AE, the real game (YH v TS mk IX)

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

User avatar
Kwik E Mart
Posts: 2447
Joined: Wed Jul 21, 2004 10:42 pm

RE: hexside control

Post by Kwik E Mart »

ORIGINAL: Tallyman662

Some prudish women would complain about it!

I try to make it habit to not participate in any kind of gaming with prudish women... [8D]
Kirk Lazarus: I know who I am. I'm the dude playin' the dude, disguised as another dude!
Ron Swanson: Clear alcohols are for rich women on diets.

Image
User avatar
PeteG662
Posts: 1263
Joined: Mon Jun 07, 2004 1:01 pm

RE: hexside control

Post by PeteG662 »

Sometimes you can't avoid them unfortunately! LOL
User avatar
Kwik E Mart
Posts: 2447
Joined: Wed Jul 21, 2004 10:42 pm

RE: hexside control

Post by Kwik E Mart »

ORIGINAL: Tallyman662

Sometimes you can't avoid them unfortunately! LOL

I've also noticed that some women that claim to be prudish actually have quite a good time at games like strip poker....but I digress....[:-]
Kirk Lazarus: I know who I am. I'm the dude playin' the dude, disguised as another dude!
Ron Swanson: Clear alcohols are for rich women on diets.

Image
User avatar
Nomad
Posts: 7273
Joined: Wed Sep 05, 2001 8:00 am
Location: West Yellowstone, Montana

RE: hexside control

Post by Nomad »

ORIGINAL: Kwik E Mart

ORIGINAL: Tallyman662

Sometimes you can't avoid them unfortunately! LOL

I've also noticed that some women that claim to be prudish actually have quite a good time at games like strip poker....but I digress....[:-]

please . . . . . . digress away. [:D]
medicff
Posts: 710
Joined: Fri Sep 10, 2004 10:53 pm
Location: WPB, Florida

RE: hexside control

Post by medicff »

YH thanks for the quick reply. We will find out any implications once the game is out. IMHO I dont think it will affect much only in light resistance as you explained. Useless if a real fight is underway and you have to commit all your units.

You really have a knack for playtesting, wouldn't have given a thought to trying that move. LOL

Pat
Yamato hugger
Posts: 3791
Joined: Tue Oct 05, 2004 5:38 am

RE: hexside control

Post by Yamato hugger »

ORIGINAL: medicff

You really have a knack for playtesting, wouldn't have given a thought to trying that move. LOL

Pat

Well, thats why I get the big bucks [:D]

Tree is out of town until sunday, so nothing new for a while here.
User avatar
castor troy
Posts: 14331
Joined: Mon Aug 23, 2004 10:17 am
Location: Austria

RE: hexside control

Post by castor troy »

ORIGINAL: Yamato hugger
ORIGINAL: castor troy

while I somewhat understood it at some point that it´s possible in an empty hex (while still being very ABSTRACT) I have no idea how you want to justify this "feature" in an occupied hex. You can´t move through them but in an abstracted way you do that as some of your troops are marching North and when the rest of your troops kick the enemy out of the hex you then order the "magic move" and perhaps your troops marching North have then marched 45 miles South. Boy, oh boy... [:(]

So at the same day your attacking troops kick out the enemy your marching North troops did in fact march THROUGH the enemy (if we think the enemy holds in the middle of the hex). Sorry, the miles are wrong though as I was thinking about a 60 mile hex. But it´s nothing different in a 40 miles hex. This "magic move" is just bullocks.

Quite easy to justify really. 46 mile hex. How much terrain does a - pick a unit - airbase company? They are going to freeze ANY movement "past" them? Lets say a division. A division on the defense covers an area about 3 miles wide if deployed in an open formation. Artillery support out to maybe 10 miles. Leaves plenty of room for maneuver, not to mention the minor fact that the guy doing the maneuvering still has to have enough force to kick that division out of the hex. So if the moving player has enough force to move the defender then likely the defender has enough to do without worrying about the unit that didnt bother to stop. His arty would be firing FPLs and interdiction fire (if even the maneuvering unit was even in range) would be out of the question. Like I said, in that regard it is no different than pursuit other than instead of chasing the retreating units you go in the direction that you want to go.

Actually whether you like it or not doesnt really matter. It has been reviewed and this is the way its going to stay. It isnt even on the pile of stuff to consider for the first patch.

Edit: and 1 other thing. Its a GAME. It has limitations. There is a lot about AE that people arent going to like. I dare say no one will be 100% happy with it. But then, name any game that can claim that everyone is 100% happy with.


yeah, it doesn´t matter at all if I like it or not. There are lots of things that doesn´t matter at all. But the fact that you call it "workaround" alone is funny enough as I honestly have to ask, if it´s such a fine feature, why isn´t it just included in the game? I mean, why not just set your troops to march South and they actually do that? Why having a "workaround" to have the troops march North and when they´ve marched 5, 8, 10, 15, 25, 30,... miles North then they magically have marched that distance South? And if you say it won´t make it for the first patch it nearly does sound as if someone would consider it a strange "feature" and while it´s no game breaker it may be fixed in patch number 117.

