Newby Questions . . .
Newby Questions . . .
Ok, after my first game of UV ended in unusual style (see my AAR) I have a few questions I need answers to that I'm not going to find in the manual (soon as I've got them, I'll be off to try out the Japanese side before a PBEM game).
1. If a scenario takes 2 years, at 1 day turns, if a PBEM game plays 1 turn per day . . . the game doesn't finish for two years????
So do most people usually play more than that, or do a few turns on wk etc??
2. Is training your air squadrons really worth it?
3. Do fighter bombers escort themselves (or if they bomb something and are attacked by fighters, do they jettison and become fighters)?
4. What happens to a squadron that is at a base without a: supplies, or an air group at a base without any air support(0)?
5. Can planes be loaded upon transports and shipped as cargo (I think I read that they could somewhere)?
6. Is it possible to fill up a transport group with half troops half supplies (or supplies AND fuel, etc.) I can't make any of these combinations work, because when I click the button for the 2nd ingredient, the 1st automatically switches to unload.
7. what is the max. torpedo range for destroyers and PT boats (7000 yds?).
8. About what sort of system damage is a 9 sized port able to repair and in what sort of time (once they hit 30 or so I just ship them off to pearl etc).
9. Ships running into mines at truk - but I'm certain that I didn't lay any mines from subs (They were all set to patrol, and the few that the computer was controlling seemed to be as well . . . )
10. In a "hot" landing, front line troops are obviously needed, but do they need support (HQ/Eng) units for attacks. I know they'd need eng units for tackling forts etc.
11. I played scn 16, on historical difficulty and although the jap player took gili gili early, and didn't have ANY losses for the first 4 or 5 months, he completely ignored Buna (empty until I flew in a few base engineers and a few supplies). Is this normal?
12. I think I found a bug when my Bombardment groups hit Gili Gili, the naval bombardment screen said it was taking place at Brisbane.
13. How far can the spotter planes reach? I have japs spotting planes at brisbane, and their closest base is Lae - that is a really long way!
Ok, that'll do for now! Thanks!
1. If a scenario takes 2 years, at 1 day turns, if a PBEM game plays 1 turn per day . . . the game doesn't finish for two years????
So do most people usually play more than that, or do a few turns on wk etc??
2. Is training your air squadrons really worth it?
3. Do fighter bombers escort themselves (or if they bomb something and are attacked by fighters, do they jettison and become fighters)?
4. What happens to a squadron that is at a base without a: supplies, or an air group at a base without any air support(0)?
5. Can planes be loaded upon transports and shipped as cargo (I think I read that they could somewhere)?
6. Is it possible to fill up a transport group with half troops half supplies (or supplies AND fuel, etc.) I can't make any of these combinations work, because when I click the button for the 2nd ingredient, the 1st automatically switches to unload.
7. what is the max. torpedo range for destroyers and PT boats (7000 yds?).
8. About what sort of system damage is a 9 sized port able to repair and in what sort of time (once they hit 30 or so I just ship them off to pearl etc).
9. Ships running into mines at truk - but I'm certain that I didn't lay any mines from subs (They were all set to patrol, and the few that the computer was controlling seemed to be as well . . . )
10. In a "hot" landing, front line troops are obviously needed, but do they need support (HQ/Eng) units for attacks. I know they'd need eng units for tackling forts etc.
11. I played scn 16, on historical difficulty and although the jap player took gili gili early, and didn't have ANY losses for the first 4 or 5 months, he completely ignored Buna (empty until I flew in a few base engineers and a few supplies). Is this normal?
12. I think I found a bug when my Bombardment groups hit Gili Gili, the naval bombardment screen said it was taking place at Brisbane.
13. How far can the spotter planes reach? I have japs spotting planes at brisbane, and their closest base is Lae - that is a really long way!
Ok, that'll do for now! Thanks!
With dancing Bananas and Storm Troopers who needs BBs?



Regarding some of your questins, in my experience....
2) If experience level is below 60-65, train 'em up to lessen your initial combat/operational losses.
3) I've not seen anything stated but I think they're treated as bombers (keep the bombs during combat). Not sure whether there's a loaded penalty for air combat (you'd think so). F/B's on sweep are a different matter (I think they're treated as fighters).
4) If your aviation support level is 0, its bad. All aircraft will drop from ready to repair/reserve. In terms of supply, each mission requires X supply, therefore no supply, no ops. The manual outlines what the supply usage is for the mission types.
