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RE: How do I start?

 
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RE: How do I start? - 9/27/2018 4:55:46 PM   
kris279


Posts: 28
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From: Austria
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Indeed.

Tried -SingleCpuStart and as well -SingleCpuOrders(one at a time) but they did not improve performance at all), tried as well -cpu8(as my i7 has 8 cores), nothing.

-dd_sw actually improved performance, bt only IF I use windowed mode. If I go full screen it becomes a slideshow - a very slow one. Sometimes it was 1 Minute(not joking) between push a button and getting a respone.


I guess this was the first mistake of many....

(in reply to MakeeLearn)
Post #: 61
RE: How do I start? - 9/27/2018 5:04:49 PM   
rustysi


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From: LI, NY
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quote:

But it seems it is an issue with an old version of the game(why do they not put an actually patched version there for download?)


They did.

_____________________________

It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb

(in reply to MakeeLearn)
Post #: 62
RE: How do I start? - 9/27/2018 5:11:57 PM   
kris279


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From: Austria
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Rustysi

According support not. Their explanation is that, by only providing the base game everyone can choose which patch they may use. Manual patching is always required.

(in reply to rustysi)
Post #: 63
RE: How do I start? - 9/27/2018 5:41:33 PM   
rustysi


Posts: 7472
Joined: 2/21/2012
From: LI, NY
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quote:

ORIGINAL: kris279

Rustysi

According support not. Their explanation is that, by only providing the base game everyone can choose which patch they may use. Manual patching is always required.


OK, so its manual. I don't get the problem. You can't download the patch?


_____________________________

It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb

(in reply to kris279)
Post #: 64
RE: How do I start? - 9/27/2018 9:30:12 PM   
kris279


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Yep. Did already. The auto updater confused me a bit to be honest. Not used anymore to do manual updates(using Steam for a long time now which makes updating easy). Did that "pre-steam" lots of years ago.

Anyway - game is now on last full patch(seems there is a beta patch, do not know what are the advantages of that one, I assume some community fixes).


As for the game: I think I want to start an Allied campaign. After all that's why I bought Witp:AE . Hints for the first turn? What I collected so far from reading other threads is trying to search for your Transports all over the map, sending them back to supply bases. Check.

I guess organizing fleets, maybe calling them in to Pearl to reorganize them and then send them out. All carriers together or single carrier TF's with CA and DD support? I guess my BB I would put together into "tank" TF's together with some CA, CL and DD's for cover otherwise the BB's would slow down the much faster carriers.

Aircraft - well, keep them where they are required, scouting is the key(if it is anything compared to SSI's "War in the South Pacific" from '86).

Got it right so far?

Supply bases. I read something shipping in supply from the UK via South Africa to Southeast Asia including Australia. Does that really make sense(not for me to be honest)? I would use the supply mainly from the West Coast. I assume they will produce more then enough to keep all required bases operational and expand bases(again, it worked like this in the SSI game).

Anything else for the beginning or am I somewhere(or entirely) completely off?

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RE: How do I start? - 9/27/2018 9:45:17 PM   
MakeeLearn


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quote:

ORIGINAL: kris279

Indeed.

Tried -SingleCpuStart and as well -SingleCpuOrders(one at a time) but they did not improve performance at all), tried as well -cpu8(as my i7 has 8 cores), nothing.

-dd_sw actually improved performance, bt only IF I use windowed mode. If I go full screen it becomes a slideshow - a very slow one. Sometimes it was 1 Minute(not joking) between push a button and getting a respone.


I guess this was the first mistake of many....


The #1 mistake made = Meaning that this mistake is made the most often.



quote:

Anything else for the beginning or am I somewhere(or entirely) completely off?


So many things to this game. My best advice is to "PLAY". There is no way to learn everything about this game, and then play it. No matter how much you play this game you will always learn something new.

After installing the latest patch you may want to install the Beta patch.

(in reply to kris279)
Post #: 66
RE: How do I start? - 9/27/2018 10:18:07 PM   
kris279


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I see.And I can imagine. Must be a bit annoying that every newby is coming with the same questions , thanks for the patience.

Next "problem" - i found the beta patch from 2016, even I understood what was written in the instructions I still don't get it entirely(and I just managed to make my game run properly, don't forget).

So, installing the beta will make me a beta folder. Check.

And then? It says something from installing exe and dll. From where to where?

As far as I understood I can then make another desktop shortcut from the beta folder to run the beta version of the game. Just need to copy my switches and off I go...More or less the middle part bothers me a bit. This copying back and forth.


I ordered the hardcopy of the game and physical manual - I am one of this old style guys that actually needs something in his hands to mark it and to learn from it.

Now I have seen all this patch notices from 09 till 14 - are this changes in the manual or do I have the risk(I am afraid it is the original initial release manual, right ?) of having an outdated hardcopy?

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Post #: 67
RE: How do I start? - 9/27/2018 11:05:51 PM   
BillBrown


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When I install the beta patch I end up copying everything from the beta2 folder into the main folder and overwrite all the files.
I think it saves a lot of grief since all your existing shortcuts still work fine.

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Post #: 68
RE: How do I start? - 9/27/2018 11:13:11 PM   
kris279


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Nice and easy. Thank you! Will do so.

