New! v1127 Public Beta Available
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
Kull disposition?
Hey all:
Got to wondering if anyone on the board has been in touch with Kull this year. He was last online in April.
Thanks.
Got to wondering if anyone on the board has been in touch with Kull this year. He was last online in April.
Thanks.
"Chew, if only you could see what I've seen with your eyes." - Roy Batty
Re: New! v1127 Public Beta Available
Andrew, I'd be happy to send you a complete list of changes I've made, to include changes that I intend to make for my next "update." I'm currently in a GC game vs AI (my normal routine on AE) and when I finish a game, I make changes. I'll PM you for coordination.Andrew Brown wrote: Thu Nov 24, 2022 10:58 amI haven't transferred most of the naval changes made in the Babes scenarios to this update (I don't have the time to do so), but adding withdrawal dates for the Porter and Somers DDs is not a huge change and I think that can be done, at least.pnzrgnral wrote: Tue Nov 22, 2022 3:54 pm I play AE using a mod I altered based upon Babes-B. I've made many OOB changes, almost entirely Allied since I have more info on Allies. All my changes are historically based, no "what-if's," and include things such as spelling corrections, actual US Army unit names, corrected ship arrivals, and many others.
As to RJ's post about USS Warrington: historically, all Porter/Somers class DD's were withdrawn from the PTO and sent to ATO by/around mid-'44. I've included the historically sunk Porter as well. Same goes for all the surviving Clemson/Wickes 4-pipers from the US Asiatic Fleet; all were withdrawn from PTO and sent to ATO by/around mid-'43. I've also included the lost vessels of this class (Asiatic Fleet) since in any game they may well survive.
Cheers,
Bob
If it was available, I would be very interested to see what changes you made for your mod for my own personal interest, as in the past I have used a modified Da Babes scenario myself.
Bob
Rangers Lead The Way!
Sua Sponte
Sua Sponte
Re: New! v1127 Public Beta Available
Well, we do have India in game and the Commonwealth merchant fleet there. So hauling resources from India to UK would make sense gamewise, even more so since Allied players report that their merchant marine is partly idle. It would be nice to follow such change with some merchant ships disbaned in UK at start, not wasting a month to get the convoys running.Andrew Brown wrote: Thu Nov 24, 2022 11:12 amInteresting thought, but I don't want to simulate the need to set up an Atlantic convoy system to keep the U.K. in supplies. That's a bit out of scopeRangerJoe wrote: Wed Nov 23, 2022 7:38 pm There is also supply from Baton Rouge and New Orleans. I like it.
If you want to change something, put LI with no resources in the UK so resources for that LI have to come from somewhere. Some could also be added for Cape Town and East Afrca as well.![]()
Re: Kull disposition?
Last time I spoke to him he was recovering from a accident....GPMoltrey wrote: Thu Nov 24, 2022 5:14 pm Hey all:
Got to wondering if anyone on the board has been in touch with Kull this year. He was last online in April.
Thanks.
Intel Ultra 7 16 cores, 32 gb ram, Nvidia GeForce RTX 2050
AKA General Patton
DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team
"Do everything you ask of those you command"....Gen. George S. Patton
AKA General Patton
DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team
"Do everything you ask of those you command"....Gen. George S. Patton
Re: New! v1127 Public Beta Available
I was just checking on the aircraft upgrades and the Albacore TB upgrades to the Barracuda DB. Which is kind of funny since the main weapon loadout is a torpedo. How accurate is that? Will it get many hits?
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I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”


Re: New! v1127 Public Beta Available
When I am doing Alt+TAB, the game graphics are completely green after. Is there a way to prevent this?
Thanks
Thanks
Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.
