Yes I agree this would be nice. Every ship had a tally painted on its conning tower or exterior bridge. If a ship is sunk by that ship or by aircraft based on the ship, a little icon or text note in a history section. Same type of deal for planes shot down, invasions participated in, subs sunk or damaged, etc.Originally posted by Matto
... what more add to the game. It is not so importend, but can make game more interesting and funny. What about statistics for pilots with hitting (Fl.Lt. XXX - 2x 500lb bombs CV Zuikaku), for submarines with sucesfull attacks (SS I-29, 06/02/42 AK Athenia) ... or some history for ships (CV Zuikaku, 06/02/42 hit by 500lb bomb). What more, what about some medals for succesfull TF commander or pilots ??? What about exact list of shutdowns for each ace ??? Think about it, it can make your great game more fun for all ...
Matto
What To Expect in the Patch
Moderators: Joel Billings, Tankerace, siRkid
Re: Some small idea ...
Last time I checked, the forums were messed up. 
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HMSWarspite
- Posts: 1405
- Joined: Fri Apr 12, 2002 10:38 pm
- Location: Bristol, UK
Re: Re: Re: NEW MINE RULES
We are at cross purposes. The fixed location idea is for UV - IIRC Matrix never said that it applied to WitP. In UV, I see it as a quick and simple fix to something that, if not broken, is a little out of sync.Originally posted by dgaad
Please read my entire comment on this matter in this thread and don't take my comments out of context. If you have lost Truk in UV, you have lost according to the victory conditions of the game. Its the concept of allowing mine loading at only pre-designated, hardcoded locations that is a bad idea, because the game engine here is the basis/core of what is going to be in WitP. I already said that I agreed with the limitation for UV, but in the context of the development of WitP this concept must be changed.
If you lose Truk in WitP as the Japanese, you are nowhere near "losing". Truk was neutralized as a base by the time the Americans took Hollandia / Bougainville, but the war continued for another one and a half years, and was only ended by the atomic bomb.
By the same token, if the Allied player loses Noumea in WitP, the game is far from over.
By this logic, lets just go ahead and make Truk and Noumea the be all and end all hexes. If you lose them in WitP, game over. Not a good way to do things.
I have a cunning plan, My Lord
Re: Re: Re: Re: NEW MINE RULES
Agree.Originally posted by HMSWarspite
We are at cross purposes. The fixed location idea is for UV - IIRC Matrix never said that it applied to WitP. In UV, I see it as a quick and simple fix to something that, if not broken, is a little out of sync.
However, Matrix is talking out of both sides of its mouth. Certainly WitP will be a "different" game. But they themselves have said that the engine running WitP will be based on, and if I may be permitted to guess, largely the same code, as we have now in UV. My basic point is : the salient concept of how mine warfare is handled in WitP ought to be worked out NOW, for a host of reasons already discussed . Matrix's response, to simply make an arbitrary rule and say "that's enough for now, WitP will be 'different' ", is not a sufficient answer, although I understand the practical reasons for doing it this way.
Last time I checked, the forums were messed up. 
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bradfordkay
- Posts: 8686
- Joined: Sun Mar 24, 2002 8:39 am
- Location: Olympia, WA
I'm okay with what Matrix is doing with the mine hubs, though I'd rather see two hubs for each side (Noumea and Brisbane for the allies, Rabaul and Truk for the Japanese). However, as it is set up, the judicious use of replenishment convoys and forward bases to refuel the minelayers on their return is going to allow you to mine any location to which one would reasonably send surface minelayers. Admittedly, always going back to the rear area base for more mines means that we won't get those huge minefields established so quickly...
fair winds,
Brad
Brad
Air Dropped
Well if we are going to have mines we need air dropped mines also. The Japs had many and so did we. The PBY and the
B-17 and B-24 and B-29 were all used to drop mines.
But I dont think it became pervasive until 1945.
The capability was there by mid-43.
B-17 and B-24 and B-29 were all used to drop mines.
But I dont think it became pervasive until 1945.
The capability was there by mid-43.
“It is clear that the individual who persecutes a man, his brother, because he is not of the same opinion, is a monster.”
Voltaire
'For those with faith, no proof is needed. For those without faith, no proof is enough'
French Priest
"Statistic
Voltaire
'For those with faith, no proof is needed. For those without faith, no proof is enough'
French Priest
"Statistic
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MKSheppard
- Posts: 51
- Joined: Fri Sep 29, 2000 8:00 am
Re: Some small idea ...
