1128b - bugs and issues

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!

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SuluSea
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Re: 1128b - bugs and issues

Post by SuluSea »

stuman wrote: Sat Mar 29, 2025 8:13 pm "Just don't call me Alfred. I wish that he was back. :( "

No kidding. I always enjoyed reading his answers/explanations.
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Yaab
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Re: 1128b - bugs and issues

Post by Yaab »

Final manual - header numbering error

8.4.1.2.1.1 on page 170
is actually
8.4.2.2.1.1 on page 173
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FranGuasch
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2nd Air Division Political Point cost

Post by FranGuasch »

I dont know if this is WAD. Tried to find this problem in some searches but found nothing

Playing as Japan.

I was searching for some extra Air HQ to get my torpedo bombers, so decided to change 2nd Air Division HQ to Southeast

It was cheap, let say 80 PPs

However, unexpectedly, all its planes are now unrestricted! This means 500 planes in 25 Air units, It would cost perhaps 2000 PPs to release

Imagine there is no posible solution to this
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RangerJoe
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Re: 2nd Air Division Political Point cost

Post by RangerJoe »

FranGuasch wrote: Sun Apr 13, 2025 3:14 pm I dont know if this is WAD. Tried to find this problem in some searches but found nothing

Playing as Japan.

I was searching for some extra Air HQ to get my torpedo bombers, so decided to change 2nd Air Division HQ to Southeast

It was cheap, let say 80 PPs

However, unexpectedly, all its planes are now unrestricted! This means 500 planes in 25 Air units, It would cost perhaps 2000 PPs to release

Imagine there is no posible solution to this
WAD . . .
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Chris21wen
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Re: 2nd Air Division Political Point cost

Post by Chris21wen »

FranGuasch wrote: Sun Apr 13, 2025 3:14 pm I dont know if this is WAD. Tried to find this problem in some searches but found nothing

Playing as Japan.

I was searching for some extra Air HQ to get my torpedo bombers, so decided to change 2nd Air Division HQ to Southeast

It was cheap, let say 80 PPs

However, unexpectedly, all its planes are now unrestricted! This means 500 planes in 25 Air units, It would cost perhaps 2000 PPs to release

Imagine there is no posible solution to this
That's how it works. If an HQ is temporarily restricted (R) then changing it attachment changes anything attached to it. The way to prevent this is to permenantly restrict [R] the HQ but allow the units to change or make it static attached.

Many units and HQs were reattached to other commands throughout the war, and as I understand it, historically the 2nd Air Div was reattached to the Southern Army, being transferred from Manchukuo to the Phillippines (date 1944??). The HQ restriction used in the game enable these reattachments without giving total freedom. They also prevent movement of troops etc to areas were they never were or more precisely never would have been.

For instance if there were no restictions what would prevent all the unit except min garrison level in Manchokuo from steam rolling over the Chinese or being loaded on to ship and taking Aus etc.

That said It's always felt cheap to be able to do this. Maybe the cost could be more expensice but not as much as paying full price.
Diliwitm
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Re: 1128b - bugs and issues

Post by Diliwitm »

Also that is an Army HQ not a Navy one. So only should have torpedoes when Peggy arrives.

But the torpedo restriction in the game is itself quite gamey and obnoxious. It should be a specific unit, i agree with that but not restricted in quantity like it is.
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RangerJoe
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Re: 1128b - bugs and issues

Post by RangerJoe »

Diliwitm wrote: Sat Apr 26, 2025 8:53 am Also that is an Army HQ not a Navy one. So only should have torpedoes when Peggy arrives.

But the torpedo restriction in the game is itself quite gamey and obnoxious. It should be a specific unit, i agree with that but not restricted in quantity like it is.
You can edit other units to have the capability to have aerial torpedoes in the editor. So you can make a scenario with just that change if you so desire it.
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Diliwitm
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Re: 1128b - bugs and issues

Post by Diliwitm »

Does not have to be an Air HQ to have torpedo capability? I think Command HQ is also able.
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Yaab
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Re: 1128b - bugs and issues

Post by Yaab »

Scen001

Hex 78,58

The map shows a section of a Main Road from the SW hexside to the hex's centre. Pressing "R" reveals there is no Main Road, only a Minor Road.
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BBfanboy
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Re: 1128b - bugs and issues

Post by BBfanboy »

Diliwitm wrote: Sat Apr 26, 2025 2:14 pm Does not have to be an Air HQ to have torpedo capability? I think Command HQ is also able.
Used to be. I don't think it is any more in versions .1126 and .1128
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Re: 1128b - bugs and issues

Post by Chris21wen »

BBfanboy wrote: Sat Apr 26, 2025 4:28 pm
Diliwitm wrote: Sat Apr 26, 2025 2:14 pm Does not have to be an Air HQ to have torpedo capability? I think Command HQ is also able.
Used to be. I don't think it is any more in versions .1126 and .1128
Correct it changed. Only Air HQ provide torpedoes.
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Re: 1128b - bugs and issues

Post by Diliwitm »

Anyone reported strange TF movement - route in a certain way but in open sea and without reaction range appear 5 , 6 hx out of route , submarines that are in TF hex constantly and the TF is never engaged. Plus bases that can't be recognized?
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Re: 1128b - bugs and issues

Post by BBfanboy »

Diliwitm wrote: Mon Apr 28, 2025 10:17 pm Anyone reported strange TF movement - route in a certain way but in open sea and without reaction range appear 5 , 6 hx out of route , submarines that are in TF hex constantly and the TF is never engaged. Plus bases that can't be recognized?
The movement off of route is because there is a detection level on an enemy threat (subs, ships or planes) and the TF routing orders are likely "normal". You need to use 'Direct/Absolute' routing to force them to follow the shortest path. Even then, if the D/L on enemy threat is high enough they may balk.