Re: New! v1127 Public Beta Available
All I know about the Barracuda is that they were used in the carrier strike on Tirpitz that messed her up with 500 lb bombs, causing her to abort her sortie plans. I guess they did not use torps because Tirpitz was near shore and protected by nets and AA guns.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Re: New! v1127 Public Beta Available
Wouldn't that be considered a port strike where torpedo use is rare?BBfanboy wrote: Fri Nov 25, 2022 4:08 pm All I know about the Barracuda is that they were used in the carrier strike on Tirpitz that messed her up with 500 lb bombs, causing her to abort her sortie plans. I guess they did not use torps because Tirpitz was near shore and protected by nets and AA guns.
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I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”


Re: New! v1127 Public Beta Available
Fairey Barracuda was dual-use torpedo- and dive bomber.
Not sure how successful it was...
https://en.wikipedia.org/wiki/Fairey_Barracuda
Not sure how successful it was...
https://en.wikipedia.org/wiki/Fairey_Barracuda
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


Re: New! v1127 Public Beta Available
Question, Xargun and I are using the 1127 beta exe without map changes and in my ops report I get this lin
C-47 Skytrain from *403rd TCG/63rd TCS is damaged on landing
What does the * in front of the name indicate?
C-47 Skytrain from *403rd TCG/63rd TCS is damaged on landing
What does the * in front of the name indicate?
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Re: New! v1127 Public Beta Available
Is the 403rd TCG/63rd TCS training in an off-map box like the Eastern U.S.? That would be my guess as to what the asterisk stands for.Nomad wrote: Sat Nov 26, 2022 9:43 pm Question, Xargun and I are using the 1127 beta exe without map changes and in my ops report I get this lin
C-47 Skytrain from *403rd TCG/63rd TCS is damaged on landing
What does the * in front of the name indicate?
Re: New! v1127 Public Beta Available
No, but it is on a training mission at Rabaul.
Looking deeper, I have two others, all on training missions. I think it is something new to do with training missions.
Looking deeper, I have two others, all on training missions. I think it is something new to do with training missions.
Re: New! v1127 Public Beta Available
Try out the different command line switches and see if that helps.ncc1701e wrote: Fri Nov 25, 2022 5:10 am When I am doing Alt+TAB, the game graphics are completely green after. Is there a way to prevent this?
Thanks

Re: New! v1127 Public Beta Available
Interesting, to say the least.
Wenchow, the Chinese port city at 89, 58, the Heavy Industry, after losing a battle and then having a Chinese unit walk in to capture it with no fighting, went from 20(0) when initially owned by the Chinese to now being 0(1) for the Chinese. According to the mouse over when the Japanese owned it, the HI was 11(0). Is this normal to lose heavy industry where it can't even be repaired?
Wenchow, the Chinese port city at 89, 58, the Heavy Industry, after losing a battle and then having a Chinese unit walk in to capture it with no fighting, went from 20(0) when initially owned by the Chinese to now being 0(1) for the Chinese. According to the mouse over when the Japanese owned it, the HI was 11(0). Is this normal to lose heavy industry where it can't even be repaired?
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Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”


Re: New! v1127 Public Beta Available
By the manual, HI is supposed to be halved each time it it captured. But, there was a bug when a base was captured without combat that everything would go to 0. I do not know if they fixed that bug or noe.RangerJoe wrote: Sun Nov 27, 2022 1:36 am Interesting, to say the least.
Wenchow, the Chinese port city at 89, 58, the Heavy Industry, after losing a battle and then having a Chinese unit walk in to capture it with no fighting, went from 20(0) when initially owned by the Chinese to now being 0(1) for the Chinese. According to the mouse over when the Japanese owned it, the HI was 11(0). Is this normal to lose heavy industry where it can't even be repaired?
Re: New! v1127 Public Beta Available
Except that it was not halved. There was no combat for the recapture, I do believe that it autoflipped but I would have to look a few turns back to make sure.Nomad wrote: Sun Nov 27, 2022 3:07 amBy the manual, HI is supposed to be halved each time it it captured. But, there was a bug when a base was captured without combat that everything would go to 0. I do not know if they fixed that bug or noe.RangerJoe wrote: Sun Nov 27, 2022 1:36 am Interesting, to say the least.