YEAH!Originally posted by Matto
... what more add to the game. It is not so importend, but can make game more interesting and funny. What about statistics for pilots with hitting (Fl.Lt. XXX - 2x 500lb bombs CV Zuikaku), for submarines with sucesfull attacks (SS I-29, 06/02/42 AK Athenia) ... or some history for ships (CV Zuikaku, 06/02/42 hit by 500lb bomb). What more, what about some medals for succesfull TF commander or pilots ??? What about exact list of shutdowns for each ace ??? Think about it, it can make your great game more fun for all ...
Matto
Each file is already 8.27 MB for saved games with #17, so
what's a few hundred more KB?
would add to the "flavor" of the game.....
Naval Transport Loads
Currently, ships other than APs can carry artillery and vehicles - I just loaded coast defense guns on a DD fast transport TF. Only APs should be able to carry "heavy" cargo. A limitation needs to be implemented similar to the restriction in place to air transport.
Also, what would really help the beach masters out there would be some type of indicator of "time to load" "time to unload" indictation on the TF once its cargo has been identified and its port reached. Doesn't have to be exact, but some idea (like 3 days, 12hrs) would be very useful in coordinating supporting TFs.
Also, what would really help the beach masters out there would be some type of indicator of "time to load" "time to unload" indictation on the TF once its cargo has been identified and its port reached. Doesn't have to be exact, but some idea (like 3 days, 12hrs) would be very useful in coordinating supporting TFs.
Wheel mice
One thing I know is not a playability issue, but would be nice to see implemented (either for UV or for its big brother) is the ability to scroll lists up and down using wheel mice.
Not critical, and probably not the highest of priorities, just nice if you can get around to it.
Not critical, and probably not the highest of priorities, just nice if you can get around to it.
Tenno Heika Banzai!
Supply
Is there anyway to keep supply TF routinely supplying a specific base instead of taking off randomly to distances that are impractical when using computer control or routine convoy? It would be nice to disignate a supply TF to only make supply runs to say one or two bases.....I have lots of problems keeping bases supplied using routine convoy. I really don't want convoys going from Brisbane to Lunga when I need it to head for Port Mosesby.
Re: Supply
Make them computer controlled, and THEN set a destination. The header will switch to CS:[destination], and the convoy will commute between the destination and its homeport.Originally posted by Bob
Is there anyway to keep supply TF routinely supplying a specific base instead of taking off randomly to distances that are impractical when using computer control or routine convoy? It would be nice to disignate a supply TF to only make supply runs to say one or two bases.....I have lots of problems keeping bases supplied using routine convoy. I really don't want convoys going from Brisbane to Lunga when I need it to head for Port Mosesby.
Sadly, there's a slight problem with the routine at the moment (the TFs have a tendency to return home without having delivered). Hopefully this bug is hunted down and fixed in the patch.
Hartmann
- LargeSlowTarget
- Posts: 5040
- Joined: Sat Sep 23, 2000 8:00 am
- Location: Hessen, Germany - now living in France
Bob,
if you put a transport TF on computer control i.e. routine convoy it will pick a destination 'randomly' (actually a destination the AI thinks being in need of supply). If you set a transport TF to routine convoy and then assign a destination, the convoy will turn into a 'cs' (constant supply?) convoy going back and forth between the home port and the destination port. I'm tempted to say RTFM
.
LST
[edit: **** typos]
[2. edit: darn, Hartmann beat me to the answer]
if you put a transport TF on computer control i.e. routine convoy it will pick a destination 'randomly' (actually a destination the AI thinks being in need of supply). If you set a transport TF to routine convoy and then assign a destination, the convoy will turn into a 'cs' (constant supply?) convoy going back and forth between the home port and the destination port. I'm tempted to say RTFM
LST
[edit: **** typos]
[2. edit: darn, Hartmann beat me to the answer]
Something I hope to see
I hope that you will have the allied transports EITHER simply be replaced automaticly(always an option) or PLEASE stop
having them sail up to Port Moresby unescorted.
They are a sitting duck, I massed all my Jap subs there and
they virtually won the game without a battle being fought.
Not mines, just massed subs. I lost ONE Jap sub.
It was ugly.
having them sail up to Port Moresby unescorted.
They are a sitting duck, I massed all my Jap subs there and
they virtually won the game without a battle being fought.
Not mines, just massed subs. I lost ONE Jap sub.
It was ugly.
“It is clear that the individual who persecutes a man, his brother, because he is not of the same opinion, is a monster.”
Voltaire
'For those with faith, no proof is needed. For those without faith, no proof is enough'
French Priest
"Statistic
Voltaire
'For those with faith, no proof is needed. For those without faith, no proof is enough'
French Priest
"Statistic
- David Heath
- Posts: 2529
- Joined: Wed Mar 29, 2000 5:00 pm
Hi Everyone
Here are some of the later changes your find in the patch. We hope to release the patch early this week.
