mines in pool?

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

jackyo123
Posts: 703
Joined: Mon Feb 04, 2008 8:51 pm

mines in pool?

Post by jackyo123 »

where can i see how many mines i have available in a particular base? *NOT* defensive mines - rather, mines for offensive minelaying missions. Some places like Pearl get them fast, and some places, even though they are size 7 ports (like anchorage) with 500k supply, get them extremely slowly. What effects it, and how can i see them?

thanks
My favorite chinese restaurant in Manhattan -
http://www.mrchow.com

The best computer support firm in NYC:
http://www.thelcogroup.com

Coolest internet toolbar:
http://www.stumbleupon.com
User avatar
freeboy
Posts: 8969
Joined: Sun May 16, 2004 9:33 am
Location: Colorado

RE: mines in pool?

Post by freeboy »

Pearl gets them fast? really.. I seem to have no maines anywhere after the first round of pre war mines.. and yes, I toooo would like to see the data on where mines show up...
"Tanks forward"
User avatar
n01487477
Posts: 4764
Joined: Tue Feb 21, 2006 12:00 am

RE: mines in pool?

Post by n01487477 »

Mines show up in pool, not at specific bases, so you should be looking at your pools and then they are available (see bold below)
6.6.1.4 MINE REARMING
Mines are reloaded from the pool. The pool must have a sufficient number of appropriate
mines to reload/rearm any mine capable ship. Mines can be loaded at any port with sufficient
rearm capacity for the specific mines. Rearm capacity is based on port size, increased by naval
support. Mine load cost is based on the load cost of the specific mine type. Generally, loading of
mines functions just like any other ammunition except for “pool” requirement.
When a ship is rearmed, normal mine slots will draw mines from the pool and be rearmed.

...
...
Rearm Level uses a rearm cost for each device aboard a ship. For Mines, ASW devices and
Torpedoes, the load cost is used (this is usually the weight of the weapon).
...
Note the large jump at a level 7 port, which basically insures that torpedoes, most mines, and
Battleship size guns cannot be rearmed at smaller ports.
...
A medium sized port might be able to rearm cruiser guns and smaller, but not BB
guns, torpedoes, or mines.
...
Weapon Repair Costs are as follows:
Rockets (all types) 50
Radars and ASW detectors 90
Mines and Torpedoes 120
Guns Effect value of the gun.

Image
Attachments
capture.jpg
capture.jpg (33.21 KiB) Viewed 361 times
User avatar
Arnhem44
Posts: 578
Joined: Tue Nov 23, 2004 7:34 am
Location: Singapore

RE: mines in pool?

Post by Arnhem44 »

Not sure if it's what you're looking for but you can check stocks of mines at the Intelligence Reports>Industry/Troops/Resource Pool, take note that CMs of different nationalities will load up different mine types, could that be a reason why you're not loading up when you're supposed to?
User avatar
NormS3
Posts: 527
Joined: Mon Dec 10, 2007 9:31 pm
Location: Wild and Wonderful WV, just don't drink the water
Contact:

RE: mines in pool?

Post by NormS3 »

If I have made a new mine for my mod, what dictates it's rearm cost?
User avatar
JWE
Posts: 5039
Joined: Tue Jul 19, 2005 5:02 pm

RE: mines in pool?

Post by JWE »

ORIGINAL: Norm3
If I have made a new mine for my mod, what dictates it's rearm cost?
The AE "standard" is 2 x Effect for all weapons. Torps, DCs and Mines have this rearm value affirmatively placed in the weapon Load Cost field. For Guns, the rearm cost is calculated from the value in the Effect field.

Effect is the amount of "boom" a weapon has, in pounds, and can be found as "explosive charge" at NavWeaps.com.

We understand this has very linear implications to rearm costs. Gun values are hard coded, so they cannot be changed, but Torp, DC, and Mine costs are being reviewed with an intent to make the calculation data represent a more nominal spread, especially at the top end.

What we are looking at is a LC (rearm) value calculated with a smaller tilt. We are experimenting with the following, and have found it to be quite reasonable for Torp, DC, and Mine rearm costs (LCs).

