That makes more sense!
Supply losses
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
Re: Supply losses
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Re: Supply losses
Ok, I put Cebu BF in move mode & put SS Gato supply capacity 60 (my largest capacity sub of the 8) in a sub transport TF & it still would not load I got a message along the lines of "unable to allocate any load to any ship" , are AA MG bigger than 60 supply ( guess AA Guns are as well)?Yaab wrote: Mon Oct 20, 2025 2:19 pm In order to bo loaded onto a sub, an LCU should be in Move mode.
Regards
David
Re: Supply losses
I think it was because players were making unrealistic landings with large multi-sub TFs.
[/quote]
In a 4 sub TF, the most you could land would be 4 squads the only thing you could use it for would be to grab a dot or unoccupied base surely?
David
Re: Supply losses
[/quote]
I changed that in a mod I did 12 years ago. Raiders and commandos could load and not Paratroops....GP
[/quote]
Hi Ranger Joe,
How do you change this - presumably in the game editor?
Regards
David
I changed that in a mod I did 12 years ago. Raiders and commandos could load and not Paratroops....GP
[/quote]
Hi Ranger Joe,
How do you change this - presumably in the game editor?
Regards
David
Re: Supply losses
There are 3 subs that will convert into SST type subs and be able to transport some troops. Don't remember there names but they started nearby midway and pearl....GP
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Re: Supply losses
I changed that in a mod I did 12 years ago. Raiders and commandos could load and not Paratroops....GP
[/quote]
Hi Ranger Joe,
How do you change this - presumably in the game editor?
Regards
David
[/quote]
I'm not RangerJoe. It's a key code that needed to be changed in the editor. I recall the numbers....GP
Intel Ultra 7 16 cores, 32 gb ram, Nvidia GeForce RTX 2050
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"Do everything you ask of those you command"....Gen. George S. Patton
Re: Supply losses
In a 4 sub TF, the most you could land would be 4 squads the only thing you could use it for would be to grab a dot or unoccupied base surely?
David
[/quote]
I think, in past when game was released and such, there was no limit in TF sizes for subs (or ASW) and you could invade with e.g. 20 subs that could carry quite a lot. But yes, usually useful for invading undefended places.
Once change back in then was also to limit sub reaction range to 1. Before that it was amusing to have subs follow TFs "half the ocean" during turn (when it was 6).
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


Re: Supply losses
I think, in past when game was released and such, there was no limit in TF sizes for subs (or ASW) and you could invade with e.g. 20 subs that could carry quite a lot. But yes, usually useful for invading undefended places.Sardaukar wrote: Fri Oct 24, 2025 2:00 pmIn a 4 sub TF, the most you could land would be 4 squads the only thing you could use it for would be to grab a dot or unoccupied base surely?
David
Once change back in then was also to limit sub reaction range to 1. Before that it was amusing to have subs follow TFs "half the ocean" during turn (when it was 6).
[/quote]
I think the Transport subs like Argonaut, Nautilus and her sister carry much more than one squad.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Re: Supply losses
Yes, SSTs carry more.BBfanboy wrote: Fri Oct 24, 2025 3:38 pm
I think the Transport subs like Argonaut, Nautilus and her sister carry much more than one squad.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


Re: Supply losses
Brian,btd64 wrote: Fri Oct 24, 2025 1:02 pmI'm not RangerJoe. It's a key code that needed to be changed in the editor. I recall the numbers....GPdpt182 wrote: Fri Oct 24, 2025 12:47 pm
I changed that in a mod I did 12 years ago. Raiders and commandos could load and not Paratroops....GP
Hi Ranger Joe,
How do you change this - presumably in the game editor?
Regards
David
Key code? I'm not aware of that in the editor nor in the csv file. Any chance you could clarify a bit .... it's not an attribute that I know of ....
Thank you!!!
Pax
Re: Supply losses
I think it is Symbol field in editor? That sets unit e.g. parachute-capable.PaxMondo wrote: Sat Oct 25, 2025 1:28 amBrian,btd64 wrote: Fri Oct 24, 2025 1:02 pmI'm not RangerJoe. It's a key code that needed to be changed in the editor. I recall the numbers....GPdpt182 wrote: Fri Oct 24, 2025 12:47 pm
I changed that in a mod I did 12 years ago. Raiders and commandos could load and not Paratroops....GP
Hi Ranger Joe,
How do you change this - presumably in the game editor?
Regards
David
Key code? I'm not aware of that in the editor nor in the csv file. Any chance you could clarify a bit .... it's not an attribute that I know of ....
Thank you!!!
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