5) On my understanding, no. Transports can only carry supplies, troops and fuel. You need carriers (CV, CVL, CVE) for a/c. Watch out for the reported Long Island Triangle bug (where loaded a/c disappear). Think it happened to me once but that was pre 1.20.
6) You either carry 100% supplies or fuel or a % of troops + some supplies (never really been sure of exact combination). Loading troops to your own satisfaction is always going to be tricky. You cannot tell the load routine the % combination you want as it has its own way of doing things.
2) If experience level is below 60-65, train 'em up to lessen your initial combat/operational losses.
3) I've not seen anything stated but I think they're treated as bombers (keep the bombs during combat). Not sure whether there's a loaded penalty for air combat (you'd think so). F/B's on sweep are a different matter (I think they're treated as fighters).
4) If your aviation support level is 0, its bad. All aircraft will drop from ready to repair/reserve. In terms of supply, each mission requires X supply, therefore no supply, no ops. The manual outlines what the supply usage is for the mission types.
5) On my understanding, no. Transports can only carry supplies, troops and fuel. You need carriers (CV, CVL, CVE) for a/c. Watch out for the reported Long Island Triangle bug (where loaded a/c disappear). Think it happened to me once but that was pre 1.20.
6) You either carry 100% supplies or fuel or a % of troops + some supplies (never really been sure of exact combination). Loading troops to your own satisfaction is always going to be tricky. You cannot tell the load routine the % combination you want as it has its own way of doing things.
Have no fear,
drink more beer.
drink more beer.
Luksan;
Here are some other answers to your questions, hope it helps!!!
7) You can see the range on PT boat torpedoes by opening up the screen on one of your boats, and looking at the specs for that weapon. Generally, PT boats don't score alot of hits. But they are very expendable, so anything you get is gravy.
8) The time it takes to repair a vessel depends entirely on the size of the vessel. CV's and BB's take forever, DD's repair relatively quickly. A DD or AP will repair 30 points in maybe 45 days or so, CV's and BB's will take at least 3 months. Generally, you should ships with 15+ damage back, (30 + if it's a smaller ship), unless you REALLY need that type of ship. As Allies, I find myself repairing my own AP's because they fix fast, and you really run short. Chance of ship commitment is very important, when you send ships back the ship commitment will rise, and if it rises enough HQ will send you more ships.
10) If the base you're attacking has fortifications, you absolutely need the engineers in the first wave. Make sure they are COMBAT engineers, though, ones with INF squads in them. Any ENG's that are attached to a division HQ are combat engineers, like the 1st Marine Eng. You don't absolutely need the HQ's if resistance is light, but in any sustained effot you need them because your troops fight better with the HQ (see manual), and the support troops keep your units from becoming disrupted (important in long campaign).
11). Not sure, I've had the AI grab it right away, I've also had them leave it. Either way, it's not possible as Allies to supply it by sea early on without heavy losses. Any human IJN opponent will grab it early on.
13) Check out the aircraft information database, and you will see that the JAP seaplanes (Mavis's and Emily's), have tremendous range. An Emily in Rabaul or Lae can reach the entire map.
It sounds like you've been too busy playing to check out the databases, but you should, particularly the AA values of different ships. AA values vary WIDELY, some Allied ships (the CLAA's, Helena Class, Fletcher Class DD's, Fast BB's) have large amounts of flak, while others have little or almost none (like the Aussie ships, sorry). Those with little flak should be used for night bombardment runs, rather than CV escort. But pay attention to that.
Last comment, I noticed alot of Aussies are playing this game. Is there ALOT of interest in this subject down under (SW PAC campaign)? In the States, this theatre does not get as much attention as more obvious battles, like D-Day, Midway, Pearl Harbor, Bulge, etc.
Here are some other answers to your questions, hope it helps!!!
7) You can see the range on PT boat torpedoes by opening up the screen on one of your boats, and looking at the specs for that weapon. Generally, PT boats don't score alot of hits. But they are very expendable, so anything you get is gravy.
8) The time it takes to repair a vessel depends entirely on the size of the vessel. CV's and BB's take forever, DD's repair relatively quickly. A DD or AP will repair 30 points in maybe 45 days or so, CV's and BB's will take at least 3 months. Generally, you should ships with 15+ damage back, (30 + if it's a smaller ship), unless you REALLY need that type of ship. As Allies, I find myself repairing my own AP's because they fix fast, and you really run short. Chance of ship commitment is very important, when you send ships back the ship commitment will rise, and if it rises enough HQ will send you more ships.