Wenchow, the Chinese port city at 89, 58, the Heavy Industry, after losing a battle and then having a Chinese unit walk in to capture it with no fighting, went from 20(0) when initially owned by the Chinese to now being 0(1) for the Chinese. According to the mouse over when the Japanese owned it, the HI was 11(0). Is this normal to lose heavy industry where it can't even be repaired?
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Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”


Re: New! v1127 Public Beta Available
It did halve the first time, 20 to 10. But the auto flip bug set it to 0 instead of 5. Note that the mouseover is always off by one, so size 10 shows as size 11.
Re: New! v1127 Public Beta Available
Well, reducing HI to 0 after walking into an empty enemy base would suck,especially in AI games, since AI scripts often leave AI bases ungarrisoned.
Re: New! v1127 Public Beta Available
New revised manual
Chapters 2.4 and 18.0 have many substantially duplicated items so I propose an integration of the two so to update section 2.4 and remove duplicated items from section 18.0.
(Items with asterisks are modified items).
2.4.1 Fog of War *****
This switch controls the amount of information that either side can receive regarding the enemy. Historically, the commanders relied on spotty and often incomplete information on which to base their strike decisions. In AE the player may select whether they wish to place themselves more fully in the same shoes as their historical counterparts.
When this switch is turned on, both players will receive incomplete or faulty messages and reports concerning enemy ship, troop, and air damage, as well as limited data on enemy bases.
Losses for ground units as well as the number of hits on bases (ports, airfields, supplies) are randomized to be inaccurate. Players will not be shown Victory Points for their opponent’s damaged ships.
This setting only displays information on enemy units that have been sighted, and the information garnered will be based on the Detection Level of the unit (see sec. 10.1) so the information may be limited, approximate, and/or inaccurate.
Not all ships will be reported sunk during the Execution Phase. When a ship is sunk a date is set when this information will be given to the player. Until that time, the ship will not be listed as sunk and will not be reflected in the sunk ship victory points for the opposing player. The delay until the information is given is between 0 and 60 days. After the game ends, all damaged and sunk ship information is visible and counted in the final victory point total.
If this switch is left off, all enemy units will be visible on the map at all times.
New players to AE may find some benefit in having this switch toggled off as they learn game mechanics. Most experienced players will toggle this switch on.
2.4.2 Advanced Weather Effects *****
When Advanced Weather Effects are turned off, the weather forecasts will always be clear on turn 1 and partly cloudy thereafter. This will result in generally better weather. When Advanced Weather Effects are turned on, the weather forecasts will have greater variability and generally result in worse weather.
If set to On, there will be a different weather forecast every Day: Clear, Partly Cloudy, Overcast, Rain, or Thunderstorms. The worse the weather that Day, the greater the likelihood of an air Mission missing the target, or even of being grounded before take off.
Forecasts impact the actual weather in the hex, but any particular hex can have very bad weather even when the forecast is clear. For more information on Weather refer to section 12.0.
Regardless of whether this option is turned on or off, the weather forecast on the first day of every scenario is always ‚Clear.’
2.4.3 Allied Damage Control *****
The Allied Damage Control switch toggles (on/off) if superior Allied damage control is factored into the combat and repair routines. If toggled on, Allied ships will repair damage more quickly than Japanese ships. Allied crews will be more effective at fighting fires and making repairs at sea. Allied Damage Control toggled on reflects the generally superior historical Allied performance in damage control.
2.4.4 Player Defined Upgrades (PDU)
This switch toggles (on/off) whether players can freely upgrade air units to other aircraft models, limited only by the aircraft type (fighter, light bomber etc) of the unit, or whether only the specifically defined upgrade paths specified for that air unit and/or aircraft type must be followed. With Player Defined Upgrades toggled off the defined upgrade path is generally that which occurred historically.
