RE: War in the Pacific: Admiral's Edition Manual Preview
Posted: Wed Jun 10, 2009 7:13 pm
I have died and am now walking towards the light [&o][&o]
What's your Strategy?
https://forums.matrixgames.com:443/
there wasn't a manual with the origional........... [:'(]ORIGINAL: Erik Rutins
I figured it would take about 5 minutes before someone posted a correction. It actually took 15, which is mildly disappointing, but then two people posted it at once, so my faith was restored. [;)]
I'm sure you'll find a few more odds and ends, it's almost inevitable. We had about 20 people review and correct the final draft and about a dozen go over the final layout version, but that's still far fewer eyes than will see it now and let's face it, you guys are very "motivated". Anything that should be corrected (hopefully there won't be much!) we'll correct in the PDF version that comes in the gold master.
I'm confident that it's a good quality manual though, one of the best we've done and I think once you've got all 330 pages you'll find it to be far superior to what came with the original WITP.
Regards,
- Erik
ORIGINAL: Canoerebel
Is it true that national security and defense agencies will carefully monitor the WitP/AE forum to identify any savants that might be able to digest this manual and play a game of such infinite complexity? I mean, if you excel at a game of this magnitude, shouldn't you pretty much exempt War College and Annapolis/West Point?
ORIGINAL: Canoerebel
For those of us who have seen "Toy Story" and "Toy Story II," unforgettable are the little green space aliens that speak thusly: "You have saved our lives; we are eternally grateful."
In the same spirit: "Waypoints; I am eternally grateful."

Trouble - I say we got trouble - right here in River City. That starts with T, which rhymes with P, and that stands for poor writing.ORIGINAL: Erik Rutins
I'm confident that it's a good quality manual though,

I'm enjoying, but, man, all those TF type icons are gonna be hard to distinguish from each other when displayed in teeny tiny size on the map. What do you think about an overlay acronym in a contrasting color that would make clearer what the TF is (the following suggestion is only that).ORIGINAL: Erik Rutins
Here you go, have a look at the front page:
Enjoy!

Fair call, but we aren't seeing the whole manual.ORIGINAL: pad152
Looking at the manual I really wish the economy and production was explained in more detail! The manual just tells you what something does and not how something really works (cause and effect). I didn't see any of the screens of information explained in the manual.
Economics on a national level, is certainly not an exact science, and neither is it in WITP. I disagree here mostly cause there is a direct causal relationship between some of these (Arm and VEH). On a micro level (turn by turn) Aircraft and engine factories can't exactly be defined for HI use, cause different numbers can be produced each turn because there is a random element. On a Macro level (monthly), there is a better ability to define this HI use.Just like WITP, you only see the total amount of Heavy Industry with no way of knowing how much is being used by aircraft production, ship production, armaments, etc. There no way to know the cost of increasing (doubling) an aircraft factory until you already increased it!
Well it is not really true, you need to accelerate ships, not build more Shipyards, unless you are over budget. Sure there is no interface to show this exactly, and would have been a nice inclusion, but it is not impossible to calculate / play with (utils).If you build more naval Shipyards it speeds up ship arrival but by how much, what does it cost and is it worth it, you don't know until you do it (that's too late)?
Calculating it is pretty easy, turning off a 100 Arm factory will save 100*6 =600 HI/dayIf you turn off a factory is there any way to know or see the cost savings?
Overall I'd say use a util or as YH says take a note of what each is doing and adjust accordingly. At least what we do here takes a day to change, in RL, economic policies take months (or never) to see the effects thereof.There is no way to see costs or savings ...
ORIGINAL: pasternakski
Trouble - I say we got trouble - right here in River City.
Economics on a national level, is certainly not an exact science, and neither is it in WITP.
Here I was.ORIGINAL: jwilkerson
ORIGINAL: pasternakski
Trouble - I say we got trouble - right here in River City.
Sorry Pasti, obviously English Professors were in short supply during manual editing time!
[:D]
ORIGINAL: n01487477
Fair call, but we aren't seeing the whole manual.ORIGINAL: pad152
Looking at the manual I really wish the economy and production was explained in more detail! The manual just tells you what something does and not how something really works (cause and effect). I didn't see any of the screens of information explained in the manual.Economics on a national level, is certainly not an exact science, and neither is it in WITP. I disagree here mostly cause there is a direct causal relationship between some of these (Arm and VEH). On a micro level (turn by turn) Aircraft and engine factories can't exactly be defined for HI use, cause different numbers can be produced each turn because there is a random element. On a Macro level (monthly), there is a better ability to define this HI use.Just like WITP, you only see the total amount of Heavy Industry with no way of knowing how much is being used by aircraft production, ship production, armaments, etc. There no way to know the cost of increasing (doubling) an aircraft factory until you already increased it!
So if you double a one engine fighter factory (and it becomes fully repaired) from say 60 to 120. Monthly this will increase the HI USE by:
60*18 = 1080 /mth or 1080/30 = 36/day (ON AVERAGE) PLUS ADDED ENGINE HIWell it is not really true, you need to accelerate ships, not build more Shipyards, unless you are over budget. Sure there is no interface to show this exactly, and would have been a nice inclusion, but it is not impossible to calculate / play with (utils).If you build more naval Shipyards it speeds up ship arrival but by how much, what does it cost and is it worth it, you don't know until you do it (that's too late)?Calculating it is pretty easy, turning off a 100 Arm factory will save 100*6 =600 HI/dayIf you turn off a factory is there any way to know or see the cost savings?Overall I'd say use a util or as YH says take a note of what each is doing and adjust accordingly. At least what we do here takes a day to change, in RL, economic policies take months (or never) to see the effects thereof.There is no way to see costs or savings ...