No matter how you turn it, it stays strange if you have a "programme" where you order your troops to march North and when you decide it´s the right time then they have marched that distance South. No matter how you turn it, if a base force is defending, a division, 12 children from kindergarten, it just stays a "workaround" like you call it.

Now my question: What if an Army of 500.000 men are defending this hex? How do you justify that workaround then? I guess 500.000 men could defend the hex that you can not do your magic move? Honestly, I don´t consider it a game breaker but it is how I said, a strange thing as it always works, no matter if one or one million squads are defending the hex and therefor it just stinks and it´s one of those exploiting a not perfect game engine. That´s why I don´t like it when people get pointed out how to exploit the game engine and it´s limitations even before the game is released. And no, I´m not saying that there´s a chance to get any game that is perfect. Not possible.

But I really do like statements like this from "officials": Actually whether you like it or not doesnt really matter.
Yamato hugger
Posts: 3791
Joined: Tue Oct 05, 2004 5:38 am

RE: hexside control

Post by Yamato hugger »

ORIGINAL: castor troy

Now my question: What if an Army of 500.000 men are defending this hex? How do you justify that workaround then?

Very simple. Listen carefully because this is the LAST time I am going to address this to you. I have said the exact same thing each time. Ready?

YOU HAVE TO RETREAT THE DEFENDERS OUT OF THE HEX

Now, if I had the force to retreat your army of 500,000 men, then I think I deserve to get 1 days march out of the guys that DIDNT ATTACK.

Plain enough for you now? (actually dont care if it is or not, Im done addressing this).
Flying Tiger
Posts: 496
Joined: Mon Mar 10, 2008 11:45 pm
Location: ummmm... i HATE that question!

RE: hexside control

Post by Flying Tiger »

Well. I guess we finally settled that little puppy to rest! Now back to the AAR.....
 
 
User avatar
castor troy
Posts: 14331
Joined: Mon Aug 23, 2004 10:17 am
Location: Austria

RE: hexside control

Post by castor troy »

ORIGINAL: Yamato hugger
ORIGINAL: castor troy

Now my question: What if an Army of 500.000 men are defending this hex? How do you justify that workaround then?

Very simple. Listen carefully because this is the LAST time I am going to address this to you. I have said the exact same thing each time. Ready?

YOU HAVE TO RETREAT THE DEFENDERS OUT OF THE HEX

Now, if I had the force to retreat your army of 500,000 men, then I think I deserve to get 1 days march out of the guys that DIDNT ATTACK.

Plain enough for you now? (actually dont care if it is or not, Im done addressing this).


You have NOT to retreat the defenders out of the hex, no matter how rude you stay. From what you´re saying it would also work if the enemy MARCHES out of the hex. Because your enemy holds the hex in the middle (with the current game model) and you have your march North troops, let´s say, 30 miles North and then change them to march South when the enemy decides to march out. What does that mean? You have marched through the enemy as you are 30 miles when the enemy starts moving out (at 20 miles).

Then you have your super ridicoulos we march North and back to the future we are now South "workaround" working too??? NO??? Which would again mean (same as if the enemy would be retreating [>:]) feature that your troops are actually marching THROUGH the enemy. This is ridicoulos and actually no matter if you care or not, if you generally think about game exploits or broken features like this then say good night as AE will be in the same state as WITP was when it came out.

Plain enough for you? I´m done addressing this...
Yamato hugger
Posts: 3791
Joined: Tue Oct 05, 2004 5:38 am

RE: hexside control

Post by Yamato hugger »

ORIGINAL: Flying Tiger

Well. I guess we finally settled that little puppy to rest! Now back to the AAR.....

Tree is out of town until Sunday.
CV Zuikaku
Posts: 442
Joined: Thu Dec 18, 2008 5:25 pm
Location: Legrad, Croatia

RE: hexside control

Post by CV Zuikaku »

ORIGINAL: Yamato hugger

ORIGINAL: Flying Tiger

Well. I guess we finally settled that little puppy to rest! Now back to the AAR.....

Tree is out of town until Sunday.

Then, if you have some time and good will, can you tell us something more about replacement pilots? [;)] How can we increase their quality? Are we able to withdraw some crack combat pilots to act as instructors and help in training pilots in flight schools? Something like that was mentioned a year ago, but I don't understand what is it working like. Or if it has been implemented at all...
Yamato hugger
Posts: 3791
Joined: Tue Oct 05, 2004 5:38 am

pilot training.

Post by Yamato hugger »

ORIGINAL: CV Zuikaku

Then, if you have some time and good will, can you tell us something more about replacement pilots? [;)] How can we increase their quality? Are we able to withdraw some crack combat pilots to act as instructors and help in training pilots in flight schools? Something like that was mentioned a year ago, but I don't understand what is it working like. Or if it has been implemented at all...

Well, I will try, but frankly a lot of it wont make any sense to you, because honestly, it doesnt to me either.

