Naval Support and Port on Cocos Island

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clamel
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Naval Support and Port on Cocos Island

Post by clamel »

I got a question on this island in Indian Ocean. Coming back to play this game after years away.
I play against the AI as the Allied and put a smaller force on Cocos Island, built up the port to size 1. Now a small ship arrived with a tiny unit with a Naval Support unit of 7. They unloaded with no problem. The weird thing is I can't see that the island got any NS in the Base info window, as one can in any other port with Naval Support units. They are in command, port is not damaged and the area is calm righ now. Not been bombed yet so it's a mystery.
BUT the ship with 2 artillery pieces have lingered for over a week without able to unload the pieces. Undocked or docked doesn't change anything. Ship-TF is sadly sat on Transport but even with not be on Amph other islands similar have managed to unload small artillery units.

This led to search for info and ending up asking ChatGPT about it. The reason this new help-engine gave was that Cocos and some other small island is restricted to not having any ports, even if it's possible to build them up from 0.
Strange is that I can't see anything in the Editor of a possibility to render a small atoll impossible to create a harbour.
A search on this forum gave me several players building up the island a lot more than I intended to do.
I have understood that ports with only 1 can't get heavy equipment to unload but on some I think Naval Support have helped. Question of course was the info ChatGPT gave me. Never heard this earlier, what I can recall. Islands that can be built up on Port, but still can't have it to function even with Naval Support.

Happily take any suggestion on what is going on. I'm not on the last Beta but on 1.8.11.26b
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Marc
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Re: Naval Support and Port on Cocos Island

Post by Marc »

That is a bug/feature of the version you play.

look here:
https://forums.matrixgames.com/viewtopic.php?t=407088
V1.01.27– 05 March 2022 (Game version shown as 1.8.11.27)

1. Ninth Update – This release is a comprehensive release updating all previous versions to v1.01.27
2. Code Changes
1. Naval support not present at 0(0) port once port is built up
...
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btd64
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Re: Naval Support and Port on Cocos Island

Post by btd64 »

Yes it's a known problem.. if the artillery unit has trucks, you want to use an amphibious TF to unload the unit. I've done it hundreds of times. It does work this way....GP
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Chris21wen
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Re: Naval Support and Port on Cocos Island

Post by Chris21wen »

I wouldn't use this. As far as I'm concerned 27 introduced more problems than it fixed, just wait for 28.

Back to the problem. I't not a bug, it's design and it affected me recently when trying to 20cm 41YT CD gun.

The problem is their size and the ports ability to unload large stuff. Ports have various limits in placed on them that reflect their load/unloading ability. There are mainly based on port size, TF type and the ability to dock individual ships.

Normally it's just a matter of using a transport TF with ships small enough to dock that rectifies the problem but there' another problem that I forgot, never appreciated or never knew.

It all boils around this limits in place for unloading individual devices not just a ships daily unload rate. See page 140 new manual for the details but the problem occurs if a device is larger than a ships unload rate.

A level 1 port can only unlad devices up to size 100 and with your 7 NS (assuming all ready) adding a further 70, the max size that can be unloaded is 170.

More naval suppot is what's needed, your seven is not enough.

Amphibious unloading doesn't use port unload rates but is based on the type of ship it's on and for a bog standard merchant this is 125. Add the 70 then 195 is the max.

All this assumes no damage to anything.
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btd64
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Re: Naval Support and Port on Cocos Island

Post by btd64 »

When v28 is done, it will fix that problem of no naval support working at 0,0 bases....GP
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zebrazwo
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Re: Naval Support and Port on Cocos Island

Post by zebrazwo »

clamel wrote: Fri Jan 02, 2026 8:40 pm I got a question on this island in Indian Ocean. Coming back to play this game after years away.
I play against the AI as the Allied and put a smaller force on Cocos Island, built up the port to size 1. Now a small ship arrived with a tiny unit with a Naval Support unit of 7. They unloaded with no problem. The weird thing is I can't see that the island got any NS in the Base info window, as one can in any other port with Naval Support units. They are in command, port is not damaged and the area is calm righ now. Not been bombed yet so it's a mystery.
BUT the ship with 2 artillery pieces have lingered for over a week without able to unload the pieces. Undocked or docked doesn't change anything. Ship-TF is sadly sat on Transport but even with not be on Amph other islands similar have managed to unload small artillery units.