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Post #: 69
RE: How do I start? - 9/28/2018 6:58:01 AM   
Schorsch

 

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fullscreen on win10 machines seems to be a problem for most users here, if you use a 1920x1080 screen and want the maximum screensize in windowed mode use -pxf1920 -pyf1018

the -dd_sw switch is the other one with recognizeable performance impact

(in reply to kris279)
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RE: How do I start? - 9/28/2018 10:03:36 AM   
Yaab


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The real question is how do I finish this game?

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RE: How do I start? - 9/28/2018 10:07:51 AM   
kris279


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quote:

ORIGINAL: Yaab

The real question is how do I finish this game?



By having a lot of time to spare?

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RE: How do I start? - 9/28/2018 11:10:21 AM   
kris279


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Nicely patched up to beta. Actually it was written far more complicated as it really is - simple unzip, hit the .exe which creates new Folder, creates new beta desktop icon, just copied my switch line from the original icon to this one, done! Thank you very much!

Now reading my way through the manual to have a basic idea(together with the old "lets play" I was watching) of the game. Excited to get finally started(and a bit scared/worried).

(in reply to kris279)
Post #: 73
RE: How do I start? - 9/28/2018 11:33:42 AM   
HansBolter


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quote:

ORIGINAL: kris279

Nicely patched up to beta. Actually it was written far more complicated as it really is - simple unzip, hit the .exe which creates new Folder, creates new beta desktop icon, just copied my switch line from the original icon to this one, done! Thank you very much!

Now reading my way through the manual to have a basic idea(together with the old "lets play" I was watching) of the game. Excited to get finally started(and a bit scared/worried).



Don't worry, just sit back and enjoy the ride.

This game has the most immense and detailed database of any ever made.

You can get sucked in to wasting inordinate amounts of time looking into the current status of everything.

Sometimes I notice an hour or two pass while I have been doing nothing but digging into the current status of things.

Once up and rolling I can either streamline the perusing/orders issuing time to about 45 minutes per turn when I am anxious to execute that turn to witness how some important action goes down or I can invest three hours in the perusing/orders issuing effort because I got drawn into examining the status of my pilot training that turn and decided to examine every ship in every port looking for viable upgrades and conversions.

The point is that the database is immense and deep and rich and you can spend as much time with it as tickles your fancy.

< Message edited by HansBolter -- 9/28/2018 11:34:29 AM >


_____________________________

Hans


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Post #: 74
RE: How do I start? - 9/28/2018 7:28:18 PM   
rustysi


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quote:

Anyway - game is now on last full patch(seems there is a beta patch, do not know what are the advantages of that one, I assume some community fixes).


These are updates that have been done over the years by one of the original programmers/developers of the game. Most were incorporated into the last official patch, but there are more fixes in the latest version. I use it.

quote:

As for the game: I think I want to start an Allied campaign.


Against the AI you'll be able to get away with many mistakes. To make for a better game don't resist the AI's initial expansion to vigorously or you will break it. The AI uses a script and after it tries to take an objective it assumes it has and follow up convoys will then arrive for the slaughter anyway. You'll get the idea as you play.

quote:

I guess organizing fleets, maybe calling them in to Pearl to reorganize them and then send them out. All carriers together or single carrier TF's with CA and DD support?


At the start of the game Japan has a lot of subs surrounding PH. I don't know what the AI does, but I keep them around to see what I can destroy. So I'd sweep the area as much as possible with asw and search assets before I brought anything here. That doesn't mean you can't bring stuff from the WC to PH, just make sure there's some escort. The area may be somewhat cleaned up by the time they get there.

quote:

I guess my BB I would put together into "tank" TF's together


They're old, slow, and if you've played an historical start probably damaged. In addition to that they have a bunch of upgrades to go through. Repair their system damage at PH, and when the sub threat in the area has subsided withdraw them to the west coast until they're needed for bombardment platforms later in the game.

quote:

Supply bases. I read something shipping in supply from the UK via South Africa to Southeast Asia including Australia.


Can't hurt early on.

quote:

I would use the supply mainly from the West Coast.


Your SLOC from the west coast is going to take time to establish, and will be opposed by Japan, especially once you get into a PBEM game. So the other route through SA may help during this time frame.

Keep in mind that you need to try to develop good PBEM habits if you ever intend to go in that direction. Against the AI its easy to get a bit sloppy.

Also this game is a 'time vampire', and will take quite a while to get the hang of. As for mastery, forget it, just be content to learn as much as you can and have fun.

_____________________________

It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb

(in reply to HansBolter)
Post #: 75
RE: How do I start? - 9/28/2018 8:19:23 PM   
HansBolter


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One of the first tasks for an Allied player is getting all of the shipping that is dispersed across the globe back to main supply and troop distribution hubs.

You have tons of transport shipping in places like New Zealand, Australia and the DEI that need to get headed to the West Coast as soon as possible.


Send some also to the East Coast and use it as a main distribution hub using off map transit routes to get supply to South Africa and Aden after the route through the Med opens in '43.

Another task is looking over every last xAK in your inventory for conversions.

Many xAKs can be converted to AGs, AKEs, AEs and AKVs.

Identify them early and don't get them caught up in Continuous Supply Task Forces, whch btw is the way you will want to establish regular supply runs to various local theater distribution hubs.

Almost no one uses the Auto Convoy system, but many of us swear by the CS convoys.