If you hit the "I" key or click on the "view intell reports" icon on the top of the screen you get the top pix which is pretty much the same as WitP. When you hit the "pilot replacements" button you get the 2nd screen. I will try to explain what this means part by part.

This is where it gets confusing. If you look at the IJN line, I was under the impression that the "1615" was the number of pilots that had finished training, but I was told that this number is the total number of pilots in the complete training process. I dont understand how this could be true because if you add up all the pilots in training, its almost 2000 so that explanation doesnt wash.

When they finish training they come out with 35 experience. US Navy is the only ones that come out with more than this, they come out with 40.

150 pilots are added to this pool every month. I am not sure if this is on a daily basis (ie 4.5 pilots a day) or a monthly lump sum. These pilots are added to the "months 1-3" box. Im inclined to think its a monthly lump sum.

The next 4 "boxes" are various stages of training shown as number of pilots and their experience level. You can see from this that I have 438 pilots in this stage of their training, and if they were to be used, they would only have 1 experience! After a pilot has been in this box for 3 months, he moves to the next one (the 4-6 box). I have 463 pilots in this box currently and if they were to be used, they would have 12 experience. Again, after a pilot sits in this box for 3 months, he moves to the next. I have 457 pilots in the 7-9 box and if used they would have 21 experience. Another 3 months here and they move to the last box which has 444 pilots and if used here they would have 28 experience. After they are finished here, they go to the "pool" which I believe is the 1615 figure. Unless a coder comes in and says otherwise Im going to have to say thats how it works to the best of my understanding.

Pilots are used in the order that they were put in the pool. That is, the longest in training is used first. You dont select which box you use pilots from. First in, first out. Period. After you use up all the pilots you have in the "trained" pool, you start tapping those in the 10-12 box. If these are all used up, you then start on the 7-9 box, ect.

If you click on the "reserve pool" button you get the next screen. At the top it says that there are 117 pilots in reserve, either in a groups pool or in the general reserve. Note also, that this list shows your wounded pilots also (they wont appear in the groups pilot list). It isnt shown on this display, but of the 117 pilots here, only 2 arent assigned to a group. These both are listed as "patrol reserve" and 1 of them has 55 experience and the other has 47. Now its possible that when a pilot finishes his training in the 10-12 box from the last screen he is added to this pool, but frankly Im not sure.

Any pilot that has 80+ experience and is in this pool is eligible to be withdrawn to "training command". His name will appear in yellow and if clicked, a pop-up box will ask if you want to transfer him. This box does nothing at this time, and I was under the impression it was to be removed from the game but I see its still in there. Do NOT say "yes" as your pilot will go poof and it does nothing for you. The original specs were to have him boost the trainees experience or shorten their training or similar but was never implemented.

Image
Attachments
aa.jpg
aa.jpg (142.81 KiB) Viewed 293 times
User avatar
Yank
Posts: 175
Joined: Wed May 19, 2004 12:05 am
Location: Boston, MA

RE: pilot training.

Post by Yank »

Maybe the "Transfer to Training Command" functionality can be added in a future patch. That is a very nice little feature. Meantime I'll make sure not to make my 80+ experience pilots go "poof"...um that is sometime in July I hope...
Ils ne passeront pas

User avatar
Herrbear
Posts: 883
Joined: Sun Jul 25, 2004 9:17 pm
Location: Glendora, CA

RE: pilot training.

Post by Herrbear »

I notice in the picture of the pilots in reserve, they show a number of the Japanese pilots as assigned to the 27th RAF Squadron.??
User avatar
bstarr
Posts: 881
Joined: Sun Aug 01, 2004 8:45 pm
Location: Texas, by God!

RE: pilot training.

Post by bstarr »

Shhh. Don't say anything. You'll set the release back another 6 months. [:D]

User avatar
jwilkerson
Posts: 8250
Joined: Sun Sep 15, 2002 4:02 am
Location: Kansas
Contact:

RE: pilot training.

Post by jwilkerson »

Er, we will look at the group assignment bug!

WITP Admiral's Edition - Project Lead
War In Spain - Project Lead
User avatar
Nomad
Posts: 7273
Joined: Wed Sep 05, 2001 8:00 am
Location: West Yellowstone, Montana

RE: pilot training.

Post by Nomad »

Oh NO, another 6 month delay!! [:(] . . . . . . . [:D]
User avatar
Yank
Posts: 175
Joined: Wed May 19, 2004 12:05 am
Location: Boston, MA

RE: pilot training.

Post by Yank »

Thanks I wasn't sure if you were going to fix the bug or remove the feature...Hopefully I havent upset any timetables. [;)]
Ils ne passeront pas

Yamato hugger
Posts: 3791
Joined: Tue Oct 05, 2004 5:38 am

RE: pilot training.

Post by Yamato hugger »

ORIGINAL: Herrbear

I notice in the picture of the pilots in reserve, they show a number of the Japanese pilots as assigned to the 27th RAF Squadron.??

Good catch - I missed that one even, and I dont usually miss the obvious ones [;)]
Post Reply

Return to “War in the Pacific: Admiral's Edition”