What To Expect in the Patch
Moderators: Joel Billings, Tankerace, siRkid
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- Posts: 20
- Joined: Sat May 25, 2002 2:30 am
- Location: Bellingham, WA
A quickie
Matrix folks,
One very quick thing you could do for the patch is to correct a misspelling I found:
When you hold the mouse over a base, it incorrectly spells "auxiliary" as "auxillery."
Your game is SO well done ? this might seem like a small thing, but I thought you'd want to know about it.
One very quick thing you could do for the patch is to correct a misspelling I found:
When you hold the mouse over a base, it incorrectly spells "auxiliary" as "auxillery."
Your game is SO well done ? this might seem like a small thing, but I thought you'd want to know about it.
The Beatings Will Continue Until Morale Improves
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Re: List Display
If easy to fix it would be nice if the
lists - such as show all bases did not revert back to the top of the list after clicking on a location etc from the list.
Actually, this would be great for all lists. After checking the status of DD Gwen, I click 'Back' then have to scroll down the list again. Talk about carpal tunnel syndrome!:D
lists - such as show all bases did not revert back to the top of the list after clicking on a location etc from the list.
Actually, this would be great for all lists. After checking the status of DD Gwen, I click 'Back' then have to scroll down the list again. Talk about carpal tunnel syndrome!:D
I'd like to see a less time consuming way of managing bases and airgroups to reduce operational losses.
The Dilemma of Operational Losses
The Dilemma of Operational Losses
Last time I checked, the forums were messed up. 

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- Posts: 401
- Joined: Fri May 24, 2002 4:00 pm
- Location: Out in the Sticks of Rockingham County, North Caro
- Contact:
another list request
When forming another TF, it would be great if the list included any troops carried.
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Also, except for the base/ship transfer dialog, where can I find easily the total number of AC on a CV?
It would be most helpful to have this on the Ship Info screen, and even better, next to the CV listed in the TF list box.
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Also, except for the base/ship transfer dialog, where can I find easily the total number of AC on a CV?
It would be most helpful to have this on the Ship Info screen, and even better, next to the CV listed in the TF list box.
- FirstPappy
- Posts: 725
- Joined: Tue Sep 12, 2000 8:00 am
- Location: NY, USA
And another thing for the patch
Can you have the bell ring twice like this (DING-DING --- DING-DING) in the start-up screen. I played Jane's 688(i) Attack Sub for so long that my mind goes blank for a few seconds waiting for that second set of bells to ring and for someone to announe your sub's name. Can you, huh, can you???
Windows 10 Home 64
AMD Ryzen 7 3700x 3.70Ghz Processor
32 GB Ram
Nvidia GEFORCE GTX1080 w/8 GB
LG 32GK850F 2560x1440
AMD Ryzen 7 3700x 3.70Ghz Processor
32 GB Ram
Nvidia GEFORCE GTX1080 w/8 GB
LG 32GK850F 2560x1440
- Howard Mitchell
- Posts: 449
- Joined: Mon Jun 03, 2002 11:41 am
- Location: Blighty
A personal plea...
Please can you change the graphics for the A6M2 and A6M3. The A6M2 was usually seen in the overall grey and black cowl scheme early in the war, and it didn't have protruding gun barrels. The A6M3s were usually land based, and so camouflaged earlier. No protruding gun barrels either!
I've obviously been playing Combat Flight Simulator 2 for far, far too long, I need a rest;)
Please can you change the graphics for the A6M2 and A6M3. The A6M2 was usually seen in the overall grey and black cowl scheme early in the war, and it didn't have protruding gun barrels. The A6M3s were usually land based, and so camouflaged earlier. No protruding gun barrels either!
I've obviously been playing Combat Flight Simulator 2 for far, far too long, I need a rest;)
While the battles the British fight may differ in the widest possible ways, they invariably have two common characteristics – they are always fought uphill and always at the junction of two or more map sheets.
General Sir William Slim
General Sir William Slim
Here is one that I think would be helpful. Once a ground unit is selected to load on a TF it should flagged as such on any screen that the unit may be listed on.
Example: If I click on the flag to list all ground units it would show "112th Cavalry Regiment Loading TF #210"
That way when I create another TF and select "Load Trrops" I know that unit has already been selected to load. In the fray of creating multiple TF's I sometimes forget who I have already selected to load and have to go back and look at the TF's to find out.
This would just be an enhancement to an already great game.
Example: If I click on the flag to list all ground units it would show "112th Cavalry Regiment Loading TF #210"
That way when I create another TF and select "Load Trrops" I know that unit has already been selected to load. In the fray of creating multiple TF's I sometimes forget who I have already selected to load and have to go back and look at the TF's to find out.
This would just be an enhancement to an already great game.
"Sometimes I wonder whether the world is being run by smart people who are putting us on, or by imbeciles who really mean it." ---Mark Twain
Naval Warfare Simulations
AlvinS
Naval Warfare Simulations
AlvinS
You should be able to modify all the pictures used by UV (look at the "art" subdirectory in the UV directory).Originally posted by Howard Mitchell
A personal plea...
Please can you change the graphics for the A6M2 and A6M3. The A6M2 was usually seen in the overall grey and black cowl scheme early in the war, and it didn't have protruding gun barrels. The A6M3s were usually land based, and so camouflaged earlier. No protruding gun barrels either!
I've obviously been playing Combat Flight Simulator 2 for far, far too long, I need a rest;)
So if you have a lot of time, maybe you can create your own A6M2 & A6M3 pictures