10) If the base you're attacking has fortifications, you absolutely need the engineers in the first wave. Make sure they are COMBAT engineers, though, ones with INF squads in them. Any ENG's that are attached to a division HQ are combat engineers, like the 1st Marine Eng. You don't absolutely need the HQ's if resistance is light, but in any sustained effot you need them because your troops fight better with the HQ (see manual), and the support troops keep your units from becoming disrupted (important in long campaign).
11). Not sure, I've had the AI grab it right away, I've also had them leave it. Either way, it's not possible as Allies to supply it by sea early on without heavy losses. Any human IJN opponent will grab it early on.
13) Check out the aircraft information database, and you will see that the JAP seaplanes (Mavis's and Emily's), have tremendous range. An Emily in Rabaul or Lae can reach the entire map.
It sounds like you've been too busy playing to check out the databases, but you should, particularly the AA values of different ships. AA values vary WIDELY, some Allied ships (the CLAA's, Helena Class, Fletcher Class DD's, Fast BB's) have large amounts of flak, while others have little or almost none (like the Aussie ships, sorry). Those with little flak should be used for night bombardment runs, rather than CV escort. But pay attention to that.
Last comment, I noticed alot of Aussies are playing this game. Is there ALOT of interest in this subject down under (SW PAC campaign)? In the States, this theatre does not get as much attention as more obvious battles, like D-Day, Midway, Pearl Harbor, Bulge, etc.
Originally posted by Q-Ball
Last comment, I noticed alot of Aussies are playing this game. Is there ALOT of interest in this subject down under (SW PAC campaign)? In the States, this theatre does not get as much attention as more obvious battles, like D-Day, Midway, Pearl Harbor, Bulge, etc.
I guess that it has a lot to do with the the fact that the war came to our front-door, Darwin was bombed along with a few other sites, jap subs in Sydney. Plus you had an enemy who was the perfect monster/boggieman....this all leads to a greater collective memory, which....certainly when was a kid in the '70s....gives the average guy in the street more interest/knowledge on the subject. BTW this is just a thought!

Never argue with an idiot, he will only drag you down to his level and beat you with experience.
I think Raverdave got the gist of it. A game of this quality and detail that focuses on our region would certainly get the attention of most Aussie and Kiwi PC gamers (whether they buy it is another matter).
Strictly speaking, our media and public attention were more focused on the situation in New Guinea historically. The Kokoda Trail battles have become woven into our ANZAC legends. Except for supplying a few of the 'gutsy' coastwatchers, we had little involvement in the Solomons Campaign. It was fought and won by the US (I think the Kiwi's were there in some form too).
Personally, I jumped at the chance to get the game. I've spent a fair bit of time over the last 10 years in the Solomon Islands (diving on war wrecks, getting drunk, getting exotic deseases etc) and developed a real interest in the WWII campaign there. Having been to Munda, Tulagi, etc really adds a bit of colour for me when I play these games (it's a bit sick when you think about it!).
Strictly speaking, our media and public attention were more focused on the situation in New Guinea historically. The Kokoda Trail battles have become woven into our ANZAC legends. Except for supplying a few of the 'gutsy' coastwatchers, we had little involvement in the Solomons Campaign. It was fought and won by the US (I think the Kiwi's were there in some form too).
Personally, I jumped at the chance to get the game. I've spent a fair bit of time over the last 10 years in the Solomon Islands (diving on war wrecks, getting drunk, getting exotic deseases etc) and developed a real interest in the WWII campaign there. Having been to Munda, Tulagi, etc really adds a bit of colour for me when I play these games (it's a bit sick when you think about it!).
Have no fear,
drink more beer.
drink more beer.
Ship Damage
I can't agree with Q-Ball on sending ships back to Pearl/Japan with 15+ damage points.
Your initial guess is my rule of thumb. 30+ and I send it back.
With ship committment being an issue at times, I generally keep it if it is less than 30 unless it would benefit from a weapons upgrade. This is particulaly applicable to the initial US ships. Send them back for an AA upgrade when the chance presents itself.
Ships with a damage of 15-20 don't take too long to fix (much shorter than sending them back and possibly never getting them or a suitable replacement in a reasonable amout of time), and form a kind of reserve that can be committed if you need a force in a pinch.
Ships in the 20-30 can take a little longer, but again not long when compared with waiting for committment(send it back and HOPE you get some ships...). And once again, when they get under 20 damage, they form a reserve in theater.
