Japanese Opening move limitations

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

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Treznor
Posts: 85
Joined: Tue Dec 02, 2008 8:33 pm

Japanese Opening move limitations

Post by Treznor »

Are the Japanese opening movements limited to only a few TF's? I'm testing a new idea, splitting KB up into 2 equal TF and hitting 2 targets, but only TF1, the original, is doing the right thing. My other TF, 100, is not. Its lagging behind or moving at a normal speed. If this is the case, what is the opening double/accelerated movement limited to.....the first 10 or 20 TF or just TF 1 & 2???
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John 3rd
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RE: Japanese Opening move limitations

Post by John 3rd »

I went into the  Editor and was able to do this.  That is the only way (by my knowledge) of changing the KB.
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Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
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CapAndGown
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Location: Virginia, USA

RE: Japanese Opening move limitations

Post by CapAndGown »

Task Forces marked with an asterisk at the start of the game are the ones that have a special movement bonus. You can transfer ships into or out of these TFs, but you can't create new ones.
AztekII
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Joined: Tue Feb 09, 2010 6:58 pm

RE: Japanese Opening move limitations

Post by AztekII »

You can switch out the tanker tf to a air combat tf and move carriewrs over and get the bonus I believe.
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JuanG
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RE: Japanese Opening move limitations

Post by JuanG »

ORIGINAL: AztekII

You can switch out the tanker tf to a air combat tf and move carriewrs over and get the bonus I believe.

Wow, I'm surprised I never figured that one out...sneaky.
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