Malta port

Post bug reports and ask for help with other issues here.
Post Reply
Sugar
Posts: 940
Joined: Thu Mar 16, 2017 11:42 am

Malta port

Post by Sugar »

I thought I learnt blocking Malta ports prevents the brit. unit from being reinforced, but either the placement was wrong, or I found a bug. V 1.10, current Pbem:

Image[/img]

After 3 turns of bombing and blocking (achieving 5 hits/turn), little is gained.
User avatar
sPzAbt653
Posts: 10158
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Malta port

Post by sPzAbt653 »

Ports are blocked, but Malta Fortress is at 3. You need to Bomb that to '0'.
Sugar
Posts: 940
Joined: Thu Mar 16, 2017 11:42 am

RE: Malta port

Post by Sugar »

Hmm, I don`t really care about the supply lvl, if the unit is prevented from being reinforced, or did I miss anything?

Anyway Malta should be at 5 supply, otherwise the unit hadn't been able to reinforce to 8, I guess.
User avatar
sPzAbt653
Posts: 10158
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Malta port

Post by sPzAbt653 »

Yes, you are missing stuff. Review the thread tm.asp?m=4218403
Sugar
Posts: 940
Joined: Thu Mar 16, 2017 11:42 am

RE: Malta port

Post by Sugar »

Many thx, dear sPzAbt653,

but that`s not meant; it`s another mechanics that prevents units in belonging ports without other supply sources from being reinforced completly, even if port and town are at 5. I know this worked, I faced it playing the Allies myself; what I don`t know is if this is changed in V 1.10, and if so by accident or wanted.
Apart from the Coastal Gun instead of AA are there any other changes that affect the capture of Malta with the Mod? I managed to capture it with using only one sub in the vanilla game, sitting next to both ports, which prevents any port supply reaching the unit there, you don't need actually reduce the port supply, it just stops instantly if there is a naval blockade, no?

Quote from oxford guy. He was right, that`s exactly how it worked, but obviously not this time.
User avatar
sPzAbt653
Posts: 10158
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Malta port

Post by sPzAbt653 »

With Port Supply blocked, AND Malta reduced to '0', THEN the unit there cannot reinforce.
Sugar
Posts: 940
Joined: Thu Mar 16, 2017 11:42 am

RE: Malta port

Post by Sugar »

Nope, this hasn`t been the case; it`s a costly (and risky) undertaking to bomb the supply value down, I`ve never done it this way, and taking Malta is evident since V 1.04. Since then I played almost 25 PbEMs on Axis side, and never faced this particular issue.

As you might see in oxford guy`s quote, it went that way, and with V 1.10 it doesn`t.
User avatar
sPzAbt653
Posts: 10158
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Malta port

Post by sPzAbt653 »

Well, I don't think that OG's quote is actually addressing what you are saying. Regardless, I have not played v1.10 as Axis yet so I don't know. I am also still not convinced about what you are saying, as you seem to say that you have never reduced Malta to '0'. I will see if I have a save that I can use to investigate.
Sugar
Posts: 940
Joined: Thu Mar 16, 2017 11:42 am

RE: Malta port

Post by Sugar »

Take a look at this discussion, where I myself suggested this proceeding:

http://www.matrixgames.com/forums/tm.asp?m=4332912

It worked, and maybe if you`re still at V 1.08, you can proove it. This is the last V of the game I played before V 1.10.
User avatar
Hubert Cater
Posts: 6098
Joined: Mon Jul 22, 2013 11:42 am
Contact:

RE: Malta port

Post by Hubert Cater »

Hi Sugar,

I just tried this on my end with v1.10 and it is still working as expected from as far as I can tell, i.e. port blockaded and the Malta town reduced to 0 and the AA on Malta is unable to reinforce.

Can you confirm that Malta town was indeed at 0?