The decision whether or not turn this switch on is one of the most significant ones in terms of how a game is played.
2.4.5 Historical First Turn *****
If Historical First Turn is toggled on in a game, the first turn in the scenario is automatically played without human input. The opening automatic turn adopts the historical orders which occurred although the outcome will probably not correspond exactly with the historical result. For example, if Scenario 1 is chosen together with the Historical First Turn, the Japanese Kido Butai (KB) will always attack Pearl Harbor on 7 December 1941. The resulting losses in number and types of American ships sunk at Pearl Harbor will not match exactly the historical 7 December 1941 losses. Similarly, the Japanese aircraft losses at Pearl Harbor will not match exactly their historical losses. Human input for both sides then becomes possible on turn 2, 8 December 1941.
With Historical First Turn toggled off, both sides can issue orders on turn 1 of the chosen scenario and their opening moves need not follow the decisions made by their historical counterparts.
If this option is on:
● A human playing against the computer will not be able to issue orders on Turn One.
● Neither player in a head-to-head (i.e., two human player) game will be able to issue orders on Turn One.
● Neither player in a PBEM game (i.e., two human player) game will be able to issue orders on Turn One. Essentially, each player’s first turn is going to be skipped after entering their password, with the player being asked to save the game immediately. After both players have done this once, the second turn will begin by allowing the first player to enter orders after seeing the first turn’s execution phase.
● In a computer-versus-computer game, the player will be able to issue orders on Turn One if the player desires to.
2.4.6 December 7th Surprise *****
If the player selects a scenario that begins on December 7th, 1941, this option may be selected. When chosen, during the Morning Phase only on December 7, 1941, the following occurs to represent Allied surprise:
● Allied air units flying patrols (CAP, search etc) have a 50% chance of not flying any aircraft.
● If an air unit passes the 50% not flying test, the potential number of aircraft that will fly is reduced by 75%.
● The Allies will launch no airstrikes.
● Japanese Naval Task Forces may have enhanced first turn movement, depending upon TF settings in the scenario. (Certain Japanese Naval TFs will move at twenty times their normal speed to reach their destinations. see Editor Manual for details)
● Japanese aircrafts making a port attack during any 7 December 1941 phase will be much more likely to attack ships 100 percent of the time if there are at least 10 ships in the port.
● Allied airfields suffer increased damage from any Japanese aircraft hits. Aircraft hit on any Allied airfields suffer increased damage
● Allied ships suffer increased damage from any Japanese aircraft hits due to lack of Damage Control.
● Japanese ships on Turn 1 will not use more than 3 hexes of fuel, representing their tanker support
● Japanese Fast Transport TFs do not receive a bonus movement rate on Turn 1
● Vary Setup options has been disabled for AE.
2.4.7 Reliable USN Torpedoes *****
This switch affects those Allied torpedoes with initial dud rates of greater than 10%.
If toggled on, the historical problems with US Navy torpedoes are considered to have been immediately resolved, and the high dud rates for these weapons in the early part of the war do not occur, so the dud rate date reductions specified in section 6.4.2.1 are applied at the start of the scenario rather than on those specified dates in 1943.
Even with this switch toggled on, not all Allied torpedoes are affected. British and Dutch submarines are equipped with torpedoes which do not have high dud rates. Similarly the old American S class submarines are equipped with a different torpedo which does not have the high dud rates which afflict the other American submarine classes in December 1941.
This option is provided to allow for experimenting with what the effects would have been if the US Navy torpedo problems that occurred in real life did not exist.
2.4.8 Realistic R&D *****
This switch applies only to a human Japanese player and involves whether aircraft factories currently producing aircraft can be converted into factories researching future aircraft models, and vice versa, without penalty.
If the switch is on, and the human Japanese player wishes to change the aircraft model currently in production at a factory his choice of new production is limited to another aircraft model currently available for production.