1) Tactical exposition has been added to the air combat screen for fighter versus fighter and fighter versus bomber combat.
2) Fighter type aircraft given a sweep mission, should no longer try to strafe the target area, unless the group altitude is set to 100 feet.
3) The routines for the list all ships function called from the upper tool bar have been optimized for speed.
4) Improved AI handling of units.
Notes on Combat Exposition
1) Land combat. The values listed after the unit symbol are either the assault value or in the case of artillery, the number of tubes engaging. The player will note that the assault value listed during the orders phase will not always be the same as the value listed in the combat screen. This is because the one listed in the orders phase is the assault value at rest, or potential assault value. The one listed in the combat screen has been modified by the combat situation, the disruption and fatigue, damage and confusion of the battle. During the combat execution, the player will note that the value may sometimes be decreased. This dynamic value is the one actually used in the combat calculations. After combat, in the orders phase, the unit has had some time to drink a bit of tea, bandage wounds and reorganize, so the resting value may be higher than it was at the end of combat. The values in combat can be used to ascertain the general condition and strength of the opposition, but fog of war makes it impossible to assume accurate figures.
2) Naval combat. The general situation is now displayed at the beginning of combat. Non-combat task forces will try to disperse and flee, while escorts run interference and engage the enemy task force. Fog, darkness, sea conditions and the lack of knowledge of minefields or other forces in the area can sometimes make full engagement difficult for the combat task force trying to attack a non-combat force. And, although the player can see all the ships in the defending task force, the task force commander may not be able to. Combat task forces will try to engage each other in the most favorable fashion. If possible, they will try to cross the T, that is turn and fire broadsides at the front of the enemy column. If they cannot, they will try to assume the best position. The player should note that non-penetrating hit locations are now displayed and penetrating hits now display a variety of messages, concerning the nature of the damage. The messages are taken from tables assigned to various ship locations and are generic in nature. So, messages saying that the ship is taking on water, for instance, mean damage below the water line has opened the ship to the sea.
3) Air to air: The cloud cover over the general target area is now displayed. This affects the bombing accuracy and the ability of CAP to find the attacking aircraft. The message that the group is climbing to intercept, means it does not have adequate climb rate to engage effectively during that impulse. Higher altitude gains an advantage for both attacking fighters and bombers. The messages that the group is intercepting means it has sufficient altitude and is close enough to attack effectively. The message that LR CAP (long range CAP) is intercepting means some CAP was approaching, while some returned to base and the group is engaging with less effectiveness than if it were all together. The message that the group area CAP is intercepting means that the CAP was spread out over a goodly area and is engaging, like LR CAP, piecemeal. There may also be a group tactic. This is what the group leader is trying to do and may include bouncing, that is attacking from above or with surprise, attacking head on in a slashing attack, maneuvering for a tail attack, gaining the advantage by attacking in formation or engaging, that is just trying to get his planes to shoot at the enemy, however they can. After this last message is displayed, the flights exchange fire. Each group is broken into flights and these are handled separately. Each flight is broken in individual planes and these are handled separately. Cloud cover, the range the attacking group has had to fly, the group leader's characteristics, the relative altitude and the aircraft characteristics, mainly speed and maneuverability help to determine the relative position and conditions under which the individual pilots operate. Similar tactical calculations are made for each pilot. So, although the flight may be at a tactical advantage the pilot may not be able to take advantage of that advantage. When fighters attack bombers, the messages will tell he attacker and direction of attack. On the bomb run, the cloud cover over the specific target is displayed. When bomber formations turn back or fighter formations break off, a message now appears.
Here are some of the later changes your find in the patch. We hope to release the patch early this week.
1) Tactical exposition has been added to the air combat screen for fighter versus fighter and fighter versus bomber combat.
2) Fighter type aircraft given a sweep mission, should no longer try to strafe the target area, unless the group altitude is set to 100 feet.
3) The routines for the list all ships function called from the upper tool bar have been optimized for speed.
4) Improved AI handling of units.
Notes on Combat Exposition
1) Land combat. The values listed after the unit symbol are either the assault value or in the case of artillery, the number of tubes engaging. The player will note that the assault value listed during the orders phase will not always be the same as the value listed in the combat screen. This is because the one listed in the orders phase is the assault value at rest, or potential assault value. The one listed in the combat screen has been modified by the combat situation, the disruption and fatigue, damage and confusion of the battle. During the combat execution, the player will note that the value may sometimes be decreased. This dynamic value is the one actually used in the combat calculations. After combat, in the orders phase, the unit has had some time to drink a bit of tea, bandage wounds and reorganize, so the resting value may be higher than it was at the end of combat. The values in combat can be used to ascertain the general condition and strength of the opposition, but fog of war makes it impossible to assume accurate figures.
