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Convoys & the auto move mode

 
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Convoys & the auto move mode - 12/12/2018 12:02:07 AM   
James Taylor

 

Posts: 638
Joined: 2/8/2002
From: Corpus Christi, Texas
Status: offline
wfZ has a great idea. Create a convoy(task force) and auto move it.


First arrange the vessels in the desired formation.

Using hot keys for example: select the naval vessel and hit "Tab" designates it as the flagship, "Tab +" on a vessel to add ships to the convoy, "Tab -" to remove.

Go back to the flagship and use the Ctrl and plot out the move path and the AI will move the taskforce to the final designation at the slowest APs(ship) in the make up of the TF

The order of the individual vessels" movement of the TF will be of smallest(MTBs, Subs, DDs, etc) to largest(BB, CV) with amphibs and transports last.


If an enemy is encountered during the AI auto move, everything stops after the last TF vessel is moved and the naval engagement takes place(using remaining APs). Next turn resume the move by again selecting the flagship and making the necessary adjustments as the encounter negates the previous set of waypoints.


Come on Hubert you can code something like this!

Ohh and by the way, what was that hotkey designation that made the mini-map and hex window at the bottom of the screen disappear, I forgot it.

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SeaMonkey
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RE: Convoys & the auto move mode - 12/12/2018 3:00:57 AM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
F4 ?

(in reply to James Taylor)
Post #: 2
RE: Convoys & the auto move mode - 12/12/2018 6:24:02 PM   
wfzimmerman


Posts: 660
Joined: 10/22/2003
Status: offline
Thanks! Your additions are great ideas. I think I would wind up moving the TF to a spot 6-10 hexes off the coast of the target area so I could guide final approach manually.

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(in reply to James Taylor)
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