Similarly, when the Japanese player wishes to change the aircraft type of a factory that is performing research (see section 13.4.1.1), only other aircraft that are also being researched (that is – not yet available for production) can be selected. (These two types of facilities were not the same thing in reality, and it was not easy to change from one type to the other)
If the switch is off, no such restrictions apply. This allows a human Japanese player a greater ability to switch production of their aircraft factories to any aircraft model regardless of whether those factories are representing aircraft production or not.
The default position for this toggle is on as this is a more realistic representation of the historical Japanese aircraft industry. It represents the difference between mass production factories and research and development facilities. They are two different things and freely swapping between them is not realistic.
If the switch is set to the “off position, no such restrictions apply.
2.4.9 No Unit Withdrawals
This switch toggles (on/off) whether withdrawal dates for land, air and naval units are ignored. If the switch is set to the “on” position, no units will be withdrawn from the game due to a withdrawal date being set in the scenario data. This reduces realism and is mainly included to allow for play against a tougher Allied AI opponent.
2.4.10 Reinforcement (Allied/Japanese)
This option determines when reinforcements for each side arrive. There are three available options to select for either or both sides.
● Fixed – reinforcements arrive on the dates set in the scenario data.
● Variable – reinforcements arrive at plus or minus 15 days from their fixed arrival date.
● Extremely Variable – reinforcements arrive at plus or minus 60 days from their fixed arrival date.
Selecting one of the variable options introduces a degree of uncertainty to an opponent who is left uncertain as to the player’s current Order of Battle. It also results in neither player in a PBEM game being able to see their reinforcement list from the Intel Screen on their first turn, but they will see their reinforcements commencing on turn 2.
Chapters 2.4 and 18.0 have many substantially duplicated items so I propose an integration of the two so to update section 2.4 and remove duplicated items from section 18.0.
(Items with asterisks are modified items).
2.4.1 Fog of War *****
This switch controls the amount of information that either side can receive regarding the enemy. Historically, the commanders relied on spotty and often incomplete information on which to base their strike decisions. In AE the player may select whether they wish to place themselves more fully in the same shoes as their historical counterparts.
When this switch is turned on, both players will receive incomplete or faulty messages and reports concerning enemy ship, troop, and air damage, as well as limited data on enemy bases.
Losses for ground units as well as the number of hits on bases (ports, airfields, supplies) are randomized to be inaccurate. Players will not be shown Victory Points for their opponent’s damaged ships.
This setting only displays information on enemy units that have been sighted, and the information garnered will be based on the Detection Level of the unit (see sec. 10.1) so the information may be limited, approximate, and/or inaccurate.
Not all ships will be reported sunk during the Execution Phase. When a ship is sunk a date is set when this information will be given to the player. Until that time, the ship will not be listed as sunk and will not be reflected in the sunk ship victory points for the opposing player. The delay until the information is given is between 0 and 60 days. After the game ends, all damaged and sunk ship information is visible and counted in the final victory point total.
If this switch is left off, all enemy units will be visible on the map at all times.
New players to AE may find some benefit in having this switch toggled off as they learn game mechanics. Most experienced players will toggle this switch on.
2.4.2 Advanced Weather Effects *****
When Advanced Weather Effects are turned off, the weather forecasts will always be clear on turn 1 and partly cloudy thereafter. This will result in generally better weather. When Advanced Weather Effects are turned on, the weather forecasts will have greater variability and generally result in worse weather.
If set to On, there will be a different weather forecast every Day: Clear, Partly Cloudy, Overcast, Rain, or Thunderstorms. The worse the weather that Day, the greater the likelihood of an air Mission missing the target, or even of being grounded before take off.
Forecasts impact the actual weather in the hex, but any particular hex can have very bad weather even when the forecast is clear. For more information on Weather refer to section 12.0.
Regardless of whether this option is turned on or off, the weather forecast on the first day of every scenario is always ‚Clear.’
