1.3 Wishlist ??

Uncommon Valor: Campaign for the South Pacific covers the campaigns for New Guinea, New Britain, New Ireland and the Solomon chain.

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WW2'er
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Post by WW2'er »

Here's my list. (All but #5 are not my original ideas, but things I would really like to see.)

1. Correct bomb penetration ratings and the subsequent damage caused.--------Great post on this in the Bug forum. (This will make a major difference, but it will be more historically correct.)

2. Correct AP, and AK load figures. --------Another poster gave proof that the liberty ships carried much more than current Allied AP's and AK's are allowed to carry.

3. Add "REST" to the options for our air crews and ground troops.----Making us set them to "Training" and the training level to "0" is ridiculous.

4. Change to a date format instead of a number of days format on the ship availability list.------i.e. I can expect the possibility of a another carrier after "December 15, 1942", instead of "112 days".

5. Add "Retire to Task Force..." to Bombardment Mission setup screen.------This will allow for bombardment task forces to leave, bombard and then return to the air cover of a CV task force.

6. Change the AI routines to make sure they will protect transport task forces with air cover or a full CV task force.-------At least surface task forces have decent AA fire capability. Unescorted transports that are constantly sent out within range of Land Based Aircraft is the AI's biggest weakness IMO.

7. Waypoints. - - - - (I doubt we will see them in UV, but they would really come in handy.)

8. The chance for task forces to react and battle it out while on the move, not just at their endpoints.-------already discussed.

There. That should keep'em busy for a while..:p :D

Seriously though, I figure numbers 1-4 wouldn’t be extremely time consuming to implement and might make it into the next patch. The others, I hope for, but realize they may take a lot of work, and I may not even see them, but a guy can ask and hope….right? ;)

I love the game Matrix! Thanks for the great support and keep up the good work! :)
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Post by Wilhammer »

I'd like to have a realism toggle for allowing or not allowing Marine AGs to operate from CVs.
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I have too much time on my hands so I

Post by Black Cat »

...want to plot the TF`s destination one hex at a time please.
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Post by Raverdave »

There is no real need for another patch that I can see, sure the bomber repair times have now become a bit of a pain ( ! ! !), but I have to say that I am happy.

If there has to be another patch....it should be called WiTP;)
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dooms thoughts on bombs

Post by doomonyou »

1. Correct bomb penetration ratings and the subsequent damage caused.--------Great post on this in the Bug forum. (This will make a major difference, but it will be more historically correct.)

I agree that 1000lb bombs would not cause a great deal of flotation damage, but they should cause a fair amount of system damage. I plastered the Nagato post-bombardment with 12 (!) 1000lbs bombs and 3 500lb bombs and it sunk the next turn. I do not find that entirely disagreeable as the entire super structure and most of the upper decks must have been flaming wreckage. Even given the heavy armor of such a beast, a beating like that should result in either career ending crippling or sinking, especially for Japanese ships whose damage control we all know was not the best.

While i have no way to test it, and am not an expert in the rejection characteristics of massive explosions vs. armor...I would imagine that the filler of a 1000lbs bomb when it goes off in contact with armor would certainly blow a fair hole in it. This would spray molten steel through everything beneath it, causing extensive damage and fire (and crew casulties). Anything on the deck for at least fifty feet would be almost certainly vaporized or shocked out of whatever mounting it had unless it was the main turrets, etc.

While this type of spalling and such would not sink a BB a dozen hits like that would render I would guess the top three decks and the whole of the ship above that a total loss. Lucky would the ship be to survive such a beating.

IMHO....
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Nikademus
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Post by Nikademus »

I have more! I have more ! (kind of like AOL's "You got mail! You got Mail! but hopefully less annoying :) )

5. Readd ship names for surface combat resolution. As discussed previously, yes, it does go a little against FOW, but i dont think it does any real harm any more than seeing the names of fighter groups, bomber groups and land combat units during their resolution phase and it makes for great entertainment. Please dont add it to the FOW option being "off" as few if any play with FOW disabled. One could still retain the "grey out" effect to give players a better idea of which ships have been spotted to reduce player complaints that ships arn't taking as much part in the battle as appearances would warrent. FOW is great for leading up to the fight and hiding your intentions but once the battle is joined i like to see who's grappling and how they do as a result. Think of it this way....once the battle has begun, its too late to do anything about it other than watch and cross your fingers ;)