Load Cost = Eff x (2-Eff/2000)

This should be applied to each and every torp, DC, mine. The key is consistency. Eff comes from NavWeaps. "What Ifs" are your own nickel. No warranty is given.
jackyo123
Posts: 703
Joined: Mon Feb 04, 2008 8:51 pm

RE: mines in pool?

Post by jackyo123 »

thanks JWE. very useful stuff.

What I have found to be tricky though, is that there doesnt always seem to be consistency.

For example -

I create a new TF, MineLaying, at Pearl - the CM I choose has maybe 3 mines onboard after creation. If i click 'replenish from port', it will usually add up to 3 or 4 mines (depending upon, I guess, ops points and how many are in my pool).

But at Anchorage, following the same steps, the most I will ever get by doing the same is '1' added to the TF.

Additionally, for SubMine layers, I always get a full load out - so long as the base has an AS or is level 7. So there is something weird going on here - are surface mines that much more difficult to load than sub mines?

Also, will an undisbanded mine laying TF that is sitting in port automatically be 'assigned' mines and fill up its racks over time?
My favorite chinese restaurant in Manhattan -
http://www.mrchow.com

The best computer support firm in NYC:
http://www.thelcogroup.com

Coolest internet toolbar:
http://www.stumbleupon.com
Schanilec
Posts: 4038
Joined: Sat Jun 12, 2010 6:30 pm
Location: Grand Forks, ND

RE: mines in pool?

Post by Schanilec »

I also have the same questions as above. Are mines that difficult to load into a minelaying TF? Such as at SF and PH.
This is one Czech that doesn't bounce.
User avatar
Rob Brennan UK
Posts: 3685
Joined: Sat Aug 24, 2002 8:36 pm
Location: London UK

RE: mines in pool?

Post by Rob Brennan UK »

My experience is ML's load up to whats available in the pools in one go, never seen this trickle of mines unless your just loading up whats being made and the pools are empty at the time.

Disbanding unused mines from a TF will add those mines to the pools to be reused elsewhere.

at least thats my experience so far.

sorry for the spelling . English is my main language , I just can't type . and i'm too lazy to edit :)
erstad
Posts: 1953
Joined: Mon Aug 02, 2004 11:40 pm
Location: Midwest USA

RE: mines in pool?

Post by erstad »

ORIGINAL: jackyo123

I create a new TF, MineLaying, at Pearl - the CM I choose has maybe 3 mines onboard after creation. If i click 'replenish from port', it will usually add up to 3 or 4 mines (depending upon, I guess, ops points and how many are in my pool).

But at Anchorage, following the same steps, the most I will ever get by doing the same is '1' added to the TF.

Additionally, for SubMine layers, I always get a full load out - so long as the base has an AS or is level 7. So there is something weird going on here - are surface mines that much more difficult to load than sub mines?

To reiterate, the pools have separate quantities for each type of mine.

So, when you say you can load 3-4 at Pearl, and only one at anchorage, are you sure they are trying to load the same mine type?

If you open the ship screen, you can see what type of mine the CM or other ship uses. For example, some of the USN CMs use Mk 16 Mines and some use Mk 6 Mines.

USN subs use Mk 10 or Mk 12 (may not be the complete list), so the fact that you can load a sub with mines says nothing about whether a CM can be loaded with mines, since they likely use different mines.

You don't get a ton of mines so your pools might often be low and so you might have only a few of type A and a different few of type B, etc.
Cuttlefish
Posts: 2454
Joined: Wed Jan 24, 2007 5:03 am
Location: Oregon, USA

RE: mines in pool?

Post by Cuttlefish »

From the effect you're getting it sounds like your pools of ship-loaded mines are empty and you are only loading what has been added to the pools on the previous turn.

The first thought I had when I saw the title of this thread was "Don't use mines in pools! A good sturdy cover will keep people out, cost less, and cause a lot less damage to the pool."

Image
erstad
Posts: 1953
Joined: Mon Aug 02, 2004 11:40 pm
Location: Midwest USA

RE: mines in pool?

Post by erstad »

"Don't use mines in pools! A good sturdy cover will keep people out, cost less, and cause a lot less damage to the pool."

