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RE: Manual Q - Naval Team - Respawn
Posted: Mon Jul 20, 2009 2:42 pm
by SvenNyqvist
USS Smallville (CV-nn) would be nice
RE: Manual Q - Naval Team - Respawn
Posted: Mon Jul 20, 2009 2:47 pm
by Don Bowen
ORIGINAL: SvenNyqvist
USS Smallville (CV-nn) would be nice
Scenario designer gets to pick the names. If you want, create your own scenario and name ships after your family, TV shows, Playboy Centerfolds, or whatever.
RE: Manual Q - Naval Team - Respawn
Posted: Mon Jul 20, 2009 2:49 pm
by oldman45
I have never delved into the data base, how difficult is it to change the names?
RE: Manual Q - Naval Team - Respawn
Posted: Mon Jul 20, 2009 6:44 pm
by wdolson
ORIGINAL: oldman45
I have never delved into the data base, how difficult is it to change the names?
A few seconds per change.
Bill
RE: Manual Q - Naval Team - Respawn
Posted: Tue Jul 21, 2009 3:53 pm
by Xargun
If my Betties cripple a US CV and the Allied player scraps it himself does he still get a replacement ?
Also, do allied CAs still get free replacements when lost ?
Xargun
RE: Manual Q - Naval Team - Respawn
Posted: Tue Jul 21, 2009 4:08 pm
by Don Bowen
ORIGINAL: Xargun
If my Betties cripple a US CV and the Allied player scraps it himself does he still get a replacement ?
Yes, assuming you have respawn selected at scenario level, and all the other conditions. This is true even if it is Nells or Vals or Kates...
Also, do allied CAs still get free replacements when lost ?
Xargun
Australian CAs only, to US CA. Basically the
Canberra rule, but will fire for any Aussie CA that sinks.
RE: Manual Q - Naval Team - Respawn
Posted: Tue Jul 21, 2009 4:24 pm
by NormS3
ok, think i got confused. Is it still possible for us to rename Yorktown II in game or only in editor prior to game start?
Are the early destroyers that were lost also in as renamed fletchers?
RE: Manual Q - Naval Team - Respawn
Posted: Tue Jul 21, 2009 4:38 pm
by Don Bowen
ORIGINAL: Norm3
ok, think i got confused. Is it still possible for us to rename Yorktown II in game or only in editor prior to game start?
Are the early destroyers that were lost also in as renamed fletchers?
Any ship whose name ends with " II", " III", or " IV" can be renamed in game while it is in the reinforcement queue. That is, Intel Screen, Ship Availability. Ships can not be renamed after they arrive on map
Second part is an OOB question, I'll leave that for the OOBeings.
RE: Manual Q - Naval Team - Respawn
Posted: Tue Jul 21, 2009 4:42 pm
by NormS3
Thanks.
That's what i thought i remembered, was up to late tending the bar last night , i guess.
It works for any ship in the editor to mark the name with a II, right? So I should be able to add those DD/SS ect in?
RE: Manual Q - Naval Team - Respawn
Posted: Wed Jul 22, 2009 12:05 pm
by Xargun
ORIGINAL: Don Bowen
Australian CAs only, to US CA. Basically the Canberra rule, but will fire for any Aussie CA that sinks.
So no more extra CLAAs and such for the allis ? Good.
So in the default 'big' scenario this setting is OFF. Which means if it isn't in the build queue you don't get it right ? So if I sink 10 allied CVs with the setting OFF, they only get the normal 6 (or whatever is already in the queue) and 4 will not respawn. Correct ?
But if we turn the setting ON then any allied CV and Australian CA that sinks will get a replacement added to the build queue above and beyond what is there. Correct ?
This option confuses me a bit and I just want to understand it incase my PBeM opponent wants the rule - then we will need to edit the scenario before starting.
Xargun
PS If its clearly explained in the manual then tell me to GRTFM - I haven't had a chance to print and read it yet
RE: Manual Q - Naval Team - Respawn
Posted: Wed Jul 22, 2009 12:09 pm
by Don Bowen
ORIGINAL: Xargun
ORIGINAL: Don Bowen
Australian CAs only, to US CA. Basically the Canberra rule, but will fire for any Aussie CA that sinks.
So no more extra CLAAs and such for the allis ? Good.
So in the default 'big' scenario this setting is OFF. Which means if it isn't in the build queue you don't get it right ? So if I sink 10 allied CVs with the setting OFF, they only get the normal 6 (or whatever is already in the queue) and 4 will not respawn. Correct ?
But if we turn the setting ON then any allied CV and Australian CA that sinks will get a replacement added to the build queue above and beyond what is there. Correct ?
This option confuses me a bit and I just want to understand it incase my PBeM opponent wants the rule - then we will need to edit the scenario before starting.
Xargun
PS If its clearly explained in the manual then tell me to GRTFM - I haven't had a chance to print and read it yet
There really isn't anything to it. If the Respawn switch is turned on for the scenario, than respawn works similarly to WITP. Carrriers, cruisers, Australian CA and Japanese midget subs respawn (no minesweepers). Larger ships respawn about a year and a third out, use the class current at that time, and carry the same name.
RE: Manual Q - Naval Team - Respawn
Posted: Wed Jul 22, 2009 12:13 pm
by Andy Mac
And if OFF as it is for the main scenario then they don't respawn and you only get whats in the reinforcment path
RE: Manual Q - Naval Team - Respawn
Posted: Wed Jul 22, 2009 1:38 pm
by Xargun
Excellent - thanks for the clarification.
Xargun
RE: Manual Q - Naval Team - Respawn
Posted: Wed Jul 22, 2009 10:25 pm
by Hornblower
I like this option.. And it puts the decision of what to do with the player. pages and pages of decision on this topic are resolved...