6. This applies more for WitP than UV as it may be too signifigant a code change to warrent a "patch" but i would suggest a serious revamp of the "training" fuction for airgroups

There are two signifigant problems contained with it making it virtually useless right now

a) The pilots who need the "training" least tend to get most of the missions (and the corresponding fatique and 'risk' of operational accidents) When placing a unit on say 50% training, there should be a routine in place to favor inexperienced pilots getting the training over the veterans. As it stands now i'll often see the green pilots sitting on the ground with little fatique while the veterans have 100+ missions of training and serious fatique. Part of this i realize is also due to operational accidents killing the greenies resulting in one seeing fresh faces at zero missions, that leads to b.

b) It is impractical to have to go through a dozen or more airgroups each day to turn their training feature off when the weather turns inclement. As a result, one often can actually see their unit's experience going down vs up or even staying the same because one losses gaggles of pilots (and not all of them green by any stretch) because they are training in thunderstorms
By default any unit on Training should only train under favorable conditions. (once had my best carrier.......all 90+ veterans, lose so many pilots in 'training' that their average exp dropped 10 points in two weeks.) The way it is now, i dont dare put a decent unit on training for fear of operational accients in bad weather taking out my prized veterans as like what happened to my carrier in the example above

7) ***strictly a WitP suggestion*** but i'll put it here since it touches on the concerns of uber-BB's and CA's in the face of reduced bomb penetrations. Major systems damage ala primary turrets, and propulsion should be restricted to major ports with established shipyards, such as Pearl Harbor, west Coast, and Japan. This would add further to the need for a player to act cautiously when deploying their ship assets even in the face of only moderate air attacks. Being able to repair a 14 inch gun turret at the Shortlands is not very practical. When Halsey's spoiler attack raided Rabaul in 43 just prior to the Bouiniville invasion, the biggest success factor was not in the sunk/disabled catagory but in how many of the big cruisers were forced to spend weeks trudging back to Kure, Japan in order to have major weapons/propulsion systems fixed. Even big bases like Rabaul and Truk did not have the facilities to address these major forms of repair. Warship down time can be just as devastating as a ship being sunk as both have the same effect on future battles.....i.e. "none"

8) Weather routines. Too random. one day sunny....next day thunderstorms....next day overcast....next day sunny. I realize the forcasts are not for the entire theatre but still....it would be nice to see a bit more of a pattern. Right now it just seems like a total random role. This is a minor quibble so if it is'n't addressed i wont throw a cylinder.

oh and 2nd the suggestion about improving the AI routines for covering invasion TF's......i've already played havoc with the PM invasion force thanks to the AI placing it's CV TF well to the rear of it allowing me to nail it at long range. Not that i dont appreciate it of course :)
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nik's#7 is a great point

Post by doomonyou »

7) ***strictly a WitP suggestion*** but i'll put it here since it touches on the concerns of uber-BB's and CA's in the face of reduced bomb penetrations. Major systems damage ala primary turrets, and propulsion should be restricted to major ports with established shipyards, such as Pearl Harbor, west Coast, and Japan. This would add further to the need for a player to act cautiously when deploying their ship assets even in the face of only moderate air attacks. Being able to repair a 14 inch gun turret at the Shortlands is not very practical. When Halsey's spoiler attack raided Rabaul in 43 just prior to the Bouiniville invasion, the biggest success factor was not in the sunk/disabled catagory but in how many of the big cruisers were forced to spend weeks trudging back to Kure, Japan in order to have major weapons/propulsion systems fixed. Even big bases like Rabaul and Truk did not have the facilities to address these major forms of repair. Warship down time can be just as devastating as a ship being sunk as both have the same effect on future battles.....i.e. "none"

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Re: dooms thoughts on bombs

Post by Nikademus »

"I agree that 1000lb bombs would not cause a great deal of flotation damage, but they should cause a fair amount of system damage. I plastered the Nagato post-bombardment with 12 (!) 1000lbs bombs and 3 500lb bombs and it sunk the next turn. I do not find that entirely disagreeable as the entire super structure and most of the upper decks must have been flaming wreckage. Even given the heavy armor of such a beast, a beating like that should result in either career ending crippling or sinking, especially for Japanese ships whose damage control we all know was not the best. "



Gotta disagree with this. The only "career ending" ever done by bombs alone vs a heavily protected battleship in WWII were uber-bombs such as the 2000ILB AP carried by Stukas against the old Marat in port (mag explosion, she also recieved very little upgrading from WWI and had very thin deck armor) and the use of 12,000ILB "Tallboy" bombs against the Tirpitz and dropped from 10,000 feet.

