____________________________

Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:

(in reply to witpqs)
Post #: 198
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/7/2016 7:34:49 PM   
witpqs


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

quote:

ORIGINAL: Admiral DadMan

quote:

ORIGINAL: witpqs


quote:

ORIGINAL: witpqs

If any change is justified at all for this, it might be that bases in a hex with Country Code for China would only trigger kamikazes if non-Chinese units are present.

I still think this is a much better idea than a surrender button.

Then you have an issue if it the Japanese player leaves bases in place like in the Philippines, or Guam.

Guam? I haven't looked and counted but no, I don't think so.

Philippines, I suppose so. But that situation is different than Wenchow, which produces a good amount of supply to keep units alive AND those units have limited offensive potential. An enclave left with supply generation in the Philippines with USA units would be able to upgrade to '43 standard squads (and perhaps tanks) by January '44 and would pose an actual thorn in Japan's side.

Obviously it's up to Michael. My 2 cents worth.

_____________________________


(in reply to Admiral DadMan)
Post #: 199
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/7/2016 8:06:52 PM   
Admiral DadMan


Posts: 3627
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
Status: offline
quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Admiral DadMan

quote:

ORIGINAL: witpqs


quote:

ORIGINAL: witpqs

If any change is justified at all for this, it might be that bases in a hex with Country Code for China would only trigger kamikazes if non-Chinese units are present.

I still think this is a much better idea than a surrender button.

Then you have an issue if it the Japanese player leaves bases in place like in the Philippines, or Guam.

Guam? I haven't looked and counted but no, I don't think so.

Philippines, I suppose so. But that situation is different than Wenchow, which produces a good amount of supply to keep units alive AND those units have limited offensive potential. An enclave left with supply generation in the Philippines with USA units would be able to upgrade to '43 standard squads (and perhaps tanks) by January '44 and would pose an actual thorn in Japan's side.

Obviously it's up to Michael. My 2 cents worth.

I was incorrect about Guam, it does not fall within 20 or fewer hexes.

But an enclave left with supply in the Philippines would be an issue.

Thank you for the pushback. It's always good to have issues/ideas fleshed out.

< Message edited by Admiral DadMan -- 3/8/2016 6:17:03 PM >


_____________________________

Scenario 127: "Scraps of Paper"
(\../)
(O.o)
(> <)

CVB Langley:

(in reply to witpqs)
Post #: 200
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/7/2016 10:00:11 PM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline

quote:

ORIGINAL: Admiral DadMan


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: Admiral DadMan

quote:

ORIGINAL: witpqs


quote:

ORIGINAL: witpqs

If any change is justified at all for this, it might be that bases in a hex with Country Code for China would only trigger kamikazes if non-Chinese units are present.

I still think this is a much better idea than a surrender button.

Then you have an issue if it the Japanese player leaves bases in place like in the Philippines, or Guam.

Guam? I haven't looked and counted but no, I don't think so.

Philippines, I suppose so. But that situation is different than Wenchow, which produces a good amount of supply to keep units alive AND those units have limited offensive potential. An enclave left with supply generation in the Philippines with USA units would be able to upgrade to '43 standard squads (and perhaps tanks) by January '44 and would pose an actual thorn in Japan's side.

Obviously it's up to Michael. My 2 cents worth.

I was incorrect about Guam, it does not fall within 20 or fewer hexes.

But an enclave left without supply in the Philippines would be an issue.

Thank you for the pushback. It's always good to have issues/ideas fleshed out.


Or they could just never attack Batan Island, and make sure/hope the rowboat corps does not take it over.

The AV in the above screenshot is because in the calculations for that screen, noncombat troops have some nominal assault value for defensive purposes.

(in reply to Admiral DadMan)
Post #: 201
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/8/2016 12:04:54 AM   
witpqs


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

Or they could just never attack Batan Island, and make sure/hope the rowboat corps does not take it over.

It is the presence of troops. An empty dot base does not do it.

_____________________________


(in reply to Lokasenna)
Post #: 202
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/8/2016 12:29:37 AM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline

quote:

ORIGINAL: witpqs

quote:

Or they could just never attack Batan Island, and make sure/hope the rowboat corps does not take it over.