A lot less damage to the people as well. Even if you don't care for them personally, in today's climate of personal injury lawsuits you need to think twice before employing high explosives.
User avatar
crsutton
Posts: 9590
Joined: Fri Dec 06, 2002 8:56 pm
Location: Maryland

RE: mines in pool?

Post by crsutton »

You are using mines faster than your pools are replacing them. Otherwise as long as you meet the port requirment, the ship should load a full load of mines. Mines are not unlimited in AE. In fact they are very scarce. Most are produced at rates lower than 40 per month. One DM can eat up month worth of mines in one load full. Some of the CMs will take a hundred or more. In early 1943 you will start to get the MK 13 air dropped mine. This will be your most plentiful Allied mine at over 100 per month.

Make sure you do your late 42 sub upgrades. Many fleet subs will conver to carry the MK 12 mine. This mine is a ship killer and is just as deadly as the long lance.
I am the Holy Roman Emperor and am above grammar.

Sigismund of Luxemburg
Schanilec
Posts: 4038
Joined: Sat Jun 12, 2010 6:30 pm
Location: Grand Forks, ND

RE: mines in pool?

Post by Schanilec »

So the mines shown at a port, say Pearl Harbor that lists 326 mines are not actually what maybe loaded onto a CM? I did look in the pool and the numbers aren't what shows at the large ports. Hmmm. Interesting. 
 
Thanks.
 
And what about the American AMc's They appear to have little value for any task. Especailly on the West Coast. Can't use them for ASW. And there isn't any real threat of mines on the West Coast. Any suggestions?
This is one Czech that doesn't bounce.
User avatar
USSAmerica
Posts: 19211
Joined: Mon Oct 28, 2002 4:32 am
Location: Graham, NC, USA
Contact:

RE: mines in pool?

Post by USSAmerica »

The number of mines that are displayed on a port is the number present in defensive minefields at that port.  As for many of the AMc's, they make great bait or decoys.  Other than that, herd them all together and keep them out of trouble.  
Mike

"Good times will set you free" - Jimmy Buffett

"They need more rum punch" - Me

Image
Artwork by The Amazing Dixie
User avatar
Don Bowen
Posts: 5190
Joined: Thu Jul 13, 2000 8:00 am
Location: Georgetown, Texas, USA

RE: mines in pool?

Post by Don Bowen »

ORIGINAL: USS America

The number of mines that are displayed on a port is the number present in defensive minefields at that port.  As for many of the AMc's, they make great bait or decoys.  Other than that, herd them all together and keep them out of trouble.  

And pray your opponent doesn't run sub minelayers to your ports....
User avatar
JWE
Posts: 5039
Joined: Tue Jul 19, 2005 5:02 pm

RE: mines in pool?

Post by JWE »

ORIGINAL: Don Bowen
And pray your opponent doesn't run sub minelayers to your ports....
Oh yeah, because

There’s teensy weensy little things;
That fly on unobtrusive wings;
And care not for the big mouth pimple;
But reward the operationally simple.

Poem could go on for thousands of stanzas, but ran out of rhymes for wings and pimple.
Schanilec
Posts: 4038
Joined: Sat Jun 12, 2010 6:30 pm
Location: Grand Forks, ND

RE: mines in pool?

Post by Schanilec »

ORIGINAL: USS America

The number of mines that are displayed on a port is the number present in defensive minefields at that port.  As for many of the AMc's, they make great bait or decoys.  Other than that, herd them all together and keep them out of trouble.  

Defensive mines? Those are different? Those can't be loaded and layed? They're fixed?

Thanks
This is one Czech that doesn't bounce.
User avatar
JWE
Posts: 5039
Joined: Tue Jul 19, 2005 5:02 pm

RE: mines in pool?

Post by JWE »

Yes. Yes. No and no. Yes.

They are populated by the code at game start. They are the whole point of having ACMs (minefield tenders) in-game.
Schanilec
Posts: 4038
Joined: Sat Jun 12, 2010 6:30 pm
Location: Grand Forks, ND

RE: mines in pool?

Post by Schanilec »

I feel very well informed.  That one had me going for awhile.
 
One more. Is there something in the ports that show how many tranportable mines are available? Or is that just found in the replacement pool?
 
Thanks all.
This is one Czech that doesn't bounce.
Post Reply

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