Arizona and Roma i dont count as the former was hit by converted 16.1 inch AP naval shells from 10,000 feet and Roma was hit by what was in effect the world's first semi-guided missile and the "Fritz" was another very heavy speicimen deployed latewar.

Nagato's vitals were protected by up to 7inches of armor (over mags) and she would have been far from "crippled for life" if hit by a dozen 1000 pounders. Topside damage could have been extensive i agree but this is not a sure thing as even carriers could be hit by 1000ILbers and not always suffer large structural damage.

A good example to look up was the high level bombardment of the Strassbourg by 1,600 ILB semi-AP bombs in 43 or 44 (dont have the source with me) while some damage was caused it was not crippling for life and the armor defeated or localized all of the bombs before detonation. The worst damage was cuts in the electrical system which were certainly repairable.

Battleship Hiei was little effected by bomb hits other than to disrupt work on her already damaged steering engine room (unarmored) and to cause the captain to decide to scuttle in the face of saving crew vs continued pounding. But the ship itself was not turned into a charnel house by additional attacks. The opposite in fact.

A far cry from reducing superstructure and decking to "flaming wreckage" Helldivers failed to stop these brutes at Leyte (both Kurita's as well as the Ise's with the carrier bait force) and also made little impression against the Yamato and Musashi. True they were the ultimate BB's but there superstructure areas were just as unarmored. The point is that a bomb hit will not always result in "flaming wreckage" in the area hit. Sometimes it wont always even result in a fire.

Examples of smaller bomb hits..........(250kg) hits on PoW and Repulse resulted in negligable damage and little to no fire.


"While i have no way to test it, and am not an expert in the rejection characteristics of massive explosions vs. armor...I would imagine that the filler of a 1000lbs bomb when it goes off in contact with armor would certainly blow a fair hole in it. This would spray molten steel through everything beneath it, causing extensive damage and fire (and crew casulties). Anything on the deck for at least fifty feet would be almost certainly vaporized or shocked out of whatever mounting it had unless it was the main turrets, etc. "


No it wouldn't It might "scoop out" or dish in the armor a bit but unless the armor is very thin it will not blow holes in it. The reason for this is because if the bomb detonates on impact before penetrating the armor, a good portion of it's kinetic force will be directed away from the armor. Blast effects will always follow the path of least resistance and a moderate to heavy armor deck will offer the most resistance. This is why AP shells that work properly do more vital damage to a battleship or other armored ship vs one that is either defeated or an HE shell. because the AP shell "punches" through the armor "before" detonating allowing the blast and splinters to do their work in the area being protected as opposed to outside it.

"While this type of spalling and such would not sink a BB a dozen hits like that would render I would guess the top three decks and the whole of the ship above that a total loss. Lucky would the ship be to survive such a beating."

It would either take a very large amount of bombs or some very lucky hits to do this. Ships tend to be much more resilient than that. torpedoes are of course a different story because they strike below armor, cause flooding and because blast effects underwater tend to be magnified in often the path of least resistance for a blast is inside a ship as opposed to the surrounding water.

As an opposite case study, only the Yamato class battleships survived suffering more than 3 torpedoes at sea without either being crippled or sunk.


Now, since it is acknowledged that as an operational strategic game, UV can only do so much detail on the damage level, as a "general rule" SYS damage for non penetrating hits should be kept to a minimal level to reflect the difference and effect that armor makes in rejecting, shielding or localizing damage. This is what seperates the well protected from the Tin-clad. (a small random of course acceptable)

However especially in the case of all HE weapons (shells as well as bombs) there should be good to high chance of fire damage being caused......the bigger the bomb or shell, the greater the chance. Fire at sea is a nasty business and unless quickly brought under control, "it" will end up doing what the bomb couldnt do directly......cause increased SYS, Propulsion and weapons mount damage.

So sticking to bombs only, while they would have little chance of penetrating decks and causing floatation damage (and resulting in a one turn sinking.......not very realistic) they could cause enough fire and light SYS damage that the ship would be forced to beat a retreat back to base for repairs. If the fires go out of control and spread......then like progressive flooding you have a major problem.