_____________________________

Hans


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RE: How do I start? - 9/28/2018 8:45:59 PM   
btd64


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Many xAK's also convert to xAP's. xAP's are valuable....GP

_____________________________

Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330

AKA General Patton

WPO,WITP,WITPAE-Mod Designer/Tester
DWU-Beta Tester
TOAW4-Alpha/Beta Tester

"Do everything you ask of those you command"....Gen. George S. Patton

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Post #: 77
RE: How do I start? - 9/28/2018 8:55:04 PM   
rustysi


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From: LI, NY
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quote:

xAP's are valuable....


Yes, great for moving those rear area guys to forward distribution bases.

_____________________________

It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb

(in reply to btd64)
Post #: 78
RE: How do I start? - 9/28/2018 9:30:38 PM   
kris279


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Thanks! I thought I had an rough idea but right now I am studying even the different transport types and for what I have to use them.

Honestly, the different types confuse me a bit.

Auxillary:

AS Aux Submarine Tender ---I guess I can supply subs with that. As the KI is handling the subs not really required??
AD Aux Destroyer Tender
AV Aux Aircraft Tender
AVD Aircraft Tender, Destroyer
AVP Aircraft Tender, Patrol

Can someone help me for what I would need this Auxillary Ships. E.g. an AVD.


Further:

AR Aux Repair
AG Aux Misc(this is a really interesting one, for what is this one)
AO Aux Oiler
AE Aux Ammo
ACM Aux Minelayer Tender

With this above I think you simply build a support task force, e.g. to supply a big TF at sea without the need for them coming back to a base. Right? Is an aircraft tender (AV, AVD, AVP) then having spare aircraft for CV'S with them?


Transport:

My understanding, to supply bases:
AKV..transport crew and aircraft without dismantling, same goes for CVE
TK...Tanker, for oil
AK...Cargo, supplies
AP...Transport - troops

xAP...Transport civilian, should do the same as an AP, right?
xAK(L).Cargo civilian, same as AK?


Now - East coast. I tested to transfer already aircraft from the east coast to the West(SF). Will it be there in the next turn or how long does it take to transfer airgroups?

Can I not move supplies from the East to the West using Railroad/Road? I remember reading about transport in the manual.


I am thinking to bring as many fighter groups as possible onto the islands, expand airfields, have a good cap ready. Now I cannot let them fly from the mainland to Pearl. Which type of transport is best to use them to ship them over(I remember a "let's play" where he even split them up so if a transport would go down not the entire airgroup is lost - does it make sense?).

I am setting up some destroyer TF to search for that subs around Pearl. Yes my BB's are all badly beaten up(had the historic start). So, I let them do some flood/fire repairs and then send them over to the West Coast.

Subs? Manual or keep it under default KI control?


Sorry about all that questions, but there is a lot to "digest" in that game....

< Message edited by kris279 -- 9/28/2018 9:45:10 PM >

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RE: How do I start? - 9/28/2018 10:10:41 PM   
MakeeLearn


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TENDERS and SUPPORT/AUXILLARY SHIP GUIDE
Special credit to and inspired by wwengr.
Includes citations to source (except recommended uses).

Tenders Can Assist Pierside Repairs
If any Tenders capable of providing repair services are present in port and no vessels are assigned to Repair Ship repair mode, the Tenders can contribute to Pierside repairs [14.2.3.7].

Tenders Can Refuel Ships it can Rearm
If a Tender can rearm a ship, it can refuel it assuming it meets all other requirements (e.g., has fuel, sufficient Ops points) [forum – don bowen].

Tenders Must Be Disbanded/Anchored To Reload Weapons
Ports that are normally too small to rearm certain weapons may do so if an appropriate tender
is anchored in the Port [20.1.2.2] (includes bases with a Port Size 0).

Tender Cargo Capacity May Preclude the Tender from Rearming Weapons
A Tender can only load weapons that have a weapon Rearm Cost [listed in 20.1.2.2] that is less than or equal to the Tender’s Cargo Capacity [20.1.2.2]. For example, the Platypus Class AS (Australian) (1,200 Cargo Capacity) cannot rearm the 21” Mk 14 torpedoes (1290 Rearm Cost) used by a majority of U.S subs.

Tenders Expend Onboard Supply to Rearm and Repair
As a TF rearms, it consumes supplies [20.1.2.2]. Supplies are also expended for repairs [15.0]. Therefore, a Tender must have supply onboard to rearm and repair. As Tenders operate, their supplies will decrease, so you need to periodically put them in a TF and load supplies onto them.

Tenders and TF Type
When not performing operations while at anchor/disbanded in a port, Tenders are often placed in Support TF missions [6.1.1.1].

Tender Ship Repair Points
Undamaged Tenders that are also Repair Ships (e.g., AS, AD) who have all their Ops points may contribute, up to a maximum of 83 Repair Points per turn (therefore, Repair Ships may repair up to a maximum of 0.83 damage points per turn) [14.2.3.2.1.1].

Tender Weapon Repairs
Weapon Repair points are generated independently of a Repair Ship Tender’s ability to repair other forms of damage [see 14.2.4 for details]. However, a Tender can only repair weapons on the types of ships it can repair ship damage [14.2.4.2].