Spooky
- Howard Mitchell
- Posts: 449
- Joined: Mon Jun 03, 2002 11:41 am
- Location: Blighty
Brilliant! Thanks spooky, they're in jptop.bmp for those sad muppets like me who like to tinker with these things.




While the battles the British fight may differ in the widest possible ways, they invariably have two common characteristics – they are always fought uphill and always at the junction of two or more map sheets.
General Sir William Slim
General Sir William Slim
You are welcome
However, I would be glad to know from Matrix what exactly we have the legal right to change in UV since their License agreement is not very clear
Allowed or not allowed ? :
1° To do a mod with some new pictures for planes, ships ... and make it available on the web
2° To reverse engineer UV in order to create an utility allowing to change some existing airplane characteristics or to create new airplane types ... and make it available on the web
...

However, I would be glad to know from Matrix what exactly we have the legal right to change in UV since their License agreement is not very clear

Allowed or not allowed ? :
1° To do a mod with some new pictures for planes, ships ... and make it available on the web
2° To reverse engineer UV in order to create an utility allowing to change some existing airplane characteristics or to create new airplane types ... and make it available on the web
...
- Paul Vebber
- Posts: 5342
- Joined: Wed Mar 29, 2000 4:00 pm
- Location: Portsmouth RI
- Contact:
We encourage modder's to knock themselves out as far as adding new graphics, sounds, scenarios, what have you.
The caveats are:
You can't try to sell them.
You have to include a copyright statement that Uncommon Valor is copyright by 2by3 games and Matrix.
But like scenarios, you retain the distibution rights to your own work. We obviously ask that we be able to offer them for download here, but if you decide to design a scenario or offer a mod package "exclusive" to somewhere, that is your right.
Database "reverse engineer" utilities that allow people to mess with the ship and weapon characteristics that are not in the scenario editor can be problematic, becasue it could allow folks to edit the scenarios and "Cheat" with uber-weapons.
One would like to think folks would not stoop to hacking the scenario files to gain an advantage, and hopefully that doesn't become an issue, but unfortunately it likely will eventually and we will have to waste time incorporating countermeasures to make it tougher. But hastening that day along with a scenario editor is something we hope folks would refrain from...
If you find mistakes in the database, please let us know and we will do our best to correct them in a future patch.
The caveats are:
You can't try to sell them.
You have to include a copyright statement that Uncommon Valor is copyright by 2by3 games and Matrix.
But like scenarios, you retain the distibution rights to your own work. We obviously ask that we be able to offer them for download here, but if you decide to design a scenario or offer a mod package "exclusive" to somewhere, that is your right.
Database "reverse engineer" utilities that allow people to mess with the ship and weapon characteristics that are not in the scenario editor can be problematic, becasue it could allow folks to edit the scenarios and "Cheat" with uber-weapons.
One would like to think folks would not stoop to hacking the scenario files to gain an advantage, and hopefully that doesn't become an issue, but unfortunately it likely will eventually and we will have to waste time incorporating countermeasures to make it tougher. But hastening that day along with a scenario editor is something we hope folks would refrain from...
If you find mistakes in the database, please let us know and we will do our best to correct them in a future patch.
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- Posts: 62
- Joined: Thu Nov 01, 2001 10:00 am
- Location: Boise, ID
1) You will have to load mines at Noumea or Truk.
"1) You will have to load mines at Noumea or Truk."
If that is the case, then losing one base, albeit an important one, eliminates mine warfare as an option for one side or the other? Can that be right?
If that is the case, then losing one base, albeit an important one, eliminates mine warfare as an option for one side or the other? Can that be right?
The only skills I have the patience to learn are those that have no practical application in real life.
Re: 1) You will have to load mines at Noumea or Truk.
For the Japanese player, losing Truk is fatal ... and nearly so for losing Noumea for the US so I don't think it is really a problem ...Originally posted by Basement Command
"1) You will have to load mines at Noumea or Truk."
If that is the case, then losing one base, albeit an important one, eliminates mine warfare as an option for one side or the other? Can that be right?
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- Posts: 29
- Joined: Fri Feb 08, 2002 10:00 am
- Location: Gloucester, Ma USA
I want clouds
