Patch 06 - Public Beta - Build 1108r9 updated 21 January 2012 (2nd part)

Post bug reports and ask for help with other issues here.

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

User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by witpqs »

ORIGINAL: michaelm
ORIGINAL: witpqs

Michael,

A quick question not strictly related to the Beta:

Naval HQs - do they help speed ship repair independent of any Naval Support Squads they have?
The Naval HQ is usually only going to count if it does have any Naval Support in it.

Shore Parties as part of the overall Naval Support for repairs, count separately.

So a base containing Naval HQs with just Shore Parties will assist in repairs in SAME hex, but those same HQs cannot support repairs outside of the base. They would need Nav Support squads present to use the command radius to affect other bases in range.

Ah - thanks. An unexpected answer as I had no idea that Shore Parties had anything to do with ship repair. My question might be better phrased something like "Does an empty Naval HQ provide any benefit/bonus/whatever to ship repair?"

The analogy being the way that Air HQs provide certain benefits without regard to any squads they contain. What has caused the confusion is this section in the manual:
8.1.1 HEADQUARTERS

These are all support troops (the much-maligned “brass” sitting in the rear). However, these
rear-area troops earn their keep in War in the Pacific, Admiral’s Edition™ by providing large
numbers of support personnel to support other units and for construction and logistics tasks.
They give combat benefits to combat units who are within a certain range, generally the same
hex, and enable more bombers to fly Missions from bases under their control. A unit can benefit
from its HQ, of which there are six types:

» Command - Helps in several ways. They help in giving a bonus to ground
combat. If no Corps HQ is in range of a ground unit, the Command HQ can give
a bonus like a Corps HQ if it is in range of a ground unit. If there is a Corps HQ
within range of the battle, and the Command HQ is within 2 times its command
range of the battle, it can add up to an additional 90% bonus to the Assault
Value of an attacking force for odds calculations. The bonuses are impacted by
the leaderships rating of the commander of the HQs. Command HQs are also
important for air replacements and upgrades (see section 16.2.3 for details).

» Army - Helps with ground combat. Ground units in range can gain up to
a 10% bonus to their Assault Value (whether attacking or defending).

» Corps – Helps with ground combat. Ground units in range can gain up to
a 10% bonus to their Assault Value (whether attacking or defending).

» Amphibious – Helps amphibious invasions suffer fewer losses.

» Naval – Helps to speed ship repair time.

» Air – Helps by allowing more aircraft to fly and allows more air units
to be based at a base with this type of HQ, coordinating aircraft
replacement/upgrades and supporting more groups at a base.
You can see that the inherent benefits of Air, Ground, etc. HQs (without regard to squads they contain) are discussed in the same list as Naval HQs, which would imply by context that Naval HQs are providing the "Helps to speed ship repair time" benefit also without regard to any squads the Naval HQ contains.

I wish to stress that I am not saying that it should be this way or that way, only seeking clarification. That manual passage could be tweaked a bit to be more clear if indeed there is no inherent (meaning not squad related) benefit.
User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by michaelm75au »

For ship repairs, the amount of assist is dependent on how much Naval Support there is. It was this way in WITP IIRC.

The manual was written under the assumption that Naval Support would be present in Naval HQs.[;)]
Michael
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by witpqs »

Cool, thanks! [:)]
User avatar
inqistor
Posts: 1813
Joined: Wed May 12, 2010 1:19 pm

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by inqistor »

ORIGINAL: michaelm

For ship repairs, the amount of assist is dependent on how much Naval Support there is. It was this way in WITP IIRC.

I do not think there was such thing as Naval Support in original WITP. All HQs had only support in them.
And I am pretty sure it was working somewhere around the lines, that Command Radius of Naval HQ was added to port size (or half, or square, whatever, anyway, it was added to port size in regards of repair ships).
So a base containing Naval HQs with just Shore Parties will assist in repairs in SAME hex, but those same HQs cannot support repairs outside of the base. They would need Nav Support squads present to use the command radius to affect other bases in range.

So, Naval HQ can assist in repairs in other bases? Gee, good to know.
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by witpqs »

ORIGINAL: inqistor
ORIGINAL: michaelm

For ship repairs, the amount of assist is dependent on how much Naval Support there is. It was this way in WITP IIRC.

I do not think there was such thing as Naval Support in original WITP. All HQs had only support in them.
And I am pretty sure it was working somewhere around the lines, that Command Radius of Naval HQ was added to port size (or half, or square, whatever, anyway, it was added to port size in regards of repair ships).
So a base containing Naval HQs with just Shore Parties will assist in repairs in SAME hex, but those same HQs cannot support repairs outside of the base. They would need Nav Support squads present to use the command radius to affect other bases in range.

So, Naval HQ can assist in repairs in other bases? Gee, good to know.