Repair Ships
AR, ARD, AS, AD, AGP, and AG ships have the ability to repair other ships – these ships are collectively “Repair Ships” [14.2.3.2]. Each type of Repair Ship is limited in the type of ship and damage it can repair [14.2.3.2]. If a Repair Ship is available to assist with a ship’s repair (i.e., the Repair Ship is in port, capable of repairing the damaged ship, capable of repairing the type of damage, and not busy with other repairs), the “Repair Ship” option will be selectable when the “Repair Mode” is clicked for the ship you want to repair [14.2.2.1]. Repair Ships cannot repair if they are in a TF docked at a port [14.2.2.2]. An undamaged Repair Ship that does nothing else in a will generate 1000 non-cumulative Ops points in that turn [14.2.3.2.1]. Undamaged, “fresh” Repair Ships may contribute, up to a maximum of 83 Repair Points per turn [14.2.3.2.1.1]. Therefore, Repair Ships may repair up to a maximum of 0.83 damage points per turn [14.2.3.2.1.1]. Repair Ships may also repair on a High-Priority basis [14.2.3.2.1.3]. In this case, a Repair Ship’s entire aggregate of Ops points is used and may repair up to a maximum of 1.4 damage points per turn, with a consequent total Ops point penalty [14.2.3.2.1.3]. Repair Ships can assist damaged ships that use either Readiness Repair mode [14.2.2.1] or Pierside Repair mode [14.2.3.3].
Note: You are often better off repairing System Damage using Pierside repair mode, then using a Repair Ship mode to repair the remaining damage [forum].
Note: You cannot assign a specific damaged ship to a specific Repair Ship [forum].
Note: If a damaged ship is using “Repair Ship” mode (e.g., a DD) and the only Repair Ships for that damaged ship (e.g., AD and AR) become unavailable (e.g., you put the AD and AR into a TF and move them away from the port hex), the damaged ship is automatically changed to Pierside repair mode [forum].
Note: Steps to use the Repair Ship option for a Repair Ship that is capable of repairing the damaged ship and the type of damage: 1) disband the Repair Ship in a port; 2) disband the ship to be repaired in the same port; 3) stand down the ship to be repaired; 4) click “Pierside” to get the “Repair Ship” option [forum].
Note: Supplies are expended for repairs [15.0]. Therefore, a Repair Ship must have supply onboard to conduct repairs. As Repair Ships operate, their supplies will decrease, so you need to periodically put them in a TF and load supplies onto them.
Note: [forum strategy post by don bowen 6/2010] “Repair ships can aid in pierside repairs but a ship assigned to repair ship uses only the repair ship function. If you want the best overall repair, do not use the repair ship repair option. Let the Repair module decide how to allocate them. If you want a specific ship to get extra attention, use the repair ship option for it and let the remainding ships use port facilities. This is especially true for floating drydocks. If you only have one ship, use pierside - it optimizes all port/repairship resources. Repair ships are best used at smaller ports that lack the functions provided by a repair ship (or floating drydock). Also at a larger port when you have lots of activity and the port can get overloaded with repairs.”

AS – Submarine Tender
Repairs subs, but cannot repair major damage except midget sub major engine damage [14.2.3.2 and 14.2.1.4].
Rearm subs, including torpedoes [20.1.2.2].
Can rearm subs at any size port, including zero [20.1.2.2], but cannot rearm while underway.
Use #1 – Anchor at a forward operating base to service subs to extend the range of sub operations.
Use #2 – Anchor at a repair base to speed sub Pierside repairs or enable subs to repair using Repair Ship mode to reserve Pierside repairs for other ships.
Use #3 – Low detection minelaying (Sub Mine Laying Mission)[6.1.1.1].
Low priority use: low detection transports ( [6.1.1.1].

AD – Destroyer Tender
Repairs and Rearms DD, Small Escort, and Small Craft type ships, but can only repair Major damage for Small Craft type ships [14.2.3.2]. “Small Escort” type ships = DE, APD, DMS, DM, AVD, E, TB, KV, PF, PB, PC, SC, AM, and ML [14.2.3.2]. “Small Craft” type ships = PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, and AMc [14.2.3.2].
Use #1 – Combine with other support ships and tenders to enhance repair and rearming capabilities at forward and small bases.
Use #2 – Anchor at forward bases to repair and rearm Destroyers.
Use #3 – Anchor at a repair base to speed Pierside repairs, repair ships at anchor, and speed up the repair of damage caused by Upgrades and Conversions.
Low priority uses: transport.

