Nail's Newbie Question of the Day
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RE: Nail's Newbie Question of the Day
It gets brighter and darker with more units. It fades and gets lighter for less.
"Measure civilization by the ability of citizens to mock government with impunity" -- Unknown
RE: Nail's Newbie Question of the Day
ORIGINAL: Mynok
It gets brighter and darker with more units. It fades and gets lighter for less.
????[&:]
How can it get brighter and darker at the same time????
RE: Nail's Newbie Question of the Day
Is there a way too assign waypoints too a task force?
RE: Nail's Newbie Question of the Day
Not really. You can change their home port to the final destination, set retirement allowed, and set an intermediate waypoint. That's it.ORIGINAL: Nail78
Is there a way too assign waypoints too a task force?
Paying attention to "patrol" vs "retirement allowed" is important.
Usually there isn't need for more than that. If your ships are sailing through dangerous waters, you probably should be paying attention to them every turn.
- niceguy2005
- Posts: 12522
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- Location: Super secret hidden base
RE: Nail's Newbie Question of the Day
ORIGINAL: Nail78
Is there a way too assign waypoints too a task force?
Shhhhh. Sore subject, but alfrake's answer is correct.

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bradfordkay
- Posts: 8686
- Joined: Sun Mar 24, 2002 8:39 am
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RE: Nail's Newbie Question of the Day
I always put my supply TFs on "Do not Unload" when I use the WITP waypoint system. As explained by alfrake - set the final destination as your home port, set it to retirement allowed and then set your TFs destination to a location that gives you the safe route you're looking for. You can make multiple waypoints by tracking the TF and giving it a new destination as you approach the original.
The reason I put it on "Do not Unload" is personal - when it reaches the "destination" (waypoint) you will see the TF listed as unloading. If this is the middle of the ocean, seeing that activity listed is bothersome to me. While I have never actually seen the supplies truly being thrown overboard (i.e., the amount of supplies on the ship decreasing), I just hate to see my TF screen listing it...
The reason I put it on "Do not Unload" is personal - when it reaches the "destination" (waypoint) you will see the TF listed as unloading. If this is the middle of the ocean, seeing that activity listed is bothersome to me. While I have never actually seen the supplies truly being thrown overboard (i.e., the amount of supplies on the ship decreasing), I just hate to see my TF screen listing it...
fair winds,
Brad
Brad
RE: Nail's Newbie Question of the Day
Does Australia generate any supplies and Fuel or does one have too bring in supplies and fuel from India or the United States?
RE: Nail's Newbie Question of the Day
Yes but not enough for offensive operations. I send a convoy from big convoy from India to Austrailia right away and then use those AK's in the Pacific. There are more transports in India thenyou can use. They only present extra targets to Japan if Japan should turn that way.
Then you should start sending convoys from the US carrying oil, fuel and supplies. Its very easy to fill Austrailia to the brim so no need to overdo it.
I like to set 3 tankers loading oil in San Diego. Set them on do not unload and just leave them there till totally filled. It may take a few days or several weeks depending on how much oil is sitting around. I do the same with 20 or so AK's with supply and 20 or so TK with fuel. When all three convoys are full I combine them (transfer command),add a few escorts, and set them off to Austrailia.
Of course all the numbers above can be freely changed but if you try to load too many oil tankers you will be waiting a long time.
As these guys move toward Austrailia I will detach a transport here or there to supply some small base. I give these guys a new home base so that after they unload they all regroup at a single spot for the trip home.
Then you should start sending convoys from the US carrying oil, fuel and supplies. Its very easy to fill Austrailia to the brim so no need to overdo it.
I like to set 3 tankers loading oil in San Diego. Set them on do not unload and just leave them there till totally filled. It may take a few days or several weeks depending on how much oil is sitting around. I do the same with 20 or so AK's with supply and 20 or so TK with fuel. When all three convoys are full I combine them (transfer command),add a few escorts, and set them off to Austrailia.
Of course all the numbers above can be freely changed but if you try to load too many oil tankers you will be waiting a long time.
As these guys move toward Austrailia I will detach a transport here or there to supply some small base. I give these guys a new home base so that after they unload they all regroup at a single spot for the trip home.
RE: Nail's Newbie Question of the Day
You can figure this out by looking at the bases in Australia. Some have Resources centers to produce resources and I believe there is a little oil around somewhere. They also have heavy industry in many places.ORIGINAL: Nail78
Does Australia generate any supplies and Fuel or does one have too bring in supplies and fuel from India or the United States?
But then look at the US bases, especially the central US. They produce instant supplies (the X/Y number after supplies) which nothing in Australia does. (very few bases do anywhere). The US produces effectively infinite supplies as its difficult to ship it out as fast as its produced.
So yes, you need to send supplies and fuel to Australia. Doing so is pretty easy, early India convoys can dump so much in Australia there won't be any problem for a long time. Its also often beneficial to send oil and resources, at least oil.
RE: Nail's Newbie Question of the Day
So not only should I be sending supplies and fuel but also oil and resources for Australia?
RE: Nail's Newbie Question of the Day
Oil will help them produce their own supplies and fuel... They have enough resources, but if your AKs have nothing better to do, why not.

