Axis ship near Vladivostok

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Chernobyl
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Axis ship near Vladivostok

Post by Chernobyl »

Can't find the answer by searching. Does Japan need to leave just one ship in any of those three red sea hexes next to Vlad port in order to FULLY cancel the Pacific MPP convoy from USA to USSR? I can't tell if my destroyer there is having any effect. Perhaps I need to occupy all three hexes?
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joey
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RE: Axis ship near Vladivostok

Post by joey »

I believe it is only one hex.
taffjones
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RE: Axis ship near Vladivostok

Post by taffjones »

Yes 1 ship is all it takes. It can even be a MTB.

But at the moment there is a bug, which means any Axis vessel only is damaged once instead of every turn.

So once the bug is fixed it would be best to have 2 Axis navel units to do this. 1 in the hexes and 1 getting repaired then swap them around.
Chernobyl
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RE: Axis ship near Vladivostok

Post by Chernobyl »

Thanks!

Can the damage destroy a vessel? I guess I could look at the script to see what the damage range is but I'm too lazy :)
redrum68
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RE: Axis ship near Vladivostok

Post by redrum68 »

Appears to only need 1 adjacent Axis ship and it causes 1-5 damage as well as -25 to -50 morale damage.

Script:
#NAME= DE 407 - Axis Vessels Outside Vladivostok Are Attacked By The Soviets
#POPUP= <<TAG_17>>
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 453[1]
#COUNTRY_ID= 116
#FLAG_ID= 116
#TRIGGER= 100
#SEASON_FLAG= 0
#DATE= 1941/12/21
#MAP_POSITION= 205,49 [1,1] [1,5] [-25,-50] [1] [0]
; 1st Line - USSR politically aligned with the Allies and not surrendered
#VARIABLE_CONDITION= 116 [2] [100] [0]
; Axis Vessels are adjacent to Vladivostok Port
#CONDITION_POSITION= 205,49 [1,1] [1,1] [1] [0]
DrZom
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RE: Axis ship near Vladivostok

Post by DrZom »

Much better to occupy Hawaii. [:)]
LoneRunner
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RE: Axis ship near Vladivostok

Post by LoneRunner »

ORIGINAL: redrum68

Appears to only need 1 adjacent Axis ship and it causes 1-5 damage as well as -25 to -50 morale damage.

Script:
#NAME= DE 407 - Axis Vessels Outside Vladivostok Are Attacked By The Soviets
#POPUP= <<TAG_17>>
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 453[1]
#COUNTRY_ID= 116
#FLAG_ID= 116
#TRIGGER= 100
#SEASON_FLAG= 0
#DATE= 1941/12/21
#MAP_POSITION= 205,49 [1,1] [1,5] [-25,-50] [1] [0]
; 1st Line - USSR politically aligned with the Allies and not surrendered
#VARIABLE_CONDITION= 116 [2] [100] [0]
; Axis Vessels are adjacent to Vladivostok Port
#CONDITION_POSITION= 205,49 [1,1] [1,1] [1] [0]

Wow redrum, how did you learn to read scripts? Is a manual available?

I'm guessing that the Map Position line holds the information that you described.
o 205,49 is the location of the port
o (1,1) Don't know what that means
o (1,5) I'm guessing from your post that's the range of damage
o (-25,-50) The range of morale damage
o (1) 1 ship?
o (o) ??

Do all scripts follow the same format?
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BillRunacre
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RE: Axis ship near Vladivostok

Post by BillRunacre »

The formats vary by type, and at the top of every script file it gives an explanation of how the formatting of that script works.

In this example:
#CONDITION_POSITION= 205,49 [1,1] [1,1] [1] [0]

It is the location of the port; within which distance of the port; how many units need to be present to trigger it; whether they must be Axis or Allied; 0 = they can be of any nation, i.e. not only Japanese units would trigger it, they are just the most likely to be there.
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Bavre
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RE: Axis ship near Vladivostok

Post by Bavre »

Sorry for the threadonecromancy, but I have kind of a follow up question:

In my current game the damage vs the Jap ship fires every turn, but once it was down to str 1, the ship stopped taking damage from it. Is this normal?
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BillRunacre
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RE: Axis ship near Vladivostok

Post by BillRunacre »

It is, as the script won't actually sink it. But it will render the ship pretty useless and vulnerable if left there - providing the Allies can get something to attack it of course.
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Bavre
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RE: Axis ship near Vladivostok

Post by Bavre »

Thanks, Bill!
Marcinos1985
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RE: Axis ship near Vladivostok

Post by Marcinos1985 »

ORIGINAL: BillRunacre

It is, as the script won't actually sink it. But it will render the ship pretty useless and vulnerable if left there - providing the Allies can get something to attack it of course.

So:
1. JAP buys motor boat and parks it near Vladivostok
2. USSR shoots at this MB for a cost (don't remember now, 30?)
3. Motor boat suffers 9 HP loss, but it can't be sunk, so it stays at 1 HP
4. Then it blocks 30 MPP inflow indefinetely, unless Allies kill it 'somehow'

And this 'somehow' is problematic, because how are you going to do this? Buy fleet with USSR? Maybe maritime bomber? Large investment to kill 1 HP boat for a nation under GER pressure. Bring US? JAP carriers/bombers are just waiting for this, especially that it's hard to run away from there, it's deep into JAP sea territory.

It's just surprising you may block entire, probably armed, convoys from greatest naval power with one weak ship. And you can do this while not being at war with USSR/US, mobilization won't budge. You sacrifice one ship (almost), but take away around 400 MPP/year from USSR - so one HQ, 4 AA guns, 2 AT guys etc. Looks like no brainer.

To remedy this somehow - if you find it troublesome, maybe I am alone here - and you don't want to touch US mobilization, then maybe mobilize an USSR ship in Vladivostok, in case convoys are blocked. This can be an depleted destroyer, so it won't be a threat. Good/bad idea?
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