I'd really like to see a cloud overlay like Carriers at War or Operational Art of War.
Ship classes and AAA
I would like to see ship classes listed in the TF or port display.
When I build AC TF's it would be nice to know which DD's are Clemsons and which are Bensons or Fletchers with out clicking on each individual ship to see the armourment.
Or maybe a collum for AAA values and ASW values [depth charges and sonar type]. Then you could see which ships need to go back to pearl for upgrade.
When I build AC TF's it would be nice to know which DD's are Clemsons and which are Bensons or Fletchers with out clicking on each individual ship to see the armourment.
Or maybe a collum for AAA values and ASW values [depth charges and sonar type]. Then you could see which ships need to go back to pearl for upgrade.
Live like a King and Die like a man.
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1) You will have to load mines at Noumea or Truk. There were not hordes of mine techs and you could just load them from anywhere. This will help keep mining in or near enemy base hexes as was historically done as you won't have time to lay 10's of thousands of mines everywhere.
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The Australian Navy's primary minelayer, HMAS Bungaree, operated out of Sydney 1942-1944 and laid defensive minefields along the N.E. Australian Coast/Barrier Reef area. I can find no reference to her ever having been in New Caledonian waters in the official Australian Navy History.
Bunbaree is not represented in the game (probably should be) and Brisbane could stand-in for Sydney as her base and a second mine-load port.
Don
1) You will have to load mines at Noumea or Truk. There were not hordes of mine techs and you could just load them from anywhere. This will help keep mining in or near enemy base hexes as was historically done as you won't have time to lay 10's of thousands of mines everywhere.
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The Australian Navy's primary minelayer, HMAS Bungaree, operated out of Sydney 1942-1944 and laid defensive minefields along the N.E. Australian Coast/Barrier Reef area. I can find no reference to her ever having been in New Caledonian waters in the official Australian Navy History.
Bunbaree is not represented in the game (probably should be) and Brisbane could stand-in for Sydney as her base and a second mine-load port.
Don
One thing with the limited mine supply. I've been playing that way as a personal limitation as the Japs, but have run into a problem. Trying to lay mines far from Truk doesn't work. At least without a few extra steps.
What happens is that the ML task force will steam to within 5 (or so) hexes of the target hex, and then just sit there until they run out of fuel. This is typically the distance a bombardment TF of comparible speed would sit at before dashing in for a night attack. I'm guessing the mine layers do a similar dash, but won't if they are far from home.
For example, I want to lay a defensive mine field at Tulagi which I own. I set up the ML task force with retire and they steam away. They then sit north of Tulagi until they run out of fuel. There were no Allied carriers in the region, nor was there any allied LBA in range. Supply convoys bound for Lugin, set to retire, were steaming past the silly ML's for days wondering what the hell they were doing parked out in the middle of the ocean.
To get them to lay mines you have to set a new home port "close" to the target. In the above example I could get them to lay mines if I set Shortland as the home base after the TF had left Truk (then reset it to Truk after the mines are in .) Clearly this is a pain. Before I figured out this "fix" I had a ML task force set to strengthen the Rabual MF (that I had forgot about) sit NE of Rabual for weeks.
What happens is that the ML task force will steam to within 5 (or so) hexes of the target hex, and then just sit there until they run out of fuel. This is typically the distance a bombardment TF of comparible speed would sit at before dashing in for a night attack. I'm guessing the mine layers do a similar dash, but won't if they are far from home.
For example, I want to lay a defensive mine field at Tulagi which I own. I set up the ML task force with retire and they steam away. They then sit north of Tulagi until they run out of fuel. There were no Allied carriers in the region, nor was there any allied LBA in range. Supply convoys bound for Lugin, set to retire, were steaming past the silly ML's for days wondering what the hell they were doing parked out in the middle of the ocean.
To get them to lay mines you have to set a new home port "close" to the target. In the above example I could get them to lay mines if I set Shortland as the home base after the TF had left Truk (then reset it to Truk after the mines are in .) Clearly this is a pain. Before I figured out this "fix" I had a ML task force set to strengthen the Rabual MF (that I had forgot about) sit NE of Rabual for weeks.