Re: Supply losses
Found this from LargeSlowTarget:
The "symbol" field in the editor only works for infantry type units and AFAIK the only values used are 12 for cavalry symbol, 13 for the para symbol and para ability (air droppable) and 19 for raider ability (i.e. loading on subs in combat mode).
The "symbol" field in the editor only works for infantry type units and AFAIK the only values used are 12 for cavalry symbol, 13 for the para symbol and para ability (air droppable) and 19 for raider ability (i.e. loading on subs in combat mode).
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


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Chris21wen
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Re: Supply losses
In game I just recently tried to evacuate a base by loading a four x SST TF and found I couldn't, I'd forgotten the limitations but quickly worked out why and have since found the following. This was done under 28.4.
The following apples to subs loading from the same base.
Normal loading/unloading rules appear to apply with the following exceptions.
Only units in move or stat mode can be loaded.
Any unit capable of movement from the base can load.
TF with multiple subs cannot load LCUs.
Only one sub can load an LCU at any one time.
Only one sub can be ordered to load per turn.
You can order multiple single sub TF to load in successive turns, same unit or not.
You can combine these subs into one TF when loaded. Here's proof and it's an IJA unit but it's not special (commando etc). The only problem with this is none of the subs loaded any infantry squads, all art useless for invasions.
The following apples to subs loading from the same base.
Normal loading/unloading rules appear to apply with the following exceptions.
Only units in move or stat mode can be loaded.
Any unit capable of movement from the base can load.
TF with multiple subs cannot load LCUs.
Only one sub can load an LCU at any one time.
Only one sub can be ordered to load per turn.
You can order multiple single sub TF to load in successive turns, same unit or not.
You can combine these subs into one TF when loaded. Here's proof and it's an IJA unit but it's not special (commando etc). The only problem with this is none of the subs loaded any infantry squads, all art useless for invasions.
Re: Supply losses
Yes, this I remember (with your mention of LST!). THANKS!!!Sardaukar wrote: Sat Oct 25, 2025 8:10 am Found this from LargeSlowTarget:
The "symbol" field in the editor only works for infantry type units and AFAIK the only values used are 12 for cavalry symbol, 13 for the para symbol and para ability (air droppable) and 19 for raider ability (i.e. loading on subs in combat mode).
Pax
Re: Supply losses
Yes, the symbol field. THANKS SARDAUKAR.Sardaukar wrote: Sat Oct 25, 2025 8:08 amI think it is Symbol field in editor? That sets unit e.g. parachute-capable.PaxMondo wrote: Sat Oct 25, 2025 1:28 amBrian,btd64 wrote: Fri Oct 24, 2025 1:02 pm
I'm not RangerJoe. It's a key code that needed to be changed in the editor. I recall the numbers....GP
Key code? I'm not aware of that in the editor nor in the csv file. Any chance you could clarify a bit .... it's not an attribute that I know of ....
Thank you!!!
Intel Ultra 7 16 cores, 32 gb ram, Nvidia GeForce RTX 2050
AKA General Patton
DW2-Alpha/Beta Tester
WIS Manual Team Lead & Beta Support Team
"Do everything you ask of those you command"....Gen. George S. Patton
AKA General Patton
DW2-Alpha/Beta Tester
WIS Manual Team Lead & Beta Support Team
"Do everything you ask of those you command"....Gen. George S. Patton
Re: Supply losses
I used subs to transport small bits of Cavite BF (from Manila) to some empty PI islands to protect them from flipping to Japanese. As far as I remember, any sub was enough, and each loaded 1-2(?) squads of support/naval support each time. I also tried to evac the Nauru BF several times and each time a single 18-poinder field arty gun was loaded onto a sub. On both occasions I played older versions of scen001.dpt182 wrote: Fri Oct 24, 2025 12:42 pmOk, I put Cebu BF in move mode & put SS Gato supply capacity 60 (my largest capacity sub of the 8) in a sub transport TF & it still would not load I got a message along the lines of "unable to allocate any load to any ship" , are AA MG bigger than 60 supply ( guess AA Guns are as well)?Yaab wrote: Mon Oct 20, 2025 2:19 pm In order to bo loaded onto a sub, an LCU should be in Move mode.
Regards
David
Aslo, I don't remember seeing the "unable to allocate any load to any ship" message during those operations.
Re: Supply losses
So if GP did that for Raiders and Commandos to load on subs in combat mode, they would also become para capable? That would enable them to attack without prep.Sardaukar wrote: Sat Oct 25, 2025 8:10 am Found this from LargeSlowTarget:
The "symbol" field in the editor only works for infantry type units and AFAIK the only values used are 12 for cavalry symbol, 13 for the para symbol and para ability (air droppable) and 19 for raider ability (i.e. loading on subs in combat mode).
I wonder if there are version differences in how this works - i.e. does V.1128 allow Raiders and Commandos in combat mode but without giving them Para designation?
As for Yaab's experiment, I would encourage him to move those arty pieces to another Japanese base and offload them, then go back and see if he can load the infantry when all the arty has been moved.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth



