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Re: Naval and Air Interception Should Be Changed

Posted: Wed Nov 09, 2022 2:48 pm
by ago1000
AlvaroSousa wrote: Wed Nov 09, 2022 1:30 pm Blocking all 6 hexes doesn't do anything. It is worse.

A larger fleet has a better chance of spotting. You only need one.

If anything there might be a bug because all 6 hexes are blocked.

How the system works is that it looks for interceptors, then it puts the moving fleet in a holder variable, fights the combat, then it resumes the path. If the fleet loses it retreats.

I will take a look for next patch to make sure this is how it is working.

WP2 has interception along the way BTW.
Thanks Alvaro for looking into it.
My tests show that the issue persists independant of surrounding the island. In fact, you could have an extremely large fleet performing a blockade next to a port hex size 1 and it will not attack any fleet entering the port in both games (even in fleet mode)

The surrounding island strategy simply doesn't allow resupply off shore to any unit within the blockade. Subs work best in raider mode as they are hard to sink and break the blockade.

If the fleet performing the blockade contains a CV or if their is a TF with CVs in it off shore withing interdiction range, it will attack the enemy fleet once it finishes it's move in port.

Re: Naval and Air Interception Should Be Changed

Posted: Fri Nov 25, 2022 6:48 pm
by AlvaroSousa
I think I got what I did between the 2 engines confused.

Looking at this now I think I remember but I am not sure. I think I thought I fixed it but it created another bug and I had to reverse it. Then I never took it off the bug list.

It's my crappy back then coding skills.

I think the resolution was not to allow land units to embark or disembark because that was the largest issue with fleets in front of ports.

WP2 has corrected all this with interception along the way. But I can't do that with the WP1 engine or at least figure out an elegant way to do it.