AV – Aircraft Tender
Provides Aviation Support points to bases for operating Float Planes (FP) and flying boats (an amphibious type of PA – patrol aircraft)[20.1.2] and some AVs can operate planes while underway (see notes below).
Use #1 – Provide Seaplane Support for FPs and float PAs operating at remote bases.
Use #2 – Provide Seaplane Support for FPs and float PAs operating at a base that would otherwise exceed the base’s available aviation support capacity.
Use #3 – Operate FPs and float PAs while underway at remote locations (AV must have an “Air Capacity” value to operate while underway – see notes below).
Use #4 – Transport FPs and float PAs (Aircraft Transport TF missions).
Low priority use: cargo missions.
Note: If an AV has an “Air Capacity” value, then the AV can operate planes while underway [7.0.1.1.1]. For example, the U.S. Curtiss Class AV has a 0 Air Capacity, but the U.S. Wright Class AV has a 4 Air Capacity; thus, the Wright Class AV can operate planes while underway and the Curtis Class AV cannot.
Note: An AV’s “Seaplane Support” value is listed on the right side of Ship Information Screen.
Note: The plus number next to a base’s Aviation Support value is base’s Seaplane Support value (e.g., points from a disbanded AV located in the base’s port).
Note: An AV’s “Air Capacity/Used” value and the number of “Sorties, Max/Remaining” are listed on the right side of Ship Information Screen.
Note: AVs, including those with an Air Capacity value of 0, can provide Aviation Support for FPs, FFs, and float PAs at any friendly airfield, including those that are size 0 (referred to as “dot” hexes) as long as they are on a coastal hex [7.0.1.1.1].
Note: [michaelm on 7/7/2011] Next build (1108p3) will have changes for when/how seaplanes draw supplies (http://www.matrixgames.com/forums/tm.asp?m=2852726&mpage=1&key=�).

AVD – Aircraft Tender, Destroyer
Destroyer modified to provide Aviation Support points to bases for operating Float Planes (FP) and flying boats (an amphibious type of PA – patrol aircraft)[20.1.2]. AVDs retain their ASW capabilities [20.1.2]. AVDs do not have “Air Capacity” values above 0 and therefore cannot operate planes while underway.
Use #1 – Provide Seaplane Support for FPs and float PAs operating at remote bases (can better defend itself than AV ships).
Use #2 – Provide Seaplane Support for FPs and float PAs operating at a base that would otherwise exceed the base’s available aviation support capacity.
Use #4 – Transport FPs and float PAs (Aircraft Transport TF missions).
Low priority uses: missions a DD is capable of performing (unlike DDs, AVDs cannot participate in an Air Combat TF, Replenishment TF, Mine Laying TF, or Mine Sweeping TF [20.1.2.1].
Note: An AVD’s “Seaplane Support” value is listed on the right side of Ship Information Screen.
Note: The plus number next to a base’s Aviation Support value is base’s Seaplane Support value (e.g., points from a disbanded AV located in the base’s port).
Note: AVDs can provide Aviation Support for FPs, FFs, and float PAs at any friendly airfield, including those that are size 0 (referred to as “dot” hexes) as long as they are on a coastal hex [7.0.1.1.1].
Note: [michaelm on 7/7/2011] Next build (1108p3) will have changes for when/how seaplanes draw supplies (http://www.matrixgames.com/forums/tm.asp?m=2852726&mpage=1&key=�).

AVP – Aircraft Tender, Patrol
Provides Aviation Support points to bases for operating Float Planes (FP) and flying boats (an amphibious type of PA – patrol aircraft)[20.1.2] and one class of Dutch AVPs can operate planes while underway (see notes below).
Use #1 – Provide Seaplane Support for FPs and float PAs operating at remote bases.
Use #2 – Provide Seaplane Support for FPs and float PAs operating at a base that would otherwise exceed the base’s available aviation support capacity.
Use #3 – Transport FPs and float PAs (Aircraft Transport TF missions).
Low priority use: cargo missions.
Note: If an AVP has an “Air Capacity” value, then the AVP can operate planes while underway [7.0.1.1.1]. For example, the Dutch Arend Class AVP has an Air Capacity value of 1, but the Dutch Poolster Class AVP has a 0 Air Capacity; thus, the Arend Class AVP can operate 1 plane while underway and the Poolster Class AVP cannot.
Note: An AVP’s “Seaplane Support” value is listed on the right side of Ship Information Screen.
Note: The plus number next to a base’s Aviation Support value is base’s Seaplane Support value (e.g., points from a disbanded AV located in the base’s port).
Note: An AVP’s “Air Capacity/Used” value and the number of “Sorties, Max/Remaining” are listed on the right side of Ship Information Screen.
Note: AVPs, including those with an Air Capacity value of 0, can provide Aviation Support for FPs, FFs, and float PAs at any friendly airfield, including those that are size 0 (referred to as “dot” hexes) as long as they are on a coastal hex [7.0.1.1.1].
Note: [michaelm on 7/7/2011] Next build (1108p3) will have changes for when/how seaplanes draw supplies (http://www.matrixgames.com/forums/tm.asp?m=2852726&mpage=1&key=�).

AR – Auxiliary Repair Ship
Repairs all ship types [14.2.3.2]. ARs can repair Major Engine damage of 5 points or less and Major Flotation damage of 5 points or less on any ship. [14.2.1.4]. ARs, however, can repair all Major Damage on small craft [14.2.3.2]. “Small Craft” type ships = PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, and AMc [14.2.3.2].
Use #1 – Augment repair services at forward ports and the capability to repair some types and amounts of Major Damage at ports below the size of 7.
Use #2 – Augment repair services provided by ports size 7 and larger.
Use #3 –Augment shipyard repair services.
Note: Do not confuse “Repair Ship” with “Auxiliary Repair Ship” (AR). All ARs are Repair Ships, but not all Repair Ships are ARs (e.g., other “Repair Ships” are ARD, AS, AD, AGP, and AG).