This led to search for info and ending up asking ChatGPT about it. The reason this new help-engine gave was that Cocos and some other small island is restricted to not having any ports, even if it's possible to build them up from 0.
Strange is that I can't see anything in the Editor of a possibility to render a small atoll impossible to create a harbour.
A search on this forum gave me several players building up the island a lot more than I intended to do.
I have understood that ports with only 1 can't get heavy equipment to unload but on some I think Naval Support have helped. Question of course was the info ChatGPT gave me. Never heard this earlier, what I can recall. Islands that can be built up on Port, but still can't have it to function even with Naval Support.

Happily take any suggestion on what is going on. I'm not on the last Beta but on 1.8.11.26b
You can try this. https://forums.matrixgames.com/viewtopi ... 3&t=386537

It's an unofficial patch called .27, but is not the beta 27 that had problems.
Z
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Yaab
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Re: Naval Support and Port on Cocos Island

Post by Yaab »

btd64 wrote: Sat Jan 03, 2026 11:12 am When v28 is done, it will fix that problem of no naval support working at 0,0 bases....GP
Four more years!
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RangerJoe
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Re: Naval Support and Port on Cocos Island

Post by RangerJoe »

Yaab wrote: Sat Jan 03, 2026 12:49 pm
btd64 wrote: Sat Jan 03, 2026 11:12 am When v28 is done, it will fix that problem of no naval support working at 0,0 bases....GP
Four more years!
You can wait that long if you want to do so, I will use it when it is released.
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zebrazwo
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Re: Naval Support and Port on Cocos Island

Post by zebrazwo »

Yaab wrote: Sat Jan 03, 2026 12:49 pm
btd64 wrote: Sat Jan 03, 2026 11:12 am When v28 is done, it will fix that problem of no naval support working at 0,0 bases....GP
Four more years!
Maybe not more, but you may have guessed the actual total time before it is released ;)

Maybe we should organise a pool to see who can guess the date? 8-) :lol:
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clamel
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Re: Naval Support and Port on Cocos Island

Post by clamel »

zebrazwo wrote: Sat Jan 03, 2026 12:12 pm You can try this. https://forums.matrixgames.com/viewtopi ... 3&t=386537

It's an unofficial patch called .27, but is not the beta 27 that had problems.
Now this patch looks to be just what I'm looking for. Remember something like this those years ago, but then the patch was the one changing maps and main things. Making it impossible to use with ongoing saves.
This one however looks to work and I will try it out. It still got tons of changes in the game-engine what I read in that thread, but since you obviously tested it (and hopefully with old saves) I might give it a try.

This from that thread gave me hope

NOTE: This is not same one that comes with map changes and is latest. This is earlier and works with older maps/mods/scenarios.

Thus, if you want to continue with older map and scenarios, you can use this.

Have you tried out what effects are clearly visable and seen among all this patch changes ??

Thanks for the links.
clamel
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Re: Naval Support and Port on Cocos Island

Post by clamel »

Chris21wen wrote: Sat Jan 03, 2026 8:22 am I wouldn't use this. As far as I'm concerned 27 introduced more problems than it fixed, just wait for 28.

Back to the problem. I't not a bug, it's design and it affected me recently when trying to 20cm 41YT CD gun.

The problem is their size and the ports ability to unload large stuff. Ports have various limits in placed on them that reflect their load/unloading ability. There are mainly based on port size, TF type and the ability to dock individual ships.