Your initial guess is my rule of thumb. 30+ and I send it back.
With ship committment being an issue at times, I generally keep it if it is less than 30 unless it would benefit from a weapons upgrade. This is particulaly applicable to the initial US ships. Send them back for an AA upgrade when the chance presents itself.
Ships with a damage of 15-20 don't take too long to fix (much shorter than sending them back and possibly never getting them or a suitable replacement in a reasonable amout of time), and form a kind of reserve that can be committed if you need a force in a pinch.
Ships in the 20-30 can take a little longer, but again not long when compared with waiting for committment(send it back and HOPE you get some ships...). And once again, when they get under 20 damage, they form a reserve in theater.
"Life is tough, it's even tougher when you're stupid" -SGT John M. Stryker, USMC
I guess that it has a lot to do with the the fact that the war came to our front-door, Darwin was bombed along with a few other sites, jap subs in Sydney. Plus you had an enemy who was the perfect monster/boggieman....this all leads to a greater collective memory, which....certainly when was a kid in the '70s....gives the average guy in the street more interest/knowledge on the subject. BTW this is just a thought!
I was very interested because I grew up hearing 100 war stories from my grandfather, who served in New Guinea as an observation pilot in the 41st Div. And I guess there would be more interest overall if the Japs had occupied Canada and bombed Seattle.
-
Point Luck
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- Location: East Coast-US
You either carry 100% supplies or fuel or a % of troops + some supplies (never really been sure of exact combination). Loading troops to your own satisfaction is always going to be tricky. You cannot tell the load routine the % combination you want as it has its own way of doing things.
You can mix your transport loads by watching the available supply points. You choose your troop load first X number of transport points then after your troops are completely loaded the AI will automatically start loading supplies to top off your transport load. This whole process will take approx. three or four turns depending on transport point capability longer if they include AO’s or TK’s
You can mix your transport loads by watching the available supply points. You choose your troop load first X number of transport points then after your troops are completely loaded the AI will automatically start loading supplies to top off your transport load. This whole process will take approx. three or four turns depending on transport point capability longer if they include AO’s or TK’s
Originally posted by Point Luck
You either carry 100% supplies or fuel or a % of troops + some supplies (never really been sure of exact combination). Loading troops to your own satisfaction is always going to be tricky. You cannot tell the load routine the % combination you want as it has its own way of doing things.
You can mix your transport loads by watching the available supply points. You choose your troop load first X number of transport points then after your troops are completely loaded the AI will automatically start loading supplies to top off your transport load. This whole process will take approx. three or four turns depending on transport point capability longer if they include AO’s or TK’s
And also the size of the port IIRC or is that for unloading? Gawd, I am so confused now

Never argue with an idiot, he will only drag you down to his level and beat you with experience.
Thanks!
Right, that settled most of my questions (although my second game/a few hours sifting data also answered a few more).
Even managed to "Midway" the japs 4 - 0 in a carrier fight (including a surface "mop up" fight where the CA Chicago scored more hits on the Zuiho than my other 4 CA's, 2 CL's and 3 DD's did to the enemy task force) by october '42. I was sneaky - works better than aggressive. Have also played a few shorter scenarios to get the hang of the Jap forces too.
Ok, now a couple more questions!
1. I see the "enemy" AI sending joint bomber/fighter raids at my airfields, where bombers from Rabual or the Shortlands hit P.M, by meeting up with escorting fighters from Lae and Saidor
I know the zeros aren't launching from the same base as the bombers because sometimes when there is bad weather, or cloudy, zeros from Lae and Saidor don't make it and the bombers arrive unescorted. I'm yet to be able to achieve this with my own forces and I am looking for some hints. I've tried P-38's (more than enough range to reach gili gili) with B17's and liberators from Cooktown (who bomb G.G. all the time unescorted) with escort and sweep commands (on 0 cap) and even tried setting a cap over Gili Gili. Is it just that I haven't had the right combination of circumstances yet or is there a set of orders/pre requisites here I'm not fulfilling?
2. Once VF, TF, and SBD squadrons are transferred off a carrier, I can transfer them all back on (the next day if I moved them away or that day if they've goen from the CV to the port the CV is at) and I can transfer SBD's and Wildcats back on, but I can't get TF (torpedo bombers) to get back on board the carrier. Even moving from Noumea to the CV docked at Noumea (in a tf and out of it!).