ARD – Auxiliary Repair Dock
Assists the repair of any ship type, but only floatation damage, including Major floatation damage [14.2.3.2]. An ARD is a floating drydock used to repair damage below the waterline [20.1.2]. Although ARDs can only repair hull (flotation) damage, they do it much better than any other type of Tender or Repair Ship [20.1.2].
Use #1 – Stabilize flotation damaged ships before sending ships to repair yards.
Use #2 – Enable ports of size 6 and below the capability to repair Major Flotation Damage.
Use #3 – Augment repair services provided by ports size 7 and larger and enables the repair of Major Floatation Damage over five points.
Use #4 –Augment shipyard repair services.
Note: ARDs are very efficient at floatation repair, but are limited to hosting a single ship per cycle [14.2.3.2.1.2].
Note: An undamaged, “fresh” ARD may contribute, up to a maximum of, 100 Repair Points per turn [14.2.3.2.1.2]. An ARD may repair, therefore, up to a maximum of 1 floatation damage point per turn on a single ship.
Note: The “Shift Lift Capacity” value on the right side of the ARD’s Ship Information Screen is the maximum damaged ship tonnage that the ARD can repair.
Note: [As of 9/29/11] Public beta pitch change #049 is “Fixed ARD repair”. Not clear what this is but it may be that with the beta patch installed ARDs do not have to have a disbanded AR, AS or AD in port to function.

AGP – Torpedo Boat Tender
Repair major and minor damage on Small Craft (i.e., PT, PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, and AMc) [14.2.3.2]. Rearms all weapons on Small Craft, including torpedoes for (i.e., PT, PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, and AMc) [20.1.2 and 14.2.3.2].
Use #1 – Anchor with other support ships and tenders to enhance Small Craft repair and rearming capabilities at forward and small bases.
Use #2 – Anchor at forward bases to repair and rearm Small Craft.
Use #3 – Anchor at a repair base to provide Repair Ship service for one damaged Small Craft or assist Small Craft Pierside repairs and speed up the repair of damage to Small Craft caused by Upgrades and Conversions.
Low priority uses: transport troops.

AG – Miscellaneous Auxiliary
A general purpose auxiliary with several uses [20.1.2]. Repairs Small Escort (DE, APD, DMS, DM, AVD, E, TB, KV, PF, PB, PC, SC, AM, and ML) and Small Craft (i.e., PT, PB, PC, SC, AM, ML, HDML, MGB, YP, YMS, and AMc) [14.2.3.2]. Repairs Major damage on Small Craft [14.2.3.2]. Rearms Small Escorts and Small Craft [20.1.2.2], however, cannot rearm torpedoes or Guns larger than 5in/38 [20.1.2].
Use #1 – Anchor with other support ships and tenders to enhance Small Escort and Small Craft repairs and rearming capabilities at forward and small bases.
Use #2 – Anchor at forward bases to repair and rearm Small Escorts and Small Craft.
Use #3 – Anchor at a repair base to provide Repair Ship service for one damaged Small Craft or assist Small Craft Pierside repairs and speed up the repair of damage to Small Craft caused by Upgrades and Conversions.
Low priority uses: cargo and troop transport.

AO – Oiler
Refuels ships while underway (e.g., as part of a Replenishment TF) and transport liquid cargo [20.1.2].
Use #1 – Refuel TFs while underway (order to meet TF or just follow TF).
Use #2 – Provide fuel to ships in the same hex at a forward/small port.
Use #3 – Transport fuel or oil.
Low priority use: Transport cargo.

AE – Ammunition Ship
Rearms ships while underway, however, underway rearming is only available in 1945 – until then AEs function as AKE.
Use #1 – Provide underway rearming (1945).
Use #2: Provide rearming at base with small port, including bases with a port size 0.
Low priority uses: transport cargo.
Note: Rearming consumes supplies [20.1.2.2]. Therefore, an AE must have supply onboard to rearm ships.
Note: If you want to rearm from an AE in port, disband (i.e., anchor) an AE in port with supply cargo and then select “Replenish at Sea” on the TF you want to rearm [forum Don Bowen 11/18/2009].
Note: If an AE with supply cargo is disbanded in a port and a rearming TF selects “Replenish from Port”, the rearming TF will only draw on the AE’s supplies if the port does not have sufficient supplies to complete the rearming [forum Don Bowen 11/18/2009].
Note: AEs cannot rearm mines or 46cm/45 T94, and can only rearm weapons with a Weapon Rearm Cost less than or equal to the AE’s cargo capacity [20.1.2.2]. For example, the US AE Pyro Class ships have a cargo capacity of 3600 and therefore cannot arm weapons larger than 14in/45 Mk VII [20.1.2.2].
Note: AEs cannot enhance or augment a port’s capability to rearm weapons [forum Don Bowen 4/28/2010].
Note: AEs can rearm at a base and do not require a port (e.g., a friendly colored dot base with a port size of 0) [forum Don Bowen 9/6/2009].
Note: AEs can rearm carrier sorties, including carrier torpedo sorties [20.1.2.2].