As mentioned, left burning long enough you will then see the SYS and weapons damage ala the "Mogami" at Midway......afloat but crippled.

left longer and you have Mikuma.....abandoned to sink or be scuttled.

For this to work though, Fire damage must be a seperate roll from armor penetration and fires need to be reworked so that they do not always automatically get put out regardless of their intensity. This should tie into the damage control factor. (which would be nice if it was variable on a ship to ship basis as some crews were better than others in this regard)

And of course, as a refresher, one should remember too that a bomb can do damage to lightly or unprotected secondary weapons mounts and radar installations so while bombs are not nearly as life threatening to armored ships as torps, they cant be ignored, especially if the ship realistically has to steam back to a major shipyard to repair it. A surface commander who ignores airpower does so at his peril

Going to the complete general, it is usually better to go with conservative 'damage' estimates rather than extreme when dealing with a wargame that must by necessity abstract a good portion of damage to a ship. We see this already with torpedoes as it usually takes more torpedoes than one would expect in alot of situations to sink because the game simply does not have the coding/space to deal with all the variables.....(specific ship design vs underwater damage, TDS, counterflooding, pump capacity, exact location of hit etc etc) however UV makes up for this greatly by including progressive flooding rules which can acomplish the same results only slower by nature of the 24 hour turns. (very deadly for the IJN which doesnt get a bonus to DC)

It is also the same for shells. Obviously even battleships arn't armored everywhere but the game takes the correct course in dealing only with armor vs pen in the stronger areas because for one, the "vitals" are in effect protected by the thickest armor so in general ships in the combat routines will come out much as they did in real life for the most part (seen by myself at least so far in tests......the one exception here is fire damage, esp if small caliber HE shells are being lugged at close range such as in night battles)

It should also be the same for bombs. Yes a bomb can cause massive structural damage at times but more often it will not as it requires the bomb to strike a sensitive area to create such an effect and/or it 'does' need to penetrate the armor to reach a vital/critical compoenent as was the case in the destruction of the battleships Roma, Marat and Arizona.

Another way to look at is all these 'pinpricks' with the occasional lucky hit thrown in, coupled with normal wear and tear will quickly cause a ship to go from 100% operational to being in bad need for repair giving the player the classic dilemma as presented by this type of game. Do i keep a ship in the line? or send it back for refit? Will this ship missing from the lineup be key to a future battle? or will it's presence be more of a handicap or worse, give the enemy a target to sink?

Right now....bombs, without any help from torps which should be the most dangerous weapons on average in the game vs warships, can do the job all by themselves, often in one turn or if IJN, a few turns if they damage the FLT rating enough with all the constant penetrations to make getting back to base an impossibility.

It can be possible to model the lucky hits, but by default, they should be the *exceptions* to the rule, not the rule itself. Right now devastating damage is the rule and must be addressed, either here or in WitP
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Probablilistic Model

Post by denisonh »

Modelling any process (combat or otherwise) involving some kind of probability will have built in an "unusual" outcome, assuming that there is always a probability for some event to occur.

So even with a .1% chance, it can happen (approximately 1 in 1000 chances). Combat is an activity I would call no sure thing until you are writing the After Action Reviews.

So bombing a BB will need to have that small chance for an Arizona like outcome. No matter how small.
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Re: Probablilistic Model

Post by Nikademus »

Originally posted by denisonh
Modelling any process (combat or otherwise) involving some kind of probability will have built in an "unusual" outcome, assuming that there is always a probability for some event to occur.

So even with a .1% chance, it can happen (approximately 1 in 1000 chances). Combat is an activity I would call no sure thing until you are writing the After Action Reviews.

So bombing a BB will need to have that small chance for an Arizona like outcome. No matter how small.
I agree. But thats not what happens now. Right now all ships suffer an "Arizona" by virtue of 100% penetrations of deck armor by 1000ILB HE bombs on all BB's short of Yamato possibly (though the stat given me by Paul V would penetrate even that brute)

Anything up to but not including 5 inch deck armor is penetrated 100% of the time by 500ILB HE.

When i say "Arizona" i dont mean mag explosion of course as i dont think this is modeled in per se, but by penetrating you do get the tripple blow of SYS, FLT and FIRE damage which can often lead to crippled and sunk heavy and medium units (by bombs alone) in but one turn.