3. I see a lot of messages about enemy (never mine) task forces having to unload. I.E "TF 6 must unload," messages during the game. Why do they need to unload, and why am I being told (these TF's have not been spotted yet, so it gives away their positon).
4. Loads of Japanese troops at Munda, but they never build a base. Japanese AI prob?
5. Japanese occupied Tulagi for almost a year before I took it off them. There were loads of engineers to kill first etc. the "Stop Expanding Airbase" button had a value of 256% (??) and the value of the airbase was still 0. Haven't tried building there myself but I thought that if you spent enough supply points you could build an airstrip anywhere (and that Tulagi wasn't a bad place for a fighter strip).
6. Are Coastal Defence guns ever going to damage an enemy warship. Sure, they score shell hits on the bombardment TF's blasting my bases to ruins, but this doesn't damage/worry the enemy ships at all (or mine - never penetrates the armour) even when there are 4 or 5 CD units at a base. Am sure they'd penetrate a transport's hull, but still.
In answer to your qn. Q-Ball, every game that comes out in the U.S arrives here about 6 months or more down the track (is much faster to order it from the U.S over the net). The strategy games we do get are really generic RTS build your base, harvest your 3 types of resources, do your tech upgrades, build hundreds of bigger units and fight an AI that does exactly the same thing, and sends its units towards so in a long stream. (I'm ashamed to say I've beta tested about 5 of these that were all the SAME!). UV is just so different (100 times better) to everything else on offer. I read about it on gamespot and was sold right there and then.
Lived in KL for a few years, and have been to PNG (and flown over that part of the world half a dozen times). I understand why the marching troops over the Owen Stanleys is a bad idea. If you've seen some of those Melpa tribesmen who walk around those mountains every day, you'll note the fact that they have legs like fire hydrants!
Also - have downloaded that nifty eXcel file that someone (forgotten his/her name . . . ) in this community has written with all the ship stats, ratings, data etc. Should be included with the next patch.
Even managed to "Midway" the japs 4 - 0 in a carrier fight (including a surface "mop up" fight where the CA Chicago scored more hits on the Zuiho than my other 4 CA's, 2 CL's and 3 DD's did to the enemy task force) by october '42. I was sneaky - works better than aggressive. Have also played a few shorter scenarios to get the hang of the Jap forces too.
Ok, now a couple more questions!
1. I see the "enemy" AI sending joint bomber/fighter raids at my airfields, where bombers from Rabual or the Shortlands hit P.M, by meeting up with escorting fighters from Lae and Saidor
I know the zeros aren't launching from the same base as the bombers because sometimes when there is bad weather, or cloudy, zeros from Lae and Saidor don't make it and the bombers arrive unescorted. I'm yet to be able to achieve this with my own forces and I am looking for some hints. I've tried P-38's (more than enough range to reach gili gili) with B17's and liberators from Cooktown (who bomb G.G. all the time unescorted) with escort and sweep commands (on 0 cap) and even tried setting a cap over Gili Gili. Is it just that I haven't had the right combination of circumstances yet or is there a set of orders/pre requisites here I'm not fulfilling?
2. Once VF, TF, and SBD squadrons are transferred off a carrier, I can transfer them all back on (the next day if I moved them away or that day if they've goen from the CV to the port the CV is at) and I can transfer SBD's and Wildcats back on, but I can't get TF (torpedo bombers) to get back on board the carrier. Even moving from Noumea to the CV docked at Noumea (in a tf and out of it!).
3. I see a lot of messages about enemy (never mine) task forces having to unload. I.E "TF 6 must unload," messages during the game. Why do they need to unload, and why am I being told (these TF's have not been spotted yet, so it gives away their positon).
4. Loads of Japanese troops at Munda, but they never build a base. Japanese AI prob?
5. Japanese occupied Tulagi for almost a year before I took it off them. There were loads of engineers to kill first etc. the "Stop Expanding Airbase" button had a value of 256% (??) and the value of the airbase was still 0. Haven't tried building there myself but I thought that if you spent enough supply points you could build an airstrip anywhere (and that Tulagi wasn't a bad place for a fighter strip).
6. Are Coastal Defence guns ever going to damage an enemy warship. Sure, they score shell hits on the bombardment TF's blasting my bases to ruins, but this doesn't damage/worry the enemy ships at all (or mine - never penetrates the armour) even when there are 4 or 5 CD units at a base. Am sure they'd penetrate a transport's hull, but still.
