Creating Bases

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

Post Reply
cincotta82
Posts: 9
Joined: Sun Nov 24, 2013 4:43 pm

Creating Bases

Post by cincotta82 »

Back again. I searched high and low, both forum and manual, but couldn't find any answers on how to create bases from empty base spots.

As a test, I moved engineers to French Frigate Shoal west of PH. I clicked on both expand port and expand airport. After 3 days, progress still remains at 0%. Is there a prerequisite to number of engineers req'd or amount of supplies req'd to create bases?

Thanks again in advance guys
User avatar
Mundy
Posts: 2874
Joined: Wed Jun 26, 2002 6:12 am
Location: Neenah

RE: Creating Bases

Post by Mundy »

Assuming you're well stocked on supplies...
 
Are the engineers in combat mode?  They won't do anything in strategic mode.
 
Some bases are slower than others.  Dutch Harbor takes forever just to get to level 1.
 
Ed-
Image
cincotta82
Posts: 9
Joined: Sun Nov 24, 2013 4:43 pm

RE: Creating Bases

Post by cincotta82 »

Thanks Mundy. I added another ENG division, looks like that seemed to do the trick.
HexHead
Posts: 464
Joined: Tue Feb 09, 2010 3:27 pm
Location: I'm from New Hampshire; I only work in cyberspace

RE: Creating Bases

Post by HexHead »

FFS and others like it are 'dot' bases, called so because there is no flag symbol, just a colored dot (red = IJ, others, the Allies). Dot bases are Zero Port, Zero Airfield values.

0 Port means it takes a reeeaallly long time to disembark or offload - anything. There are no facilities there, so it's all beach work. As an aside, I have become convinced thru experience that even 1 or 2 size Ports can be frustrating - so I've gotten into the habit of offloading as an Amphibious TF at 0, 1, or 2 size Ports.

0 size AFs take a long time to get to 1.

And yes, Dutch Harbor is a bear and a half to get to 1 - my boys been working on it for a coupla months, I think - at least six weeks, I'd swear.
"Goddamn it, they're gittin' away!!"
- unknown tincan sailor near the end of Leyte Gulf, when Kurita retired
User avatar
Lokasenna
Posts: 9304
Joined: Sat Mar 03, 2012 3:57 am
Location: Iowan in MD/DC

RE: Creating Bases

Post by Lokasenna »

There is a "base building guide" thread around here somewhere, popped up a couple of months ago... Has a nice handy chart on how long it takes with X engineers, as well as supplies required.
HexHead
Posts: 464
Joined: Tue Feb 09, 2010 3:27 pm
Location: I'm from New Hampshire; I only work in cyberspace

RE: Creating Bases

Post by HexHead »

From what I saw of it, it boils down to needing about a good 60 Engs or so to really get anything done somewhat quickly. Then, when you're going above the 'basic' SRS value, it takes more, the curve is steeper.

You need about 120+ if you're gonna put a 6 or 7 level on top of an SRS 5.

Just my impressions.

And jam that sucka with Supplies 'til they choke!
"Goddamn it, they're gittin' away!!"
- unknown tincan sailor near the end of Leyte Gulf, when Kurita retired
Spidery
Posts: 1821
Joined: Sat Oct 06, 2012 5:47 am
Location: Hampshire, UK

RE: Creating Bases

Post by Spidery »

Try this link tm.asp?m=2885601

I think French Frigate is a 0(0), 0(0), therefore you are restricted to the maximum amount of engineers that can work there and it will take 10 times longer to develop than other bases.

For example, to go from a 0(0) to a 2(0) if you had 196 engineers there it would take about 6 months.

User avatar
Jorge_Stanbury
Posts: 4345
Joined: Wed Feb 29, 2012 12:57 pm
Location: Montreal

RE: Creating Bases

Post by Jorge_Stanbury »

Other than parking some tenders, I would do nothing on a 0(0).
HexHead
Posts: 464
Joined: Tue Feb 09, 2010 3:27 pm
Location: I'm from New Hampshire; I only work in cyberspace

RE: Creating Bases

Post by HexHead »

ORIGINAL: Spidery

Try this link tm.asp?m=2885601

I think French Frigate is a 0(0), 0(0), therefore you are restricted to the maximum amount of engineers that can work there and it will take 10 times longer to develop than other bases.

For example, to go from a 0(0) to a 2(0) if you had 196 engineers there it would take about 6 months.


Yikes!
"Goddamn it, they're gittin' away!!"
- unknown tincan sailor near the end of Leyte Gulf, when Kurita retired
HexHead
Posts: 464
Joined: Tue Feb 09, 2010 3:27 pm
Location: I'm from New Hampshire; I only work in cyberspace

RE: Creating Bases

Post by HexHead »

ORIGINAL: Jorge_Stanbury

Other than parking some tenders, I would do nothing on a 0(0).

Agreed. At least as the Allies, I don't see a real big need to spend resources on dot dev.
"Goddamn it, they're gittin' away!!"
- unknown tincan sailor near the end of Leyte Gulf, when Kurita retired
User avatar
Lokasenna
Posts: 9304
Joined: Sat Mar 03, 2012 3:57 am
Location: Iowan in MD/DC

RE: Creating Bases

Post by Lokasenna »

That's the one [:)]. I have it bookmarked at home. So very handy.
Post Reply

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