Subs intercepting TFs depend on several things. If the sub has been detected by SIGINT the TF will be skittish and alert for threats. If the sub has been spotted by patrols or vessels the TF will evade within the hex. If the TF has as much or more speed as the sub, the sub would have to be extremely lucky for the target to steam in range of its torps.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Diliwitm
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Re: 1128b - bugs and issues

Post by Diliwitm »

TF Surface was direct and changed to near enemy by 4 or 5 hex despite no enemy nearby and having only 1 reaction.

TF was stationary detected by patrol aircraft.
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PaxMondo
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Re: 1128b - bugs and issues

Post by PaxMondo »

Diliwitm wrote: Tue Apr 29, 2025 12:14 am TF Surface was direct and changed to near enemy by 4 or 5 hex despite no enemy nearby and having only 1 reaction.

TF was stationary detected by patrol aircraft.
You're not being specific enough for a lot of help. As usual, screenshots would help a lot.
  • What orders is the TF under? Remain at destination or given a Patrol hex?
    The TF was spotted by patrol craft, What is its D/L?
    What are the TF commander attributes?
    what is the ship exp?
    what is the ship commander attributes?
    What is the weather?
    What type/class of ship?
    what nationality?
    what Naval HQ does it sail under and how far is that HQ?
This is only a partial list of the variables that are known to impact this behavior. How many of these have you taken into consideration?

To elaborate, as a player you are the commander, but you are not a god. Your ship commanders have orders, but they will interpret them as the situation evolves. Better commander will interpret better. Lesser ....
Then there are the other variables, weather. Small ships cannot maintain station in heavy weather. If they are spotted, they will try to avoid being sunk ... that means moving.
Orders come via radio from HQ. Distance to HQ matters for reception.
etc.

So, to answer your question, nothing that you have stated yet indicates a bug. Ship can, and will, move off station for a VERY LONG list of reasons. A few have been stated above. Given that the update, as we know it, has not touched any of these routines, we have little reason to suspect a bug. Without a lot more info, we cannot tell.


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BBfanboy
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Re: 1128b - bugs and issues

Post by BBfanboy »

Diliwitm wrote: Tue Apr 29, 2025 12:14 am TF Surface was direct and changed to near enemy by 4 or 5 hex despite no enemy nearby and having only 1 reaction.

TF was stationary detected by patrol aircraft.
Direct is one part of the routing. The threat tolerance is more important. As I said, set it to Absolute if you want the TF to follow your orders but if the threat is high enough that might not work either. Commander aggression is also important there. You can't see his stats (other than Leadership and and Inspiration) while you are at sea unless you look him up in the editor.
The patrol plane would trigger an air threat issue. The more details of the search plane type and manufacturer/model showing in the ops report the higher the D/L on your TF (i.e. it got closer to ID you and you could ID him).
Are there any icons for enemy vessels within that circuitous path traced for your TF? What is your D/L on them? Same for enemy air bases showing aircraft - D/L and aircraft types/numbers?
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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Re: 1128b - bugs and issues

Post by Chris21wen »

Diliwitm wrote: Mon Apr 28, 2025 10:17 pm Anyone reported strange TF movement - route in a certain way but in open sea and without reaction range appear 5 , 6 hx out of route , submarines that are in TF hex constantly and the TF is never engaged. Plus bases that can't be recognized?
Much has been said already.

To clarify
Reaction range is an offensive setting used to engage TF and not avoid combat.
When a sub is at sea it's always in a TF and if you let the computer control subs then they will move anywhere. Most don't let the AI contorl subs for this reason. Normally a sub TF (usualy a single sub) is given a patrol area and will react to enemy TF entering within it's reaction range of one. But they have to catch them to attack.
Don't know what you mean by 'bases that can't be recognized?' A pic is definitely needed here.
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Re: 1128b - bugs and issues

Post by homer82 »

BBfanboy wrote: Tue Apr 29, 2025 5:17 pm You can't see his stats (other than Leadership and and Inspiration) while you are at sea unless you look him up in the editor.
I just recently discovered that you can see additional leader stats by mousing over the Leadership and Inspiration line.
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Yaab
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Re: 1128b - bugs and issues

Post by Yaab »

I noticed it somewhere in 2020, totally accidentally.
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Re: 1128b - bugs and issues

Post by btd64 »

Its been like that for a long time....GP
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