In answer to your qn. Q-Ball, every game that comes out in the U.S arrives here about 6 months or more down the track (is much faster to order it from the U.S over the net). The strategy games we do get are really generic RTS build your base, harvest your 3 types of resources, do your tech upgrades, build hundreds of bigger units and fight an AI that does exactly the same thing, and sends its units towards so in a long stream. (I'm ashamed to say I've beta tested about 5 of these that were all the SAME!). UV is just so different (100 times better) to everything else on offer. I read about it on gamespot and was sold right there and then.
Lived in KL for a few years, and have been to PNG (and flown over that part of the world half a dozen times). I understand why the marching troops over the Owen Stanleys is a bad idea. If you've seen some of those Melpa tribesmen who walk around those mountains every day, you'll note the fact that they have legs like fire hydrants!
Also - have downloaded that nifty eXcel file that someone (forgotten his/her name . . . ) in this community has written with all the ship stats, ratings, data etc. Should be included with the next patch.
With dancing Bananas and Storm Troopers who needs BBs?



6. Are Coastal Defence guns ever going to damage an enemy warship. Sure, they score shell hits on the bombardment TF's blasting my bases to ruins, but this doesn't damage/worry the enemy ships at all (or mine - never penetrates the armour) even when there are 4 or 5 CD units at a base. Am sure they'd penetrate a transport's hull, but still.
I had a stab at answering your question 2 in another thread (your SBD squadrons have probably doubled in size while on land).
Re Q. 6 Standard CD 4.7" or 5" often score a few hits on bombarding DD's (this should cause some damage). I have had good success in picking off retreating bombardment DD's with a/c when they've been slowed by damage inflicted from CD's. I think only the 155mm or 6" CD units will have any chance of damaging a cruiser. Surface combat forces are never affected by CD's as they are assumed to be operating "out to sea" in the hex (ie never interact with land forces). I can vouch from experience that CD's can punish transports. I invaded a port hex with 2 CD units and half my TF of 8 transports were shot up (20-30 damage).
Take note of the fact that, in my experience, you will not see a combat resolution phase (like you do during a naval bombardment) when troops are landing from transports into a "hex" containing CD's. You normally hear an explosion sound effect just as the landed troops appear in the "hex". If you check the transport TF in the next turn, you may see that some of the transports/escorts have been hit by CD fire.
Have no fear,
drink more beer.
drink more beer.
I'll take a stab at a couple of your questions.
3. I've seen this happen a couple of times. If the TF has reset its destination to home port but is still in its original destination (unload hex) you get this message. I think it resets destination due to a retreat/withdrawal decision but is still unloading. Also if the TF has rescued survivors, I've seen this messsage, maybe the TF is overloaded?
5. Isn't Tulagi a (0) airstrip? I know its a decent port site. Areas with a (0) airbase (or port size for that matter) will take over 100% to build up. It is similar to oversizing. i.e. making a size (6) port into a size 9, the last 3 levels take much more supplies and time.
Hope this helps
3. I've seen this happen a couple of times. If the TF has reset its destination to home port but is still in its original destination (unload hex) you get this message. I think it resets destination due to a retreat/withdrawal decision but is still unloading. Also if the TF has rescued survivors, I've seen this messsage, maybe the TF is overloaded?
5. Isn't Tulagi a (0) airstrip? I know its a decent port site. Areas with a (0) airbase (or port size for that matter) will take over 100% to build up. It is similar to oversizing. i.e. making a size (6) port into a size 9, the last 3 levels take much more supplies and time.
Hope this helps
"Order AP Hill to prepare for battle" -- Stonewall Jackson
Tulagi is a (0) SPS airsize hex - it means that this place is not at all suited for airstrips ! The cost for building a level 1 airbase will be 10 times higher than for an hex with a (1) SPS airsize.Originally posted by Caltone
5. Isn't Tulagi a (0) airstrip? I know its a decent port site. Areas with a (0) airbase (or port size for that matter) will take over 100% to build up. It is similar to oversizing. i.e. making a size (6) port into a size 9, the last 3 levels take much more supplies and time.
Right now, there is a small display bug - because of this "10 times" factor - for the construction level of airbases in these hexes. Intead of expanding at 100%, they will expand at 1000% (100% x 10)
The rule for oversizing airbase (if airsize SPS >0) or port is not that tough. It seems to be something like a 50% increase in supplies & time needed for each level above the SPS size.
Spooky