AKE – Ammunition Transport
Rearms ships when in both ships are anchored.
Use #1: Provide rearming at base with small port, including bases with a port size 0.
Low priority uses: transport cargo.
Note: Rearming consumes supplies [20.1.2.2]. Therefore, an AKE must have supply onboard to rearm ships.
Note: If you want to rearm from an AKE in port, disband (i.e., anchor) an AKE in port with supply cargo and then select “Replenish at Sea” on the TF you want to rearm [forum Don Bowen 11/18/2009].
Note: If an AKE with supply cargo is disbanded in a port and a rearming TF selects “Replenish from Port”, the rearming TF will only draw on the AKE’s supplies if the port does not have sufficient supplies to complete the rearming [forum Don Bowen 11/18/2009].
Note: AKEs cannot rearm mines or 46cm/45 T94, and can only rearm weapons with a Weapon Rearm Cost less than or equal to the AE’s cargo capacity [20.1.2.2]. For example, the US AE Regulus Class ships have a cargo capacity of 2560 and therefore cannot arm weapons larger than 12in/50 Mk 7 [20.1.2.2].
Note: AKEs cannot enhance or augment a port’s capability to rearm weapons [forum Don Bowen 4/28/2010].
Note: AKEs can rearm at a base and do not require a port (e.g., a friendly colored dot base with a port size of 0) [forum Don Bowen 9/6/2009].
Note: AKEs can rearm carrier sorties, including carrier torpedo sorties [20.1.2.2].

APD – Destroyer Transport
Destroyer modified for transporting troops and light equipment [20.1.2].
Use #1 – Fast transport of units that do not have large equipment (w/AVDs).
Use #2 – ASW.
Note: APDs do not have an “Amphibious Unload Bonus” capacity [6.3.1.1].

ACM – Minefield tenders
Minefield Tenders are a special class of ships that reduce the decay rate of minefields at bases [6.6.1.2.2]. The number of mines in a minefield in deep water decays by 33% per day, in shallow water by 5% per day, and in friendly bases with at least a size 1 port by 1% per day [6.6.1.2.1].
Use #1: Reduce defensive minefield decay by disbanding at base.
Use #2: Lay mines (use in Mine Laying TF).
Note: Each ACM can protect (i.e. service and repair) 150 mines from decay [6.6.1.2.2].
Note: Multiple ACMs may be stacked in a base to protect more mines [6.6.1.2.2].
Note: ACMs must be disbanded into a base to protect mines there – ACMs will not protect mines while in a task force at the base [6.6.1.2.2].
Note: When disbanded, ACM are maintaining the current mines and therefore, you do not need to have mines in your device pool or loaded on the ACM [forum Don Bowen, 8/28/2010 and 9/29/2010].
Note: In order for ACMs to work: 1. The port must have fuel. ACM consume fuel in routine mine maintenance and stop maintaining when there is no fuel; and 2. The ACM must be in good shape - if their damage gets above 10% or so, they stand down for maintenance [forum Don Bowen, 8/28/2010 and 9/29/2010].

AKV – Aircraft Transport
Transports air groups [20.1.2]. Air Groups loaded onto an AKV are not disabled on load, and will arrive at their destination in the same condition as when loaded [6.3.2.1 and 20.1.2].
Use #1 – Transport air groups that have short ranges (as Air Transport TF).
Note that the ship must be docked to load airframes.
Low priority uses: Transport troops and/or cargo.
Note: Air groups may never be fragmented on load [6.3.3.1.1].
Note: Each air group has a load cost based on the type of the aircraft (Fighter, Bomber, etc) and the number currently in the group [6.3.2.1].
Note: Aircraft loaded on an AKV are listed as “disabled” [non-authoritative forum post].
Note: Air Transport TFs need to be docked to load an air group [non-authoritative forum post].
Note: Restricted command air groups cannot be loaded on AKVs [non-authoritative forum post].

AMc – Coastal Minesweeper
Small minesweeper that allows you to sweep mines [20.1.2].
Use #1: Minesweeping in a Local Minesweeping TF.
Note: AMc cannot be placed in a Minesweeping TF [20.1.2.1].
Note: A Local Minesweeping TF only sweeps 1 hex (its destination hex) [6.6.2.1.2].

(in reply to kris279)
Post #: 80
RE: How do I start? - 9/28/2018 11:59:38 PM   
Kull


Posts: 2625
Joined: 7/3/2007
From: El Paso, TX
Status: offline
quote:

ORIGINAL: kris279
Sorry about all that questions, but there is a lot to "digest" in that game....


It took me months before I finally grasped enough of the essentials to simply complete the 2nd turn (one of the links in my sig might help you out a bit there). But even then, I hosed up all sorts of stuff and wound up restarting. Several times, in fact.

Here's the thing. Forget everything you thought you knew about "games" and how long they should take. This one can go on for years. In fact, it is not uncommon for games to last longer than the actual war itself.

Think about that for a minute.

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Post #: 81
RE: How do I start? - 9/29/2018 5:12:58 AM   
Dili

 

Posts: 4708
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Status: offline
Note: Aircraft loaded on an AKV are listed as “disabled”

Not correct.

(in reply to Kull)
Post #: 82
RE: How do I start? - 9/29/2018 6:04:36 AM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: kris279


Now - East coast. I tested to transfer already aircraft from the east coast to the West(SF). Will it be there in the next turn or how long does it take to transfer airgroups?

About three days to arrive. The aircraft will be disabled during transport so it will take a few more days to make them operational again. You can find the air groups in transit in the Intel Reports section called Group Reinforcement Schedule.

Can I not move supplies from the East to the West using Railroad/Road? I remember reading about transport in the manual.

