And Chickenboy...you are pushing it!Chickenboy wrote: Mon Feb 10, 2025 4:36 pmGeez, I hope not!Sardaukar wrote: Mon Feb 03, 2025 4:42 am First TheElf and now Don Bowen and jwilkerson...
World is going to end this rate!![]()
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Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
And Chickenboy...you are pushing it!Chickenboy wrote: Mon Feb 10, 2025 4:36 pmGeez, I hope not!Sardaukar wrote: Mon Feb 03, 2025 4:42 am First TheElf and now Don Bowen and jwilkerson...
World is going to end this rate!![]()
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Are we sure about this?BBfanboy wrote: Thu Feb 13, 2025 1:22 pm ... The 9999 code means the arrival is random and you must have hit the jackpot!
I want to share another example of player confusion regarding the forced keyboard input disband button. This just happened today in one of the WITP Discord servers. Again, this is just one example of many future instances of confusion if no changes are made to this forced keyboard input, which currently lacks any explanation in the prompt itself.Nazcatraz wrote: Sun Jan 05, 2025 1:24 am I’d like to share another player's frustration with the forced Y/N keyboard prompt when disbanding TFs:
If the devs decide to move forward with this without any changes, this will only be the beginning of many cases of player frustration in the future. I’m sure plenty of players discovering this game in 2028, 2030, 2032, etc. (assuming there won’t be a WITP2) will have the same reaction as these guys.
IMO, since making this Y/N prompt optional would probably be too much work, the best solution would be to let players click directly on the Y/N prompt itself or just get rid of it entirely when disbanding TFs, like how we're used to. Thanks for coming to my TED talk.
They have been informed of what they need to do.Nazcatraz wrote: Thu Feb 20, 2025 4:44 pmI want to share another example of player confusion regarding the forced keyboard input disband button. This just happened today in one of the WITP Discord servers. Again, this is just one example of many future instances of confusion if no changes are made to this forced keyboard input, which currently lacks any explanation in the prompt itself.Nazcatraz wrote: Sun Jan 05, 2025 1:24 am I’d like to share another player's frustration with the forced Y/N keyboard prompt when disbanding TFs:
If the devs decide to move forward with this without any changes, this will only be the beginning of many cases of player frustration in the future. I’m sure plenty of players discovering this game in 2028, 2030, 2032, etc. (assuming there won’t be a WITP2) will have the same reaction as these guys.
IMO, since making this Y/N prompt optional would probably be too much work, the best solution would be to let players click directly on the Y/N prompt itself or just get rid of it entirely when disbanding TFs, like how we're used to. Thanks for coming to my TED talk.
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Those attacks are scripts and will keep running until the mission is accomplished or the time is up for running the script. I do not know the parameters as to which units attack.ABG wrote: Sat Feb 22, 2025 10:34 am Thanks for the replies to my last post, I've another "not sure if it's a beta issue or can even be resolved" issue
The AI (Japanese) has landed multiple divisions at Colombo where I've gathered all mobile units on Ceylon. I've noticed that the AI has a habit of only attacking with one or two LCUs at a time, trashing them, while other units sit with loads of AV that could have been used to take the base.
I assume that there's some code that says "if above so much disruption/fatigue, don't attack" and the units standing around are too disrupted/fatigued from the landing to be used yet. Could the final patch add a check to make the AI attack with all it's units together instead of one at a time?
I would agree, likely script related. The author (ALL HAIL THE ANDY MAC!) likely didn't think those other units would be there, so they aren't included in the attack.RangerJoe wrote: Sat Feb 22, 2025 12:14 pmThose attacks are scripts and will keep running until the mission is accomplished or the time is up for running the script. I do not know the parameters as to which units attack.ABG wrote: Sat Feb 22, 2025 10:34 am Thanks for the replies to my last post, I've another "not sure if it's a beta issue or can even be resolved" issue
The AI (Japanese) has landed multiple divisions at Colombo where I've gathered all mobile units on Ceylon. I've noticed that the AI has a habit of only attacking with one or two LCUs at a time, trashing them, while other units sit with loads of AV that could have been used to take the base.
I assume that there's some code that says "if above so much disruption/fatigue, don't attack" and the units standing around are too disrupted/fatigued from the landing to be used yet. Could the final patch add a check to make the AI attack with all it's units together instead of one at a time?
As far as I know, Matrix is testing the game. A few issues had been found and those were worked on.Diliwitm wrote: Fri Mar 21, 2025 9:57 am Have the issues shown here been fixed? Some seems to be show stoppers.
I wonder what is the best version currently.
Can you post a picture of the zero squadron in question....GPDiliwitm wrote: Thu Mar 27, 2025 8:38 pm Now playing PBEM i am seeing some strange behavior, i have set a couple Zero units to not do CAP and only sweep, but they also did CAP. Then i have seen in save menu instead of March it said Maro.
Actually you can sweep your own airfield but only if there are enemy land units at that base.BBfanboy wrote: Thu Mar 27, 2025 9:04 pm Sweep cannot be done over your own AF IIRC, and when an enemy attack comes the game engine scrambles any fighter on the ground that is available. If you had the squadrons sweeping a nearby hex they could be back and refueled, therefore available to scramble.
Thank you, but I read that in an AAR where a person was trying to sweep his own base and it would not work unless there were enemy units there.BBfanboy wrote: Fri Mar 28, 2025 9:41 pm Thanks RJ! If there is a wrinkle in game rules, you're the guy who knows it!![]()