Your first point is true for the old WITP (as you say). As far as Naval Support spreading their effect to nearby bases when part of a Naval HQ, you can see that effect on the base screen. A good example is Hawaii where you will see Naval Support listed at bases that have none locally - it's coming from the Naval HQ at Pearl Harbor.
User avatar
Gunner98
Posts: 5966
Joined: Fri Apr 29, 2005 12:49 am
Location: The Great White North!
Contact:

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by Gunner98 »

Michael

The Beta is fantastic - thank you.

An idea I had, not sure if its possible, which would add a bit of clarity and flavour: Is there a way of displaying the leader's nationality in the TF commander pick list? Added bonus, if you could chose between various nations' Admirals.

Situation: I am fighting a pitched navel melee in the DEI as the Allies vs. VH AI. Based in Darwin and trying to shield Timor and Ambon I have 3-4 SCTFs but have a steady stream of ships shunting between Sydney for repairs and Darwin to get dented again. So ships from the USN, RN, RAN, RNZN, Dutch and a lone French DD are mixing it up and there is no way I can keep the TFs organized along national lines. Currently - I think - the TF leader pick list is based on the nationality of the flagship. Is there, or could there be, an easy way of telling which nation the pick list is representing (I may be blind but have not seen it), besides checking the flagship. Where I get messed up is when I have swapped several ships out and the nationality of the 'in place' Admiral no longer matches the ships under command.

Secondly: If you have a TF consisting of ships from multiple nations - would it be possible to chose a TF leader from among those ships and not simply from the Flagship's nation. I can see a downside here that this may develop a cheat where you have a TF of RN BBs with one US DD commanding by RADM 'Ching' Lee (USN). That is theoretically possible now anyway by building a US TF of sufficient size and swapping the ships - not that it is likely or desirable. Perhaps a control could be put in place along ship classes; i.e. SCTF of 3 CLs and 4 DDs, only the nations with a CL in the mix would be eligible.

I only through these out as ideas to add a bit of clarity and flavour. It would be nice, but not a biggie.

Thanks.
B
Check out our novel, Northern Fury: H-Hour!: http://northernfury.us/
And our blog: http://northernfury.us/blog/post2/
Twitter: @NorthernFury94 or Facebook https://www.facebook.com/northernfury/
User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by michaelm75au »

Just looked up old code.
The repair assist given by Naval Hq was 1/50 of the number of devices in the first slot of the unit in the same hex as base the ship being repaired was in.
Again this would be have been Support - 250 devices in slot 1 comes to mind which would equate to +5 from HQ assist.

The total assist (inc reapir ships) would not exceed the base port size +4.
Michael
Alfred
Posts: 6683
Joined: Thu Sep 28, 2006 7:56 am

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by Alfred »

ORIGINAL: Gunner98

Michael

The Beta is fantastic - thank you.

An idea I had, not sure if its possible, which would add a bit of clarity and flavour: Is there a way of displaying the leader's nationality in the TF commander pick list? Added bonus, if you could chose between various nations' Admirals.

Situation: I am fighting a pitched navel melee in the DEI as the Allies vs. VH AI. Based in Darwin and trying to shield Timor and Ambon I have 3-4 SCTFs but have a steady stream of ships shunting between Sydney for repairs and Darwin to get dented again. So ships from the USN, RN, RAN, RNZN, Dutch and a lone French DD are mixing it up and there is no way I can keep the TFs organized along national lines. Currently - I think - the TF leader pick list is based on the nationality of the flagship. Is there, or could there be, an easy way of telling which nation the pick list is representing (I may be blind but have not seen it), besides checking the flagship. Where I get messed up is when I have swapped several ships out and the nationality of the 'in place' Admiral no longer matches the ships under command.

Secondly: If you have a TF consisting of ships from multiple nations - would it be possible to chose a TF leader from among those ships and not simply from the Flagship's nation. I can see a downside here that this may develop a cheat where you have a TF of RN BBs with one US DD commanding by RADM 'Ching' Lee (USN). That is theoretically possible now anyway by building a US TF of sufficient size and swapping the ships - not that it is likely or desirable. Perhaps a control could be put in place along ship classes; i.e. SCTF of 3 CLs and 4 DDs, only the nations with a CL in the mix would be eligible.

I only through these out as ideas to add a bit of clarity and flavour. It would be nice, but not a biggie.

Thanks.
B

That info is already there.

Look at TF screen. Top left hand corner, the nationality of the TF is listed.

Also if you look at the TF symbol displayed on the map, the colour will tell the nationality.