2) Naval combat. The general situation is now displayed at the beginning of combat. Non-combat task forces will try to disperse and flee, while escorts run interference and engage the enemy task force. Fog, darkness, sea conditions and the lack of knowledge of minefields or other forces in the area can sometimes make full engagement difficult for the combat task force trying to attack a non-combat force. And, although the player can see all the ships in the defending task force, the task force commander may not be able to. Combat task forces will try to engage each other in the most favorable fashion. If possible, they will try to cross the T, that is turn and fire broadsides at the front of the enemy column. If they cannot, they will try to assume the best position. The player should note that non-penetrating hit locations are now displayed and penetrating hits now display a variety of messages, concerning the nature of the damage. The messages are taken from tables assigned to various ship locations and are generic in nature. So, messages saying that the ship is taking on water, for instance, mean damage below the water line has opened the ship to the sea.
3) Air to air: The cloud cover over the general target area is now displayed. This affects the bombing accuracy and the ability of CAP to find the attacking aircraft. The message that the group is climbing to intercept, means it does not have adequate climb rate to engage effectively during that impulse. Higher altitude gains an advantage for both attacking fighters and bombers. The messages that the group is intercepting means it has sufficient altitude and is close enough to attack effectively. The message that LR CAP (long range CAP) is intercepting means some CAP was approaching, while some returned to base and the group is engaging with less effectiveness than if it were all together. The message that the group area CAP is intercepting means that the CAP was spread out over a goodly area and is engaging, like LR CAP, piecemeal. There may also be a group tactic. This is what the group leader is trying to do and may include bouncing, that is attacking from above or with surprise, attacking head on in a slashing attack, maneuvering for a tail attack, gaining the advantage by attacking in formation or engaging, that is just trying to get his planes to shoot at the enemy, however they can. After this last message is displayed, the flights exchange fire. Each group is broken into flights and these are handled separately. Each flight is broken in individual planes and these are handled separately. Cloud cover, the range the attacking group has had to fly, the group leader's characteristics, the relative altitude and the aircraft characteristics, mainly speed and maneuverability help to determine the relative position and conditions under which the individual pilots operate. Similar tactical calculations are made for each pilot. So, although the flight may be at a tactical advantage the pilot may not be able to take advantage of that advantage. When fighters attack bombers, the messages will tell he attacker and direction of attack. On the bomb run, the cloud cover over the specific target is displayed. When bomber formations turn back or fighter formations break off, a message now appears.
Sounds great and overall its a fantastic product to begin with!
Straight question - is anything going to be done to restrict certain cargo from certain ship classes? For instance, I just was able to load 4.7" CD guns on a sub transport mission. Loading heavy weapons and vehicles on ship classes not capable of loading, carrying or off loading them needs to be fixed.
Thanks!
Straight question - is anything going to be done to restrict certain cargo from certain ship classes? For instance, I just was able to load 4.7" CD guns on a sub transport mission. Loading heavy weapons and vehicles on ship classes not capable of loading, carrying or off loading them needs to be fixed.
Thanks!
- David Heath
- Posts: 2529
- Joined: Wed Mar 29, 2000 5:00 pm
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bradfordkay
- Posts: 8686
- Joined: Sun Mar 24, 2002 8:39 am
- Location: Olympia, WA
Wouldn't AK class be the ships for heavy equipment loads? It seems to me that a lot of the allied AP (troop transports) were converted passenger liners and thus could not handle heavy equipment. The AKs were cargo type vessels which were used to haul the heavy gear. I know that some late war APs were designed for the purpose and could handle the tanks, dozers, etc, but definitely the converted liners had problems with such equipment.
fair winds,
Brad
Brad
- Admiral DadMan
- Posts: 3426
- Joined: Fri Feb 22, 2002 10:00 am
- Location: A Lion uses all its might to catch a Rabbit
Other Minor Info Display issues
1) On the "Ships Sunk" Screen, could a filter button be added so that the list could be sorted by Allied/IJN? I'd also like to sort by date lost. From my point of view, it would be easier to view, rather than have to look at every ship so see which were mine.
2) On the "Ships Anchored at XXXXXX" Screen, there should be a "Form New TF: button as there is on the "Base Info" screen and the "TF XXX is docked at XXXXXX" Screen. It would save a step.
I'm totally hooked on this. Thank God that I only played a couple of turns before I decided to read the Manual! LOL
2) On the "Ships Anchored at XXXXXX" Screen, there should be a "Form New TF: button as there is on the "Base Info" screen and the "TF XXX is docked at XXXXXX" Screen. It would save a step.
I'm totally hooked on this. Thank God that I only played a couple of turns before I decided to read the Manual! LOL


