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RE: Admirals Edition Naval Thread II
Posted: Mon Dec 08, 2008 10:47 pm
by Shark7
ORIGINAL: Don Bowen
There have been changes to target selection.
Now, to change the subject, this is from a recent test AAR with AE:
SS KXVII launches 2 torpedoes at xAK Sakura Maru
KXVII bottoming out ....
DD Ayanami attacking submerged sub ....
DD Shikinami fails to find sub, continues to search...
PC Ch 9 attacking submerged sub ....
PC Ch 7 fails to find sub and abandons search
DD Ayanami attacking submerged sub ....
SS KXVII forced to surface!
DD Shikinami firing on surfaced sub ....
DD Ayanami firing on surfaced sub ....
Interesting...
Now what forced it to surface? Or is it just not showing each individual DC hit anymore?
RE: Admirals Edition Naval Thread II
Posted: Mon Dec 08, 2008 11:44 pm
by witpqs
Hi Joe,
How about with animations off?
RE: Admirals Edition Naval Thread II
Posted: Mon Dec 08, 2008 11:48 pm
by jjax
ORIGINAL: jwilkerson
ORIGINAL: John Lansford
With all these expanded and more detailed combat reports, does anyone have an idea how long a typical turn resolution takes now? I'm in mid '44 in my game vs the AI and one turn resolution takes about 10 minutes (I've got all the combat report screens turned on and I click on the "continue" button for combat such as air-to-air and air vs airfield/ground unit attacks).
Turn times vary a lot. And heavily depend on things like settings and level of activity, not to mention what box you run it on. I've had a "turn01" take 66 minutes with all "out of the box" settings (high message lengths, animations and reports on). But times as low as three minutes are also experienced.
You mean the turn resolution takes 66 minutes?..[X(]
Whats a typical resolution time?
RE: Admirals Edition Naval Thread II
Posted: Tue Dec 09, 2008 12:46 am
by TMFoss
I want to thank all who are involved for thier efforts. I am a long time player against the AI and a reader of this forum for over a year. I am really anxious to see the new game. But, to follow up on the previous thread: each platform is different, but in rough relative terms, how long does each turn take in comparison to WITP using the same box, etc.?
RE: Admirals Edition Naval Thread II
Posted: Tue Dec 09, 2008 12:48 am
by TMFoss
Correction: their efforts. My fingers do the ie thing even though I know better.
RE: Admirals Edition Naval Thread II
Posted: Tue Dec 09, 2008 1:03 am
by Don Bowen
ORIGINAL: Shark7
ORIGINAL: Don Bowen
There have been changes to target selection.
Now, to change the subject, this is from a recent test AAR with AE:
SS KXVII launches 2 torpedoes at xAK Sakura Maru
KXVII bottoming out ....
DD Ayanami attacking submerged sub ....
DD Shikinami fails to find sub, continues to search...
PC Ch 9 attacking submerged sub ....
PC Ch 7 fails to find sub and abandons search
DD Ayanami attacking submerged sub ....
SS KXVII forced to surface!
DD Shikinami firing on surfaced sub ....
DD Ayanami firing on surfaced sub ....
Interesting...
Now what forced it to surface? Or is it just not showing each individual DC hit anymore?
Hits are shown on the combat animation but not listed individually in the combat report. Forced to surface means damage has reached a point where the sub would sink if it did not, but not a point where it could not surface and would just sink.
RE: Admirals Edition Naval Thread II
Posted: Tue Dec 09, 2008 2:40 am
by jwilkerson
ORIGINAL: TMFoss
I want to thank all who are involved for thier efforts. I am a long time player against the AI and a reader of this forum for over a year. I am really anxious to see the new game. But, to follow up on the previous thread: each platform is different, but in rough relative terms, how long does each turn take in comparison to WITP using the same box, etc.?
AE compared to WITP resolution times? I'd say for me anyway (same box) that the times are about the same. AE is processing a lot more data - but we have made offsetting performance improvements in the code.
RE: Admirals Edition Naval Thread II
Posted: Tue Dec 09, 2008 3:14 am
by witpqs
ORIGINAL: jwilkerson
AE compared to WITP resolution times? I'd say for me anyway (same box) that the times are about the same. AE is processing a lot more data - but we have made offsetting performance improvements in the code.