The chance for catastrophe should be small, the exception to the rule, not the rule itself.

Most ships die hard. It just doesnt often look that way because the few exceptions often do so in such spectacular ways that they overshadow the larger picture.

A good system to introduce a logical probability in terms of armor vs pen would be to incorprate a system similar to GG's Battlecruiser game which allowed each shell hit a 10% chance to half the value of the armor it was striking. That way it was 'logical' in that it prevented certain odd results such as 5 inch shells penetrating 25 inch turrets (reduced by 1/2 to 13 inches) because even having hit a "weak spot" it still couldnt punch through but at the same time within reason, it eliminated the 100% certainy of armor vs pen that an engineer would envision when the warship is on the drawing board.

A weapon whose' penetrative qualities match the armor being attacked should have something like a 50/50 chance of punching through which is part of why I suggested setting the 1000ILBer HE to about 2 inches or 50mm. This way CA's would not be immune but at the same time would not be skewered 100% of the time like they are now and 2 inches in general is reasonable for an HE weapon dropped from well below 10,000 feet.

500ILB HE bombs should have little penetrative qualities. Since UV must deal with certain abstracts, i'd make it 1 to 1.5inches. This leaves unarmored merchants, carriers, CL's and DD's vulnerable.....ships with marginal armor might stand a better chance and of course, ships with 2 and 3 inch decks (like the BB Kongo) would not be getting skewered by even these modest bombs.

Fire damage should be a seperate and dangerous threat of course.


This was the same exact situation that was happening in the 1.0 version of UV in the surface vs surface routines, with shells scoring all the "exceptional" hits as routine resulting in everything including battleships getting a "tin clad" effect 1.10 addressed this and now S v S is much more realistic overall. Obviously with any game where damage and armor vs pen must be abstracted to some degree, its not perfect, but its *infinantly* better than what we had before 1.10 when ships could cripple and sink each other left and right due to armor being a virtual non-factor. Some could justify these results by quoting probability or citing examples of unusual armor/pen interactions but the point was, that these were not unusual in UV....they were the rule! Therin lay the problem.

Hopefully 1.30 and/or WitP can now address the third major weapons group in the same fashion....i.e. GP or HE bombs.

One thing is certainly clear, agree or disagree. A GP 500ILB bomb cannot penetrate 5 inches of armor quality steel, and a GP 1000ILB cannot penetrate 9.8 inches! Alot of battleship AP shells cant even acomplish such results at extreme range
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I am now to 11/10/42 in my new 1.2 #17

Post by doomonyou »

let me say.....REPAIR TIMES NEED TO BE LOWERED...wow...I have pm up to a 9 and its taking MONTHS to get my b-17 squadrons up to combat levels after missions where damage occurs (test is rabaul missions at 12K feet) toooo long.
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Mid-turn interceptions possibility . . .

Post by Supervisor »

I read something similar to this a month or more ago, someplace.

Since a minefield has to be checked for when a TF enters a hex, it therefore might be possible to tag a surface TF which remains in the same hex for the entire movement phase as if it were a "minefield" for interception purposes. This could also possibly work for subs.

Once the interception is triggered (during the check for a minefield by the moving TF), the code would stop the execution of the turn, branch to the surface (or sub) combat routine, and then return to continue execution of the turn.

This would allow players to picket TFs in bottlenecks or common transit corriders to try to intercept enemy TFs. The TF would have to remain in the same hex for the entire movement phase for this to take effect. Couple this with the Reaction and you would be able to picket a hex but still possibly react to a friendly port under attack.

This would allow subs to intercept TFs without having to guess at exactly where the TFs will end a movement phase. It would especially be good for the transit hexes that are commonly used for TFs running to/from the various ports. It would put less emphasis on running subs to a port to find targets.

Just a thought . . .
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Post by Nikademus »

here's an easy non controversial one ;)

Change the TF ordering structure so that CV's get listed first in one as opposed to after BB's, CA's, CL's and CLAA's.

After years of playing carrier strike, carrier force and PacWar i've gotten used to the most important ships being listed first :p
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Post by Wilhammer »

I want a Form TF button on the In Port dialog, and i want one on the Base Info screen at the bottom of the screen.

