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RE: Admirals Edition Land Thread
Posted: Mon Aug 24, 2009 2:20 pm
by witpqs
ORIGINAL: witpqs
Main scenario, British 5th Infantry Division (slot # 6502) - arrives at Mombasa (off map base in Africa). Reports to HQ India Command (R). That is a restricted HQ and the unit's (5th Div) reporting HQ cannot be changed, so it cannot leave the off map base Mombasa.
[Did a search to see if this was already reported, didn't see it.]
Andy,
Would you please confirm that you picked up this one for the patch? Unless fixed the British 5th Inf Div sits in Mombasa useless for the entire game as the hq is white (not yellow so it can't be changed) and restricted so it can't be loaded on a ship. Thanks.
[I posted this about 4 or 5 pages back.]
RE: Admirals Edition Land Thread
Posted: Mon Aug 24, 2009 2:39 pm
by herwin
ORIGINAL: witpqs
ORIGINAL: witpqs
Main scenario, British 5th Infantry Division (slot # 6502) - arrives at Mombasa (off map base in Africa). Reports to HQ India Command (R). That is a restricted HQ and the unit's (5th Div) reporting HQ cannot be changed, so it cannot leave the off map base Mombasa.
[Did a search to see if this was already reported, didn't see it.]
Andy,
Would you please confirm that you picked up this one for the patch? Unless fixed the British 5th Inf Div sits in Mombasa useless for the entire game as the hq is white (not yellow so it can't be changed) and restricted so it can't be loaded on a ship. Thanks.
[I posted this about 4 or 5 pages back.]
HISTORY
AIR, the 5th British Division drove from the Middle East to India (via Iran).
RE: Admirals Edition Land Thread
Posted: Mon Aug 24, 2009 3:02 pm
by Andy Mac
I just pullede the Div out of the game between attacking off map it was around for such a short time that it was actually in danger of being unbalancing having it on map.
So I pulled it for patch 1 - I may revisit in patch 2 perhaps replacing one of the other invasion reinforcement Divs with it
RE: Admirals Edition Land Thread
Posted: Mon Aug 24, 2009 3:09 pm
by witpqs
Hey a fix is a fix! Thanks.
RE: Admirals Edition Land Thread
Posted: Mon Aug 24, 2009 3:35 pm
by medicff
Andy,
AI just attempted to resupply batangas thru the manilla straights and got took several ships for loss to mines and CD guns. Is this something you can control?
Thanks
18th group army
Posted: Mon Aug 24, 2009 9:07 pm
by Jzanes
Just in case this hasn't already been noted...
The Chinese 18th Group Army in scenario 1 is coded as a command HQ instead of a corps HQ.
RE: AE Land and AI Issues
Posted: Mon Aug 24, 2009 11:12 pm
by Blackhorse
ORIGINAL: rjopel
Scen 1:
UnitNumber 6280 Rename delay date is listed as 43101. I assume it's either 430101 or 431001.
Noted (for Patch 2). Thanks.
RE: AE Land and AI Issues
Posted: Tue Aug 25, 2009 4:17 am
by Andy Mac
medixff no we tried I spent more time on this one than anything else but sometimes the Ai is a lemming
RE: Admirals Edition Land Thread
Posted: Tue Aug 25, 2009 9:56 am
by Speedysteve
Just noticed there are a gaggle of LCU withdrawals listed for Coral Sea Scenario....not really needed since they aren't on the map!

RE: Admirals Edition Land Thread
Posted: Tue Aug 25, 2009 2:15 pm
by pad152
Why does the 25mm type 96 AA gun on Japanese ship only have a range of 4,000 when 12.7cm/40 T89 is 12,000?
RE: Admirals Edition Land Thread
Posted: Tue Aug 25, 2009 2:25 pm
by Andy Mac
Huh ?
25mm gun = 4,000
127mm gun = 12,000 dont understand whats up ?
RE: Admirals Edition Land Thread
Posted: Tue Aug 25, 2009 2:44 pm
by Dili
He is reading mm in both.
RE: Admirals Edition Land Thread
Posted: Tue Aug 25, 2009 5:54 pm
by Speedysteve
Slight text error when you click on the "cancel move orders for all units button"......in this case it continuined to say "All units in this hex will march to Wuchang"....of course it had actually cancelled their movement to there but the text said otherwise...........

RE: AE Land and AI Issues
Posted: Wed Aug 26, 2009 12:52 am
by medicff
LOL Andy, guess you cant expect miracles on AI thinking. Not a biggie the AI is very much improved and making me think much more. I have gotten caught a few times unexpected. [:D]
RE: AE Land and AI Issues
Posted: Wed Aug 26, 2009 1:19 am
by witpqs
Slot 6754 US1942 AA Pool - Is not a static unit (not a big deal, obviously [:)]).
RE: AE Land and AI Issues
Posted: Wed Aug 26, 2009 12:02 pm
by oldman45
I hope this wasn't brought up, but there are several HQ's that are removed from the game in 42. The presents a bit of a problem if you have not lost the area they were in. For example, the ABDA is gone and Burma HQ is gone. I still control Burma and have Java. I know have units with unknown for their HQ and bases the same way.
Is this a problem for logistics?
I know I can use PP to fix it but some of the bases say they can't be changed. (I can't remember the complete message)
RE: AE Land and AI Issues
Posted: Wed Aug 26, 2009 1:08 pm
by fbs
Scenario 001, unit 6180, "Fort Largs Fort".. "Fort" is twice in the name.
Thanks!
fbs
RE: AE Land and AI Issues
Posted: Wed Aug 26, 2009 3:07 pm
by pad152
Beta v1083c
Campaign 2
Land Unit 4923 has "0" support!
RE: AE Land and AI Issues
Posted: Thu Aug 27, 2009 6:20 pm
by witpqs
Regarding upgrades to the squads in LCU's and filling out LCU's that have less than 100% of their squads: which one takes priority?
In other words, you have:
- Australian LCU with "CMF" squads, which upgrade to "AIF Inf Section 42" squads
- Australian LCU with "AIF Inf Section 42" squads, but less than 100% of them.
Assume both have plenty of supply. Which one gets the newly produced "AIF Inf Section 42" squads first?
I want to know which one get priority so that I know when I need to bother micromanaging by turning off replacements on some units.
RE: AE Land and AI Issues
Posted: Thu Aug 27, 2009 6:23 pm
by Andy Mac
Depends on supply leaders and any number of other randoms