RE: Nail's Newbie Question of the Day
No need to send too much supply and fuel. Just gives Japane too much incentive to try and capture Austrailia!!!! I mean it would be sweet to capture a base with 900,000 fuel and supply. Oil should be sent as it is available. Theres not as much free oil as you would think in the US but you might as well send it. Resourses are of little to no value as far as sending them to Austrailia. Oil is the limiting factor.
RE: Nail's Newbie Question of the Day
I send oil from LA to Sydney via Suva. Oil generates quite lot of fuel and supply in Oz, so is most cost-effective to transport.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


RE: Nail's Newbie Question of the Day
If a submarine runs out of torpedo's will it automatically return too base too rearm, or do I need too check the weapons status on each sub out there?
RE: Nail's Newbie Question of the Day
ORIGINAL: Nail78
If a submarine runs out of torpedo's will it automatically return too base too rearm, or do I need too check the weapons status on each sub out there?
4/25/2005 v1.50
Bugs Fixed:
1) Submarines on human control were not returning to port, when Winchester or Bingo. Fixed. Submarines now return to port when they have exhausted torpedoes or have fuel reserves less than the distance to home base x 1.5, when on a patrol mission. Submarines on other missions automatically return to port, when mission is complete, but no test is made to see if they have enough fuel to accomplish mission. This should be ascertained by player, when setting mission. Also, submarines in task forces of more than one submarine only have the submarine with the lowest number in the database checked.
This game does not have a learning curve. It has a learning cliff.
"Bomb early, bomb often, bomb everything." - Niceguy
Any bugs I report are always straight stock games.

"Bomb early, bomb often, bomb everything." - Niceguy
Any bugs I report are always straight stock games.

RE: Nail's Newbie Question of the Day
What is a good rule of thumb for pulling ships off the high seas to repair the sys damage occured form normal operations? 10% 15% ????
RE: Nail's Newbie Question of the Day
I like to keep combat ships under 10%. On occasion you have to go over that but in general I think about getting them to port about that time. Once in port I prefer to get them back down to 2 or less before sending a fleet back out.
Subs I gennerally establish a few safe bases where my subs operate from. Then I send subs on missions only after they return to zero system damage. The stay out on mission unitl out of fuel or torpedoes then return to base. Disband. Wait for system damage zero.
Trasnports I don't care as much and will continue to operate them as long as I need them. Usually I have plenty of these so I will still try to ret them if the get into the teens.
Of course there is no rule here and others will have completely different ideas on this.[:)]
Subs I gennerally establish a few safe bases where my subs operate from. Then I send subs on missions only after they return to zero system damage. The stay out on mission unitl out of fuel or torpedoes then return to base. Disband. Wait for system damage zero.
Trasnports I don't care as much and will continue to operate them as long as I need them. Usually I have plenty of these so I will still try to ret them if the get into the teens.
Of course there is no rule here and others will have completely different ideas on this.[:)]
RE: Nail's Newbie Question of the Day
As a follow up question if a ship in a task force docked at a port with repair facilities, will it repair or does the TF need too be disbanded first in order for the ship too repair?
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bradfordkay
- Posts: 8686
- Joined: Sun Mar 24, 2002 8:39 am
- Location: Olympia, WA
RE: Nail's Newbie Question of the Day
Ships that are not disbanded will repair down to 5 system damage. To bring system damage below 5, you must disband the ships.
fair winds,
Brad
Brad
RE: Nail's Newbie Question of the Day
ORIGINAL: bradfordkay
Ships that are not disbanded will repair down to 5 system damage. To bring system damage below 5, you must disband the ships.
Actually, i think this rule only applies to ports without repair facilities. The ports with repair shipyards will repair even ships in a docked TF down to 0 sys. I'v seen this happening quite often with my CS convoys, as they get repared while loading/unloading.