Also, if possible, on the In Port screen, I would like to be able to Ctrl+Click ships and then push the Form TF button, and then the TF is created that way.
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Post by Sonny »

Originally posted by Nikademus
here's an easy non controversial one ;)

Change the TF ordering structure so that CV's get listed first in one as opposed to after BB's, CA's, CL's and CLAA's.

After years of playing carrier strike, carrier force and PacWar i've gotten used to the most important ships being listed first :p
That is a good idea. I am just now getting used to not looking at the first ship in a TF to check my CVs.:)
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Post by Sonny »

Originally posted by Wilhammer
I want a Form TF button on the In Port dialog, and i want one on the Base Info screen at the bottom of the screen.

Also, if possible, on the In Port screen, I would like to be able to Ctrl+Click ships and then push the Form TF button, and then the TF is created that way.
And when you do form a TF now don't make us click the done screen once we have selected the type of TF - just go to the ship selection screen when we click the icon.:)
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Post by XPav »

I, like many people, would like very much a slightly more usable interface.

I don't have too many problems with air units.
I don't have too many problems with ground forces.

But two things cause me irritation and constant scratching.

The first is the organization of task forces. When putting together a task force, I can't examine a ship. This is annoying when trying to figure out if a ship with ~10 system damage is actually useful or if something is actually broken. After my task force has been put together, I can go look at the broken ships, attempt to remember which ships are broken, and then have to form a *new* task force with the broken ships, and then disband that task force.

I find the entire "creating of a task force" to be rather more involved than it has to be. What would be ideal? How about something like this:

Click -> Form new task force
Mission type and auto selection are alright, but the magic "retire/patrol-react/no-react" could really use some task-force specific explanation *IN* there. Heck, take away those options and give me four choices that vary depending on mission type. It'd make more sense, especially for new players.

So, after I select my mission type, I go to the "pick ships" screen.

I only want a list box of the ships available in the harbor, which a checkbox that will show the ships in other task forces.

On the other side I want a list box with the current ships in the TF.

When I move the mouse over a ship name, I want the "ship screen" to show up, and I want it to go away when I move the mouse off the ship. Popup, fill in another pane on the window, whatever.

I want a <- and -> button to move ships between the task forces, and I want the ability to Ctrl-Click multiple ships and have them all move at once from/to the TF.

The second is the loading of troops. I cannot comprehend the arcane way in which troops are loaded the way they are, how pieces of units get left behind, and how operation points affect all this. All I know is that if I make a mistake on one screen, I end up with a bunch of typewriter repairmen attempting to storm the beaches.

When I do get it right, sometimes my nicely crafted force of 1500cap units seems to have acquired a few 3000cap ships, probably loaded with ice cream and cookies. The fact that these ships take much longer to unload doesn't seem to faze them.

Redoing the loading screen is left as an exercise to the reader.

These are the two main interface things that annoy me.
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Long Lance
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AG and LCU arrival

Post by Long Lance »

It would be a good thing not only to randomize, but to speed up or slow down arrival of new AGs and LCUs. And to edit ship classes in the editor.
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Suggestions for V1.3

Post by IndyShark »

1. I would like to be able to select which air units are upgraded !ather than let the computer do it.

2. Planes that need to be repaired move with an air unit when I transfer bases. I have a few bombers that never get repaired and never move when 95% of the unit has moved bases.

3. Give us the ability to edit the date when planes become available and the replacement rate.

4. Turn on or off air support rules. I don't want to manage all of the C-47's and base units to make sure my planes can operate. Let the computer do it.
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Re: Suggestions for V1.3

Post by Spooky »

Originally posted by IndyShark
1. I would like to be able to select which air units are upgraded !ather than let the computer do it.

2. Planes that need to be repaired move with an air unit when I transfer bases. I have a few bombers that never get repaired and never move when 95% of the unit has moved bases.

3. Give us the ability to edit the date when planes become available and the replacement rate.

4. Turn on or off air support rules. I don't want to manage all of the C-47's and base units to make sure my planes can operate. Let the computer do it.
1° I Agree

2. And how do you move these damaged planes since they cannot fly ? The actual rules seem quite good for me

3. I Agree - but the Editor is not really supported right now (maybe after the 1.3 patch ?)

4° What do you mean exactly ? Do you want the computer to move the base units ... or do you want to eliminate the need for Aviation support ? IMO, logistics was an headache for both sides so it needs to be present in the game

Spooky
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