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RE: Flight group disapear

 
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RE: Flight group disapear - 11/15/2021 6:45:00 PM   
Yaab


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soloje1, I CTRL+F-ed the WiTP:AE patch changelog for any vanish/disappear key words. No instances of disappearing unit. I am out of ideas.

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RE: Flight group disapear - 11/15/2021 6:50:12 PM   
forti22

 

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.Maallon about scen 026 to 029.
I would say that Soloje and myself are interested by the Stacking Limit gameplay but not at all by the addition of the DaBabes mods (let's say that apart of SL, the complexity of the game is already high enough for us, I'm a little bit afraid of the addition of new ships and classes )

.Andrew Brown, we will make some tests during next week-end as per your suggestion, by flipping some 20+ turns without playing to check if the problem still happens.
Considering we played fine during last 3 years with same setup (including one - 8 game-months length - scen 001 campaign) without any issue, I will be very surprised if this glitch does appear with initial map, but will check.
I understand from your post (and from another old subject I found in Mods Sub-section) that what we are trying to do (scen 001 with SL) is at least possible and that DaBabes Mods is not mandatory to play with SL.

Do you guys know another link to the 3 pw***.dat files of a Stock Map with SL than the ones I used (can't post link, but I took it from the DaBabesWiTPAE website Maalon and I mentioned before) to give it a try?
I tried to get through the forum for one but I found only an experimental version which I assume has been updated since (can't post link again but Subject is Experimental map data file with stacking limits in Mods sub-section).
If there is one, we may run another test with it to check.

Thanks again for all your feedbacks and suggestions

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RE: Flight group disapear - 11/15/2021 7:26:59 PM   
HansBolter


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What I find to be the best part of Babes is the completely revamped Land unit countermix.

Can never go back to stock.

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RE: Flight group disapear - 11/15/2021 9:49:56 PM   
geofflambert


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The Japanese have too many engineers in stock.

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RE: Flight group disapear - 11/15/2021 9:58:59 PM   
RangerJoe


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quote:

ORIGINAL: geofflambert

The Japanese have too many engineers in stock.


The Japanese never have enough engineers . . .

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RE: Flight group disapear - 11/16/2021 8:57:34 AM   
Alpha77

 

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quote:

ORIGINAL: geofflambert

The Japanese have too many engineers in stock.


Everyone has too many at least in 41 + 42, in real life also Allies could NOT build huge bases so fast as in game... this changed only w/ new tech and mooooaaar engs/specialized equipment from 43+. Or engs buliding speed in game could be reduced

My tipp would be reduce 41/42 eng units 30-40% for both sides, also reduce all support/eng type replacements a bit plus some of the art too. They pile so much for the Allies they never run into shortages, even if stuff was needed in Europe too.

< Message edited by Alpha77 -- 11/16/2021 9:38:24 AM >

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RE: Flight group disapear - 11/16/2021 9:57:49 AM   
LargeSlowTarget


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quote:

ORIGINAL: HansBolter

What I find to be the best part of Babes is the completely revamped Land unit countermix.

Can never go back to stock.


Now that is a point we are in full agreement, Hans

For those who don't know DaBabes - it introduces a type of Eng squads which actually does nothing but taking space on ships and consuming supplies - they don't construct or repair anything. DaBabes Eng units will have a small number of regular engineers who actually do work - and lots of those useless "eaters". So you still get normally-sized Eng units, but with much reduced abilities to actually build something.

< Message edited by LargeSlowTarget -- 11/16/2021 9:59:16 AM >


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Post #: 37
RE: Flight group disapear - 11/16/2021 11:49:48 AM   
Ian R

 

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quote:

ORIGINAL: LargeSlowTarget

quote:

ORIGINAL: HansBolter

What I find to be the best part of Babes is the completely revamped Land unit countermix.

Can never go back to stock.


Now that is a point we are in full agreement, Hans

For those who don't know DaBabes - it introduces a type of Eng squads which actually does nothing but taking space on ships and consuming supplies - they don't construct or repair anything. DaBabes Eng units will have a small number of regular engineers who actually do work - and lots of those useless "eaters". So you still get normally-sized Eng units, but with much reduced abilities to actually build something.


Perhaps they should be called "civil service" squads?

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Post #: 38
RE: Flight group disapear - 11/16/2021 3:49:56 PM   
Alpha77

 

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What purpose would such squads have at all? They only add a bit more micromanagement and solutions to the eng problem were already posted (solutions that might even slightly reduce micromanagement ie. less eng units/devices to care for/about)

< Message edited by Alpha77 -- 11/16/2021 3:50:21 PM >

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Post #: 39
RE: Flight group disapear - 11/16/2021 4:11:53 PM   
RangerJoe


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quote:

ORIGINAL: Ian R


quote:

ORIGINAL: LargeSlowTarget

quote:

ORIGINAL: HansBolter

What I find to be the best part of Babes is the completely revamped Land unit countermix.

Can never go back to stock.


Now that is a point we are in full agreement, Hans

For those who don't know DaBabes - it introduces a type of Eng squads which actually does nothing but taking space on ships and consuming supplies - they don't construct or repair anything. DaBabes Eng units will have a small number of regular engineers who actually do work - and lots of those useless "eaters". So you still get normally-sized Eng units, but with much reduced abilities to actually build something.


Perhaps they should be called "civil service" squads?


Call them "Supervisors" that is, those who lean on a shovel and watch other people work . . .

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Post #: 40
RE: Flight group disapear - 11/16/2021 4:21:35 PM   
BBfanboy


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quote:

ORIGINAL: Alpha77

What purpose would such squads have at all? They only add a bit more micromanagement and solutions to the eng problem were already posted (solutions that might even slightly reduce micromanagement ie. less eng units/devices to care for/about)


I think the ideas was to have Combat Engineers not able to build bases or forts - they just blow things up! There might be different engineers for fixing vehicles too - I don't play the mod but I recall four or five different types of engineers that did different things.

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Post #: 41
RE: Flight group disapear - 11/16/2021 4:25:09 PM   
Alpha77

 

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quote:

ORIGINAL: BBfanboy
....but I recall four or five different types of engineers that did different things.


LOL, thanks so I can avoid this mod - but there are indeed ppl. who want more microstuff I wonder if for them native squads should also be created. But each single island it´s own And when you accidently ship Munda natives to eg. Rabaul they refuse to work and go on strike to get back to their native place

< Message edited by Alpha77 -- 11/16/2021 4:27:14 PM >

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Post #: 42
RE: Flight group disapear - 11/16/2021 7:52:07 PM   
LargeSlowTarget


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The purpose of the "eaters" is to keep the overall unit size and supply consumption at the original levels while reducing the unit's capabilities. If you would just reduce the number of engineer devices - and corresponding support - by 30-40% to reduce the capabilities, you would also reduce the supply requirements and the size i.e. the shipping requirements of the units considerably, thus creating imbalances / undesired consequences. Also less devices > less VPs for destroyed units.

< Message edited by LargeSlowTarget -- 11/16/2021 8:01:29 PM >


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Post #: 43
RE: Flight group disapear - 11/16/2021 7:56:54 PM   
RangerJoe


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Those extra "eaters" should also enable the units to survive better if attacked.

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to LargeSlowTarget)
Post #: 44
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