Hubert
Sugar
Posts: 940
Joined: Thu Mar 16, 2017 11:42 am

RE: Malta port

Post by Sugar »

Hi Hubert,

as you might see in the sreenshot in the 1. thread, neither Malta ports nor town has less than 5 supply; that`s not the question. In V 1.04 - 1.08 it wasn`t necessary to bring them to 0, since placing the sub at that point prevents the unit from being reinforced anyway. (I`m scribing 1.04, because I never tried it before).

Maybe that wasn`t WAD, but it definetly was the case.
User avatar
sPzAbt653
Posts: 10158
Joined: Thu May 03, 2007 7:11 am
Location: east coast, usa

RE: Malta port

Post by sPzAbt653 »

Ok, so Hubert confirms that it works in v1.10, and I can confirm that it works in v1.09 [as I have a save from that one]. I don't have prior saves but I am sure that I took Malta normally with at least three of the versions from 1.04 to 1.08.

In your Post #1 screenshot, Malta town is at 3 [not 5 as you claim]. So I still suspect that you may not be clear on the situation and the mechanics. However, we may be having a communication failure, because the quote you posted in post #5 and also in the link in post #9 are not referring to Malta TOWN, they are referring to Malta PORT. So maybe I am missing your point [:(]
Sugar
Posts: 940
Joined: Thu Mar 16, 2017 11:42 am

RE: Malta port

Post by Sugar »

So maybe I am missing your point

Hehe, maybe the reason is that english isn`t my first language, so sorry fo that!

What I obviously couldn`t clarify, is that neither the suppply lvl of Malta ports, nor that of the town itself had any relevance for the proceeding I (as well as oxford guy) suggested: you simply had to place the italian sub in that position to prevent the unit from being reinforced.

This worked up to V 1.08, it doesn't work in V 1.10. My question was, if this is WAD, or if I accidentally used a bug.

Not a major issue, I'm able to take Malta the common way you suggested; but it takes more time, MPPs and is risky. Together with the diminishing of the attack value of bombers in V 1.10, it extends also the risk of being interrupted by enemy ships or the weather.



User avatar
Hubert Cater
Posts: 6098
Joined: Mon Jul 22, 2013 11:42 am
Contact:

RE: Malta port

Post by Hubert Cater »

Hi Sugar,

I'll be honest I don't remember all the changes in full detail over the past year but I can hopefully clarify how things should work.

Essentially towns and ports are separate supply sources for a land unit and if you 'blockade' a port, then that will just mean that the port itself cannot provide supply to a land unit.

But if the town still has higher strength then the town itself can provide supply to the land unit regardless of what is happening to the ports.

IIRC, the ability to blockade ports was a simple feature request that allowed players to quickly eliminate incoming supply from a port without also having to reduce those ports to 0.

In the case of Malta, reducing the town to 0 was all you then needed to do to starve a unit there without also having to reduce the ports to 0 if you could then simply blockade them.

Hope this helps,
Hubert
Sugar
Posts: 940
Joined: Thu Mar 16, 2017 11:42 am

RE: Malta port

Post by Sugar »

Many thx for your reply, Hubert!
User avatar
OxfordGuy3
Posts: 1245
Joined: Sun Jul 01, 2012 4:44 pm
Location: Oxford, United Kingdom

RE: Malta port

Post by OxfordGuy3 »

ORIGINAL: Sugar

Nope, this hasn`t been the case; it`s a costly (and risky) undertaking to bomb the supply value down, I`ve never done it this way, and taking Malta is evident since V 1.04. Since then I played almost 25 PbEMs on Axis side, and never faced this particular issue.

As you might see in oxford guy`s quote, it went that way, and with V 1.10 it doesn`t.

Pretty sure I had to bomb the town in Malta down to 0 as well in my tests, otherwise it gives 5 supply (as it's a secondary supply source), so the unit would still be able to (partially) reinforce
"The object of war is not to die for your country, but to make the other bastard die for his" - George S. Patton
Post Reply

Return to “Tech Support”