2.4.3 Allied Damage Control *****
The Allied Damage Control switch toggles (on/off) if superior Allied damage control is factored into the combat and repair routines. If toggled on, Allied ships will repair damage more quickly than Japanese ships. Allied crews will be more effective at fighting fires and making repairs at sea. Allied Damage Control toggled on reflects the generally superior historical Allied performance in damage control.
2.4.4 Player Defined Upgrades (PDU)
This switch toggles (on/off) whether players can freely upgrade air units to other aircraft models, limited only by the aircraft type (fighter, light bomber etc) of the unit, or whether only the specifically defined upgrade paths specified for that air unit and/or aircraft type must be followed. With Player Defined Upgrades toggled off the defined upgrade path is generally that which occurred historically.
The decision whether or not turn this switch on is one of the most significant ones in terms of how a game is played.
2.4.5 Historical First Turn *****
If Historical First Turn is toggled on in a game, the first turn in the scenario is automatically played without human input. The opening automatic turn adopts the historical orders which occurred although the outcome will probably not correspond exactly with the historical result. For example, if Scenario 1 is chosen together with the Historical First Turn, the Japanese Kido Butai (KB) will always attack Pearl Harbor on 7 December 1941. The resulting losses in number and types of American ships sunk at Pearl Harbor will not match exactly the historical 7 December 1941 losses. Similarly, the Japanese aircraft losses at Pearl Harbor will not match exactly their historical losses. Human input for both sides then becomes possible on turn 2, 8 December 1941.
With Historical First Turn toggled off, both sides can issue orders on turn 1 of the chosen scenario and their opening moves need not follow the decisions made by their historical counterparts.
If this option is on:
● A human playing against the computer will not be able to issue orders on Turn One.
● Neither player in a head-to-head (i.e., two human player) game will be able to issue orders on Turn One.
● Neither player in a PBEM game (i.e., two human player) game will be able to issue orders on Turn One. Essentially, each player’s first turn is going to be skipped after entering their password, with the player being asked to save the game immediately. After both players have done this once, the second turn will begin by allowing the first player to enter orders after seeing the first turn’s execution phase.
● In a computer-versus-computer game, the player will be able to issue orders on Turn One if the player desires to.
2.4.6 December 7th Surprise *****
If the player selects a scenario that begins on December 7th, 1941, this option may be selected. When chosen, during the Morning Phase only on December 7, 1941, the following occurs to represent Allied surprise:
● Allied air units flying patrols (CAP, search etc) have a 50% chance of not flying any aircraft.
● If an air unit passes the 50% not flying test, the potential number of aircraft that will fly is reduced by 75%.
● The Allies will launch no airstrikes.
● Japanese Naval Task Forces may have enhanced first turn movement, depending upon TF settings in the scenario. (Certain Japanese Naval TFs will move at twenty times their normal speed to reach their destinations. see Editor Manual for details)
● Japanese aircrafts making a port attack during any 7 December 1941 phase will be much more likely to attack ships 100 percent of the time if there are at least 10 ships in the port.
● Allied airfields suffer increased damage from any Japanese aircraft hits. Aircraft hit on any Allied airfields suffer increased damage
● Allied ships suffer increased damage from any Japanese aircraft hits due to lack of Damage Control.
● Japanese ships on Turn 1 will not use more than 3 hexes of fuel, representing their tanker support
● Japanese Fast Transport TFs do not receive a bonus movement rate on Turn 1
● Vary Setup options has been disabled for AE.
2.4.7 Reliable USN Torpedoes *****
This switch affects those Allied torpedoes with initial dud rates of greater than 10%.
If toggled on, the historical problems with US Navy torpedoes are considered to have been immediately resolved, and the high dud rates for these weapons in the early part of the war do not occur, so the dud rate date reductions specified in section 6.4.2.1 are applied at the start of the scenario rather than on those specified dates in 1943.