Alfred
User avatar
khyberbill
Posts: 1941
Joined: Tue Sep 11, 2007 6:29 pm
Location: new milford, ct

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by khyberbill »

3 groups restricted and 1 group with no flyable planes = no movement out of base to CT.
I have consistently moved restricted planes from EC to CP with no problem. There I would change their HQ them and ship them out. This dates back to WITP. I had no problem before as you can see by the several groups already in CP. This change occurred somewhere between p7 and q7.
"Its a dog eat dog world Sammy and I am wearing Milkbone underwear" -Norm.
User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by michaelm75au »

ORIGINAL: khyberbill
3 groups restricted and 1 group with no flyable planes = no movement out of base to CT.
I have consistently moved restricted planes from EC to CP with no problem. There I would change their HQ them and ship them out. This dates back to WITP. I had no problem before as you can see by the several groups already in CP. This change occurred somewhere between p7 and q7.
You should not be able to move restricted groups between offmap bases. It was a bug that was fixed.
From release notes q7
Fixed Base movement of off-map groups overriding restricted HQ check

Michael
User avatar
m10bob
Posts: 8583
Joined: Sun Nov 03, 2002 9:09 pm
Location: Dismal Seepage Indiana

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by m10bob »

Hello...Would it be possible to give naval TF's a command switch to "follow" a particular TF,(ala WITP vanilla)?

I miss this feature with replenishment TF's especially..TY
Image

User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by michaelm75au »

There is already a 'follow TF' command under TF routing. I use it constantly to replenish my TFs.
Michael
User avatar
Nemo121
Posts: 5838
Joined: Fri Feb 06, 2004 11:15 am
Contact:

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by Nemo121 »

Michael,

What I'm looking for is that the game would automatically make 0 delay pilots "active" instead of the player having to manually click on each of these pilots individually. It would just remove a lot of unnecessary button clicking.
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
User avatar
michaelm75au
Posts: 12457
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by michaelm75au »

When a group needs pilots to man planes, it will take them automatically from the group's '1' delay pilots (ie making them '0' delay) before getting any from the replacements/reservres/etc.
Michael
User avatar
PaxMondo
Posts: 10655
Joined: Fri Jun 06, 2008 3:23 pm

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by PaxMondo »

ORIGINAL: Nemo121

Michael,

What I'm looking for is that the game would automatically make 0 delay pilots "active" instead of the player having to manually click on each of these pilots individually. It would just remove a lot of unnecessary button clicking.
Nemo,

This was added about 6 or more beta's back ... works very nicely.
Pax
User avatar
khyberbill
Posts: 1941
Joined: Tue Sep 11, 2007 6:29 pm
Location: new milford, ct

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by khyberbill »

Oh dear, now I have to read release notes?
Thanks for the response. The un-restricted squadron did decide to take the plunge the next turn and move to Capetown.
"Its a dog eat dog world Sammy and I am wearing Milkbone underwear" -Norm.
User avatar
m10bob
Posts: 8583
Joined: Sun Nov 03, 2002 9:09 pm
Location: Dismal Seepage Indiana

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by m10bob »

ORIGINAL: michaelm

There is already a 'follow TF' command under TF routing. I use it constantly to replenish my TFs.


TY Michaelm..It's a bummer aging and growing blind??
Image

packerpete
Posts: 129
Joined: Sat Feb 27, 2010 3:10 pm

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by packerpete »

Newb question. Are the politcal point costs listed in the unit reinforcement area of the intel. screen. I very well could be blind but if they are not there could they be added please?
User avatar
inqistor
Posts: 1813
Joined: Wed May 12, 2010 1:19 pm

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by inqistor »

ORIGINAL: michaelm

When a group needs pilots to man planes, it will take them automatically from the group's '1' delay pilots (ie making them '0' delay) before getting any from the replacements/reservres/etc.
Actually, I have not tested it, but it actually seems, that if you manually put pilot into reserve it would not be chosen for missions, but if airgroup AI put someone into reserve (because there is more pilots, than needed), it can release him for duty anytime. May be coincidence, but guys I have put manually to not fly, do not have any missions, but some greenies without any experience fly, even if guy in reserve is better than them.

So, there are like 2 types of "delay 1".
Just looked up old code.
The repair assist given by Naval Hq was 1/50 of the number of devices in the first slot of the unit in the same hex as base the ship being repaired was in.
Again this would be have been Support - 250 devices in slot 1 comes to mind which would equate to +5 from HQ assist.

The total assist (inc reapir ships) would not exceed the base port size +4.
So, there WAS kind-of Naval Support [:D]
But now Command Radius of Naval HQ do not help in anything in HQ hex?
User avatar
satisfaction
Posts: 107
Joined: Wed Jun 30, 2004 7:17 pm

RE: Patch 06 - Public Beta - Build 1108q6 updated 3 October (2nd part)

Post by satisfaction »

Just started playing the beta, great work! I've got a graphical issue that I've not seen discussed. My resolution looks to be set at 1024x768 and maxing screen does no good, just that tiny little box on the screen. Second with selecting ships in TF screen the little ship pictures "split" I see a whole picture on top and just the hull right underneath it. Also these flicker anytime I move my mouse, so it is like a little ship hopping animation. No problems on aircraft. Sorry if this has already been addressed.
"Losers always whine about trying their best, winners go home and "enjoy" the prom queen."

Sean Connery, The Rock
Post Reply

Return to “Tech Support”