It is the presence of troops. An empty dot base does not do it.


Are you sure it's not just the following?

1) Within 20 hexes
2) AF 1+

(in reply to witpqs)
Post #: 203
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/8/2016 12:32:54 AM   
Admiral DadMan


Posts: 3627
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
Status: offline

quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: witpqs

quote:

Or they could just never attack Batan Island, and make sure/hope the rowboat corps does not take it over.

It is the presence of troops. An empty dot base does not do it.


Are you sure it's not just the following?

1) Within 20 hexes
2) AF 1+

Correct.

_____________________________

Scenario 127: "Scraps of Paper"
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CVB Langley:

(in reply to Lokasenna)
Post #: 204
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/8/2016 1:07:09 AM   
witpqs


Posts: 26087
Joined: 10/4/2004
From: Argleton
Status: offline
What about when you land troops at an enemy owned base?

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(in reply to Admiral DadMan)
Post #: 205
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/8/2016 2:22:20 AM   
Admiral DadMan


Posts: 3627
Joined: 2/22/2002
From: A Lion uses all its might to catch a Rabbit
Status: offline
Everything I've read, both rules and forum say AF 1+, 20 sea hexes or less. Nothing about having troops on the ground

Here is what I found, mostly by Alfred, including

here: RE: Kamikaze Activation Map

here: RE: Kamakazi border??

and here RE: kamikaze activation question

Interestingly, in the last one, there's a post from Michael that says Chinese National bases are excluded . I'm wondering if that means Wenchow would not be activated if not taken by Japan.



< Message edited by Admiral DadMan -- 3/8/2016 1:56:50 PM >


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Scenario 127: "Scraps of Paper"
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CVB Langley:

(in reply to witpqs)
Post #: 206
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/8/2016 9:38:00 AM   
ny59giants


Posts: 9869
Joined: 1/10/2005
Status: offline
One that I would like to see is having certain TF numbers reserved for just SC TF and another for CV TFs. Maybe 30 to 40 for the SC and then another 10 just for CV. Experienced players know the AI will move the lowest numbered TF first and when you create TFs, they may last months if not years before you disband them. I want to be able to have my DD and CLs in the lowest and not have my BB TF go into action first. When you create a new TF as is, you don't know what number it will be and how it will fall into the others you have if you order a bunch to sweep a base before the big BBs come in to bombard it.

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(in reply to Admiral DadMan)
Post #: 207
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/8/2016 10:18:36 AM   
pws1225

 

Posts: 1166
Joined: 8/9/2010
From: Tate's Hell, Florida
Status: offline

quote:

ORIGINAL: ny59giants

One that I would like to see is having certain TF numbers reserved for just SC TF and another for CV TFs. Maybe 30 to 40 for the SC and then another 10 just for CV. Experienced players know the AI will move the lowest numbered TF first and when you create TFs, they may last months if not years before you disband them. I want to be able to have my DD and CLs in the lowest and not have my BB TF go into action first. When you create a new TF as is, you don't know what number it will be and how it will fall into the others you have if you order a bunch to sweep a base before the big BBs come in to bombard it.


+1

(in reply to ny59giants)
Post #: 208
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/8/2016 7:50:31 PM   
witpqs


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

quote:

ORIGINAL: Admiral DadMan

Everything I've read, both rules and forum say AF 1+, 20 sea hexes or less. Nothing about having troops on the ground

Here is what I found, mostly by Alfred, including

here: RE: Kamikaze Activation Map

here: RE: Kamakazi border??

and here RE: kamikaze activation question

Interestingly, in the last one, there's a post from Michael that says Chinese National bases are excluded . I'm wondering if that means Wenchow would not be activated if not taken by Japan.


That is how I interpret it.

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(in reply to Admiral DadMan)
Post #: 209
RE: Patch 07 - Unofficial Public Beta & UI Suggestions - 3/8/2016 8:32:12 PM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
So you can stuff Wenchow or Chushien with B-29s, bomb Home Islands, and the kamis still will not activate?

(in reply to witpqs)
Post #: 210
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