Normally it's just a matter of using a transport TF with ships small enough to dock that rectifies the problem but there' another problem that I forgot, never appreciated or never knew.

It all boils around this limits in place for unloading individual devices not just a ships daily unload rate. See page 140 new manual for the details but the problem occurs if a device is larger than a ships unload rate.

A level 1 port can only unlad devices up to size 100 and with your 7 NS (assuming all ready) adding a further 70, the max size that can be unloaded is 170.

More naval suppot is what's needed, your seven is not enough.

Amphibious unloading doesn't use port unload rates but is based on the type of ship it's on and for a bog standard merchant this is 125. Add the 70 then 195 is the max.

All this assumes no damage to anything.
I'm good with reloading them to Amph-TF and doing it.
However now I got confused with obviously we got TWO different 27 patches.
One plain 27 patch looks to address a lot of problems and fixes this Port-bug. But in contrast to the more known patch 27B is uses maps from the old patch 26B and as I read in that thread above might work with old saves.
Question of course if it brings more bugs or problem than it solves. It's hard to know since I haven't been having my eyes on this forum for years.
If you know the difference between 27B and this plain 27 I would love to know.
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zebrazwo
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Re: Naval Support and Port on Cocos Island

Post by zebrazwo »

clamel wrote: Sat Jan 03, 2026 4:37 pm
Chris21wen wrote: Sat Jan 03, 2026 8:22 am I wouldn't use this. As far as I'm concerned 27 introduced more problems than it fixed, just wait for 28.

Back to the problem. I't not a bug, it's design and it affected me recently when trying to 20cm 41YT CD gun.

The problem is their size and the ports ability to unload large stuff. Ports have various limits in placed on them that reflect their load/unloading ability. There are mainly based on port size, TF type and the ability to dock individual ships.

Normally it's just a matter of using a transport TF with ships small enough to dock that rectifies the problem but there' another problem that I forgot, never appreciated or never knew.

It all boils around this limits in place for unloading individual devices not just a ships daily unload rate. See page 140 new manual for the details but the problem occurs if a device is larger than a ships unload rate.

A level 1 port can only unlad devices up to size 100 and with your 7 NS (assuming all ready) adding a further 70, the max size that can be unloaded is 170.

More naval suppot is what's needed, your seven is not enough.

Amphibious unloading doesn't use port unload rates but is based on the type of ship it's on and for a bog standard merchant this is 125. Add the 70 then 195 is the max.

All this assumes no damage to anything.
I'm good with reloading them to Amph-TF and doing it.
However now I got confused with obviously we got TWO different 27 patches.
One plain 27 patch looks to address a lot of problems and fixes this Port-bug. But in contrast to the more known patch 27B is uses maps from the old patch 26B and as I read in that thread above might work with old saves.
Question of course if it brings more bugs or problem than it solves. It's hard to know since I haven't been having my eyes on this forum for years.
If you know the difference between 27B and this plain 27 I would love to know.
The one I linked to has been used by a lot of people (I believe). It was a hot fix before 27B came. It solves the problem you had and as far as I know has no known bugs (besides what there was before it).
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clamel
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Re: Naval Support and Port on Cocos Island

Post by clamel »

zebrazwo wrote: Sat Jan 03, 2026 4:42 pm The one I linked to has been used by a lot of people (I believe). It was a hot fix before 27B came. It solves the problem you had and as far as I know has no known bugs (besides what there was before it).
Thanks for that info. Looks like a final 28 version will soon pop up. The one in play now is just a beta and got so much changed, like maps, that it will not work with my very very old save.

Your link to that one 27 should work on my old save. About to install it and find out. (To be safe I make a copy of the old setup. One can never know for sure)
;)
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RangerJoe
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Re: Naval Support and Port on Cocos Island

Post by RangerJoe »

You can just change the .exe files and things will be fine. If you want to do so, you can save the old .exe file under a different name.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child
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