Troops in the ocean!

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Grotius
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Troops in the ocean!

Post by Grotius »

I just unloaded two divisions into the middle of the Solomon Sea! I'd given a huge armada of Transport TFs an intermediate waypoint in the Solomons, an ocean hex just west of Shortland, with no red dot or land in the hex. (I purposely did not choose Shortland itself, for fear the transports would unload there prematurely.) The armada arrived at the waypoint quicker than I thought it would, and all of a sudden two divisions of infantry unloaded in the ocean hex.

This wouldn't be so bad if the troops would kindly get back on board, but they insist on swimming around; when I order the transports to load them, the ships just keep unloading. I *think* the workaround is to choose a new, more distant destination, and then load out of the ocean. But I'm just going to reload an old save. (I'm playing as IJN vs the AI, Scenario 17, July 42, 120% commitment, IJN sub doctrine off, scuba gear on.)

I guess the lesson is only to use distant waypoints. Not a game-killing bug, but annoying all the same, since my most recent save is 12 turns old or so. If Matrix wants a savegame, I'm happy to e-mail one. Also, my apologies for posting a shorter version of this note in another thread; I guess I'm a bit preoccupied with it.
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Admiral Scott
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Post by Admiral Scott »

I have a mental picture of this scene. LOL
Drongo
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Post by Drongo »

Grotius
Not a game-killing bug, but annoying all the same


Not invading, drowning! :)

Yes, its annoying. I got caught by it in one game. I didn't stop the TF (after the troops fell overboard with the sudden halt) but sent it on with the majority of the troops to its final target location. I then sent along smaller, empty transport TF to clean up the mess. They had no problems picking up the troops but did take a week to load them (no port).

Unfortunately, any coastal hex (dot or not) is a legitimate landing point in UV. You can avoid what happened by using the F2 key to identify shallow and coastal locations . I normally leave them displayed all the time (its useful for planning minelaying, sub ops, etc).
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Grotius
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Post by Grotius »

<< Unfortunately, any coastal hex (dot or not) is a legitimate landing point in UV. >>

Ah. Now I know! Learned the hard way.

<< You can avoid what happened by using the F2 key to identify shallow and coastal locations . I normally leave them displayed all the time (its useful for planning minelaying, sub ops, etc). >>

I do use F2 for sub ops etc., but I hadn't thought of using it when plotting waypoints for Transport TFs. Now I know! Thanks for your help.
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ADavidB
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Post by ADavidB »

Originally posted by Drongo
Grotius


Not invading, drowning! :)

Yes, its annoying. I got caught by it in one game. I didn't stop the TF (after the troops fell overboard with the sudden halt) but sent it on with the majority of the troops to its final target location. I then sent along smaller, empty transport TF to clean up the mess. They had no problems picking up the troops but did take a week to load them (no port).

Unfortunately, any coastal hex (dot or not) is a legitimate landing point in UV. You can avoid what happened by using the F2 key to identify shallow and coastal locations . I normally leave them displayed all the time (its useful for planning minelaying, sub ops, etc).


Does that mean that you can march those troops out of that coastal hex to another land hex? If so, that is one very interesting, albeit gamey tactic - this way you could unload a hex away from CD guns, then march in. Hmmm...

Dave Baranyi
Drongo
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Post by Drongo »

Posted by ADavidB
Does that mean that you can march those troops out of that coastal hex to another land hex? If so, that is one very interesting, albeit gamey tactic - this way you could unload a hex away from CD guns, then march in. Hmmm...


From my understanding, players have been using the concept for some time now to avoid CD's, mines, etc and to help reinforce a landing against a defender's shock attacks. Normally, they land on a dot hex with a track/road to do it (such as in Lae Lae, next to PM). You also will see the tactic used in invasions of Australia to cut the road supply to northern bases.

Most of the coastal hexes in the island chains do not allow you to move to an adjacent hex. If you can find one that connects, you still suffer heavily from poor supply and slow movement.

I suppose it's up to the player. Probably always worth knowing the possibilities of the UV map so that you don't get totally caught out if your opponent tries it.
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CapAndGown
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Post by CapAndGown »

In other words, that wasn't an ocean hex, but Gilligan's Island.
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Post by Drongo »

From the number of troops that Grotius said were unloaded there, it sounds like Ginger and Mary-Anne could end up as wealthy as Mrs Howell.
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mogami
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LOL

Post by mogami »

Originally posted by Drongo
From the number of troops that Grotius said were unloaded there, it sounds like Ginger and Mary-Anne could end up as wealthy as Mrs Howell.



ROFLMAO (darn you I hate wasting beer by blowing it out my nose) Now I have to clean my keyboard and moniter. One of these days I will learn not to scroll and read while I'm drinking.
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I'm not retreating, I'm attacking in a different direction!
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Ron Saueracker
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Post by Ron Saueracker »

Drongo's comment reminded me of ADC's rhyme...Jack and Jill went up the hill, each with a buck and a quarter. Jill came back with two fifty. 'Da whore!:D
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Grotius
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Post by Grotius »

Well, the Emperor will be pleased to know that Gilligan's Island has been secured by approximately 30,000 troops. Ginger and Mary-Ann doubtless are getting more attention than they are used to. Even Mrs. Howell is surely pleased by the appearance of two divisions of eligible bachelors. :rolleyes:

I checked my map again. This was the hex directly west of Shortland, and it definitely has no dot in it. As far as I can tell, there's no land graphic in it either, but I think part of the word "Shortland" obscures exactly what's in the hex.

The Skipper, by the way, is pleased to see that several tons of foodstuffs have been unloaded onto the beach.
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