[:)]
[&o]
RE: Admirals Edition Naval Thread II
Posted: Tue Dec 09, 2008 3:18 am
by DuckofTindalos
ORIGINAL: jjax
ORIGINAL: jwilkerson
ORIGINAL: John Lansford
With all these expanded and more detailed combat reports, does anyone have an idea how long a typical turn resolution takes now? I'm in mid '44 in my game vs the AI and one turn resolution takes about 10 minutes (I've got all the combat report screens turned on and I click on the "continue" button for combat such as air-to-air and air vs airfield/ground unit attacks).
Turn times vary a lot. And heavily depend on things like settings and level of activity, not to mention what box you run it on. I've had a "turn01" take 66 minutes with all "out of the box" settings (high message lengths, animations and reports on). But times as low as three minutes are also experienced.
You mean the turn resolution takes 66 minutes?..[X(]
Whats a typical resolution time?
About five minutes for a 2-day cycle.
RE: Admirals Edition Naval Thread II
Posted: Tue Dec 09, 2008 6:29 am
by matt.buttsworth
Given the huge amount of added detail about how much time does it take to make a normal or a busy turn in AE? Percentage wise is it the same as WITP or a lot more?
Matthew Buttsworth
RE: Admirals Edition Naval Thread II
Posted: Tue Dec 09, 2008 7:37 am
by DuckofTindalos
When you say "make", do you mean entering orders? That does take a bit longer, assuming equal operational tempo, since there's more of everything.
RE: Admirals Edition Naval Thread II
Posted: Tue Dec 09, 2008 8:59 am
by matt.buttsworth
How much is a bit longer? 20% longer? 50% longer?
Thanks for the great effort.
MB
RE: Admirals Edition Naval Thread II
Posted: Tue Dec 09, 2008 9:59 am
by m10bob
Can subs forced to the surface fire back?
RE: Admirals Edition Naval Thread II
Posted: Tue Dec 09, 2008 10:01 am
by Don Bowen
ORIGINAL: m10bob
Can subs forced to the surface fire back?
Of course.
RE: Admirals Edition Naval Thread II
Posted: Tue Dec 09, 2008 10:24 am
by m10bob
ORIGINAL: Don Bowen
ORIGINAL: m10bob
Can subs forced to the surface fire back?
Of course.
You guys are mean!...Too many nice things....right before Christmas...and don't say I'll shoot my eye out!

RE: Admirals Edition Naval Thread II
Posted: Tue Dec 09, 2008 10:30 am
by DuckofTindalos
ORIGINAL: matt.buttsworth
How much is a bit longer? 20% longer? 50% longer?
Thanks for the great effort.
MB
Depends on what you're doing, obviously, and which scenario we're talking about, but 20-33% longer probably isn't far off the mark.
RE: Admirals Edition Naval Thread II
Posted: Tue Dec 09, 2008 11:30 am
by witpqs
ORIGINAL: m10bob
ORIGINAL: Don Bowen
ORIGINAL: m10bob
Can subs forced to the surface fire back?
Of course.
You guys are mean!...Too many nice things....right before Christmas...and don't say I'll shoot my eye out!
No Bobby, you'll shoot your eye out! Instead, here's a nice bunny suit from your auntie. [:D]

RE: Admirals Edition Naval Thread II
Posted: Tue Dec 09, 2008 11:52 am
by Yamato hugger
ORIGINAL: matt.buttsworth
How much is a bit longer? 20% longer? 50% longer?
Thanks for the great effort.
MB
Well by my experience, until you learn the system it will take about 300% longer. Once you get the hang of it, it takes the same amount of time
per unit as WitP. But as Termmy said, there are a lot more units.
RE: Admirals Edition Naval Thread II
Posted: Tue Dec 09, 2008 1:16 pm
by Mike Solli
ORIGINAL: Don Bowen
ORIGINAL: m10bob
Can subs forced to the surface fire back?
Of course.
Oh man................... [:)]
RE: Admirals Edition Naval Thread II
Posted: Tue Dec 09, 2008 1:19 pm
by RevRick
ORIGINAL: witpqs
ORIGINAL: m10bob
ORIGINAL: Don Bowen
Of course.
You guys are mean!...Too many nice things....right before Christmas...and don't say I'll shoot my eye out!
No Bobby, you'll shoot your eye out! Instead, here's a nice bunny suit from your auntie. [:D]
Fa ra ra ra ra, ra ra ra ra.