Search found 16 matches

by majorlee1967
Mon Sep 22, 2025 6:37 am
Forum: Gary Grigsby's Eagle Day to Bombing the Reich
Topic: Missions not flying
Replies: 1
Views: 181

Missions not flying

Noob here.
Have about 20 hours under my belt. I had a full day of 185 missions in the 1943 long campaign on day 2. First up at 6AM were about 25 bombing missions against radar sites and went well. Next up at 9AM were follow up recon and went well.

At 12 I had about 12 bombing missions, the main ...
by majorlee1967
Fri Aug 18, 2023 12:31 am
Forum: War in the Pacific: Admiral's Edition
Topic: Kull's allied start
Replies: 12
Views: 881

Re: Kull's allied start

Again thanks for solid insight and your time to answer. Ian definitely having loads of fun thus far. I love data, spreadsheets and how a thousand little nicks add up to a bloody mess.
by majorlee1967
Fri Aug 18, 2023 12:28 am
Forum: War in the Pacific: Admiral's Edition
Topic: Does training affect pilots in a unit's reserve?
Replies: 6
Views: 386

Re: Does training affect pilots in a unit's reserve?

Thanks, gents. Good to know you can train at 100 without worrying about fatigue in safe locations.
by majorlee1967
Thu Aug 17, 2023 2:43 pm
Forum: War in the Pacific: Admiral's Edition
Topic: Does training affect pilots in a unit's reserve?
Replies: 6
Views: 386

Does training affect pilots in a unit's reserve?

Say you have an air unit set to train for ASW. There are 10 planes and 12 pilots. If training patrol level is set to 80 this means 8 planes fly that day and 4 pilots rest. Correct so far? On the next day will the same 8 pilots train or will 4 of the 8 from the previous day fly, the other 4 rest, and ...
by majorlee1967
Thu Aug 17, 2023 2:24 pm
Forum: War in the Pacific: Admiral's Edition
Topic: Kull's allied start
Replies: 12
Views: 881

Re: Kull's allied start


majorlee1967, it is "replacements", not "reinforcements". Reinforcements in-game are those new units who arrive a) on-map/off-map according to the ground reinforcements schedule or b) appear on-map as emergency reinforcements when your enemy invades specific countries.

As Kull has shown ...
by majorlee1967
Thu Aug 17, 2023 2:21 pm
Forum: War in the Pacific: Admiral's Edition
Topic: Kull's allied start
Replies: 12
Views: 881

Re: Kull's allied start


It is advisable to turn of ALL Chinese replacements, stockpiling all of their devices. This because they are both limited in supplies plus there are a lot of disabled devices in the units. The Indian replacement squads are limited with increases later while the British replacement squads (there ...
by majorlee1967
Thu Aug 17, 2023 2:19 pm
Forum: War in the Pacific: Admiral's Edition
Topic: Kull's allied start
Replies: 12
Views: 881

Re: Kull's allied start


In fact, here's what the Aussies have on 12/8/41 - not much besides Militia. And look at those build rates - yikes! It won't take long to burn through that little pool. A fairly useful report to view (click "i" at top left, select "Industry/Troops Resource Pool, click "All Nationalities" at bottom ...
by majorlee1967
Thu Aug 17, 2023 5:12 am
Forum: War in the Pacific: Admiral's Edition
Topic: Kull's allied start
Replies: 12
Views: 881

Re: Kull's allied start

Thanks for the quick reply. I see the logic now, but it is annoying to have engineers needing devices to get those facilities larger in a quicker fashion. I do have a hell of a lot to learn!! This game is like none other I have ever played with regards to the micromanaging of details...and I love it ...
by majorlee1967
Thu Aug 17, 2023 3:26 am
Forum: War in the Pacific: Admiral's Edition
Topic: Kull's allied start
Replies: 12
Views: 881

Kull's allied start

Noob here, so please be kind. I am guessing many here use Kull's magnum opus to start their Allied game. I am attempting my first scenario 1 playthrough and hope the legendary Kull, or anyone else that may know can explain the logic behind not setting the Aussie LCU's to get reinforcements? TIA
by majorlee1967
Sat Aug 12, 2023 3:44 am
Forum: War in the Pacific: Admiral's Edition
Topic: Air War Guide
Replies: 73
Views: 10062

Re: Air War Guide

Thank you for your efforts in putting this together. It has really helped me understand the game much better.
by majorlee1967
Sat Aug 12, 2023 2:05 am
Forum: War in the Pacific: Admiral's Edition
Topic: How do you run ai vs ai?
Replies: 5
Views: 546

Re: How do you run ai vs ai?

That explains it. I did not know that scenario was not vanilla. Thank you so much.
by majorlee1967
Fri Aug 11, 2023 7:21 am
Forum: War in the Pacific: Admiral's Edition
Topic: How do you run ai vs ai?
Replies: 5
Views: 546

How do you run ai vs ai?

I chose the Wake Island scenario as a learning experience, just bought the game, but when I select ai vs ai the map loads and nothing seems to happen. Any advice would be appreciated.
by majorlee1967
Fri May 29, 2020 1:15 am
Forum: Tech Support
Topic: Serious Lost MPP for Austria and Germany and Ottoman
Replies: 10
Views: 641

RE: Serious Lost MPP for Austria and Germany and Ottoman

<t> Is it also possible some events that deduct MPP are not shown in the summary? I really wish the pop-up would tell the effect in MPP. I know that the various fear of raiders and worker strikes and such cause certain resources to lose a random amount of MPP, it would be nice to know how many were ...
by majorlee1967
Thu May 28, 2020 3:28 pm
Forum: MODS and Scenarios
Topic: Changing repair rates
Replies: 4
Views: 392

RE: Changing repair rates

Thanks, Bill. If I get a vote, I'd ask that added to the editor on a future update [;)] pretty please. Rationale is some times capital ships were out of service for months if not even a year from battle damage.
by majorlee1967
Mon May 25, 2020 12:30 am
Forum: MODS and Scenarios
Topic: Changing repair rates
Replies: 4
Views: 392

RE: Changing repair rates

Thanks for looking. I think I have checked about everywhere and am assuming at this time it is not a moddable feature.
by majorlee1967
Sun May 24, 2020 2:04 am
Forum: MODS and Scenarios
Topic: Changing repair rates
Replies: 4
Views: 392

Changing repair rates

Hi, all. Working on a mod and I have found almost everything I have wanted to change in the editor except for repair limits. I want to impose a maximum repair rate on naval units of 2 per turn. Can anyone help me find this if it is even in the editor? Thanks, all

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