The Game Engine handles distribution of supplies. In general, it sends what is needed to places where supply is being used and accumulates the rest at the largest port within a reasonable distance. You do not need to worry about supplies for San Francisco and Los Angeles - after a few days the amount at the big WC ports will grow rapidly until you have literally millions. You do have some things that can influence supply movement but it is probably best not to mess with them before you understand supply movement better. Read the manual on supply movement and take note of the effect of base size on supply movement, frequency, accumulation and maximum holdings without wastage.

I am thinking to bring as many fighter groups as possible onto the islands, expand airfields, have a good cap ready. Now I cannot let them fly from the mainland to Pearl. Which type of transport is best to use them to ship them over(I remember a "let's play" where he even split them up so if a transport would go down not the entire airgroup is lost - does it make sense?). Yes. And be careful to match aircraft to the Air Support squads available, the supply available, and the airfield size. You can fly B-17s off a Level 2 AF, but they won't carry a full load and they will have lots of operational accidents.

I am setting up some destroyer TF to search for that subs around Pearl. Yes my BB's are all badly beaten up(had the historic start). So, I let them do some flood/fire repairs and then send them over to the West Coast.

Sounds good, but do not overload your shipyard with all the ships that have flotation damage. The SY will repair up to its capacity and any excess load will receive NO REPAIRS. These are better left in "Pierside" mode where the port itself can help repair system damage until a space is available in the SY.

Subs? Manual or keep it under default KI control?

The Game Engine is lousy at managing subs, especially in setting patrol zones. ALWAYS do subs manually. It seems like a PITA at first but they can stay on patrol for a long time so you don't have to do much after you deploy them all. Usually each turn I only have to tweak the zone of one or two in reaction to new intel on enemy shipping.


Sorry about all that questions, but there is a lot to "digest" in that game....



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(in reply to kris279)
Post #: 83
RE: How do I start? - 9/29/2018 5:56:41 PM   
rustysi


Posts: 7472
Joined: 2/21/2012
From: LI, NY
Status: offline
quote:

Is an aircraft tender (AV, AVD, AVP) then having spare aircraft for CV'S with them?


No. These vessels support flying boats (Catalina's) and/or float planes.

quote:

Now - East coast. I tested to transfer already aircraft from the east coast to the West(SF). Will it be there in the next turn or how long does it take to transfer airgroups?


Don't know how long it takes, but once done the unit will be removed from the map. You may then look at the reinforcement schedule and it will show there, with the number of days before it will arrive.

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In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb

(in reply to BBfanboy)
Post #: 84
RE: How do I start? - 9/29/2018 6:04:03 PM   
btd64


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
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About 3 days....GP

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Post #: 85
RE: How do I start? - 9/29/2018 9:16:08 PM   
kris279


Posts: 28
Joined: 9/19/2018
From: Austria
Status: offline
Thanks gents. Still trying around in my first turn(actually 2nd considering I could not do anything before turn 1), I really had the impression I had some kind of a basic plan but then I got just surprised by the size of that game. Still doing West Coast, found something , tried to figure out in the manual what it means but no luck.

If you go in the base screen, infantry stationed there, I found(Canadian base, Victoria for instance) some infantry(INF) unit with an star afterwards(INF*) - what does that mean? I found as well some HQ unit with a "a" afterwards, I think thats a split up HQ unit(why would someone split up an HQ??).

Found quiet a lot INF* - manual does not say anything about it(at least place I looked at, that's bases and land units....).

-Kull - I looked into you CL and is just smashing. Most likely if I follow it step by step I should be ok. But - where would be the fun in it? I mean, I looked some bases up and your orders make perfect sense(was thinking about Guam for instance and building a fortess there makes perfect sense - not sure if I will be able to supply it, but the conclusion is spot on).

Still trying to figure out what each base needs and what not. Glad I am playing the US, I think I can do quiet some mistakes with that economical power behind(as the germans learnd the hard way) should win me the war so or so, as long as I do not loose to many of that precious carriers at the beginning.

Will "pump up" Pearl , Midway, Johnston(this seems already on the limit) as far as I can and then try to go SW. I think as soon as my airbases in the Pacific are up and running it should be a big advantage.
This all comes from a guy struggling THINKING about his first turn and which units he might need at which place.....(and still has no real idea which transports he will be using for what task, but hey ;-) ).

< Message edited by kris279 -- 9/29/2018 9:43:58 PM >

(in reply to btd64)
Post #: 86
RE: How do I start? - 9/29/2018 9:49:42 PM   
btd64


Posts: 9973
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The * means that the unit is a part of a bigger unit. There are several different HQ types. An a is an air HQ. Can't remember the others right now....GP

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Post #: 87
RE: How do I start? - 9/29/2018 9:55:27 PM   
kris279


Posts: 28
Joined: 9/19/2018
From: Austria
Status: offline
Thanks btd.... so it just gets a tad more complicated . Do I need to rejoin this units before I force them onto a transport(e.g. the canadians). Or it does not really matter and I can ship of the part of a unit anyway?
Or is it anyway the better idea just to ship off US boys towards the islands and keep for instance the canadians where they are?

(in reply to btd64)
Post #: 88
RE: How do I start? - 9/29/2018 9:59:54 PM   
btd64


Posts: 9973
Joined: 1/23/2010
From: Mass. USA. now in Lancaster, OHIO
Status: offline
You can send the unit recombined or single....GP

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Post #: 89
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