Even with this switch toggled on, not all Allied torpedoes are affected. British and Dutch submarines are equipped with torpedoes which do not have high dud rates. Similarly the old American S class submarines are equipped with a different torpedo which does not have the high dud rates which afflict the other American submarine classes in December 1941.
This option is provided to allow for experimenting with what the effects would have been if the US Navy torpedo problems that occurred in real life did not exist.
2.4.8 Realistic R&D *****
This switch applies only to a human Japanese player and involves whether aircraft factories currently producing aircraft can be converted into factories researching future aircraft models, and vice versa, without penalty.
If the switch is on, and the human Japanese player wishes to change the aircraft model currently in production at a factory his choice of new production is limited to another aircraft model currently available for production.
Similarly, when the Japanese player wishes to change the aircraft type of a factory that is performing research (see section 13.4.1.1), only other aircraft that are also being researched (that is – not yet available for production) can be selected. (These two types of facilities were not the same thing in reality, and it was not easy to change from one type to the other)
If the switch is off, no such restrictions apply. This allows a human Japanese player a greater ability to switch production of their aircraft factories to any aircraft model regardless of whether those factories are representing aircraft production or not.
The default position for this toggle is on as this is a more realistic representation of the historical Japanese aircraft industry. It represents the difference between mass production factories and research and development facilities. They are two different things and freely swapping between them is not realistic.
If the switch is set to the “off position, no such restrictions apply.
2.4.9 No Unit Withdrawals
This switch toggles (on/off) whether withdrawal dates for land, air and naval units are ignored. If the switch is set to the “on” position, no units will be withdrawn from the game due to a withdrawal date being set in the scenario data. This reduces realism and is mainly included to allow for play against a tougher Allied AI opponent.
2.4.10 Reinforcement (Allied/Japanese)
This option determines when reinforcements for each side arrive. There are three available options to select for either or both sides.
● Fixed – reinforcements arrive on the dates set in the scenario data.
● Variable – reinforcements arrive at plus or minus 15 days from their fixed arrival date.
● Extremely Variable – reinforcements arrive at plus or minus 60 days from their fixed arrival date.
Selecting one of the variable options introduces a degree of uncertainty to an opponent who is left uncertain as to the player’s current Order of Battle. It also results in neither player in a PBEM game being able to see their reinforcement list from the Intel Screen on their first turn, but they will see their reinforcements commencing on turn 2.
Three jet pilot useless things: Sky above you, airstrip behind you and half second ago.
Re: New! v1127 Public Beta Available
This is not only common - it is standard - the mouse rollover of an enemy base will add 1 point to each industry there). For your own bases, if you have not clicked on the bases that turn the mouse rollover will do the same - add one point of industry for each type).RangerJoe wrote: Sun Nov 27, 2022 1:36 am Interesting, to say the least.
Wenchow, the Chinese port city at 89, 58, the Heavy Industry, after losing a battle and then having a Chinese unit walk in to capture it with no fighting, went from 20(0) when initially owned by the Chinese to now being 0(1) for the Chinese. According to the mouse over when the Japanese owned it, the HI was 11(0). Is this normal to lose heavy industry where it can't even be repaired?
As for the 20 HI going to 1, the damage to industry doesn't get assessed and adjusted until the turn after the base changes hands. Same with damage from air raids - the report at the end of the turn does not reflect the actual damage. Next turn will be much more accurate (but still some FOW).
EDIT: I should have read the rest of the thread which covered these points and made clear that the base flipped without battle (although I have noticed a difference if the base flips without an attack being set - like before the enemy arrives or just as he arrives- vs. if the attack was set and the base auto-flipped because it was abandoned by the owning side).
Also, the discussion triggered a recollection (from Alfred I believe) that there is a die roll involved when certain industries are captured (combat or not) and IIRC, it only had about 4 outcomes - no damage, one third damaged, two thirds damage, all damaged).
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth