RE: New to the game - Basic Questions
Posted: Sun Oct 26, 2014 12:24 pm
Do you have the box for "skip CAP in Port Attack" ticked?
What's your Strategy?
https://forums.matrixgames.com:443/
Yep. That looks weird and buggy. Do you normally get the CAP step in your games?ORIGINAL: rkr1958
I'm not sure what the program is asking/enabling me to do during this phase, which is "Port Attack CAP". In this specific example when I left click on any of the 3 "selectable" fighters, I can't select them. When I right click I get, what I think, is the standard pull-down menu.
I think the program is enabling me to put cap above a port? I seen no way to select a unit, much less put it on cap.
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Thank you for the save. [:)]ORIGINAL: rkr1958
I found the very save, in the autosave folder, that corresponds to the screen cap above. I've attached it.ORIGINAL: Orm
The program do indeed ask you to put cap on a port. But without a save I can't answer if it is possible or not to pick any unit or if it is a possible bug.I think the program is enabling me to put cap above a port? I seen no way to select a unit, much less put it on cap.
Glad to know I wasn't overlooking something obvious. Thank. By the way, for completeness I'll post this in the tech help (bug) section.ORIGINAL: Courtenay
There is a bug. There are two German and one Finnish plane shown that are eligible to CAP over Kiel. For some reason, I can't get them to move when I click on them.
Suggestion: Go to the "Command" menu on the main screen, select "skip phases", and disable CAP. It won't fix the bug, but, unless you really want to CAP, the bug will no longer affect you. (This is the ostrich strategy for dealing with bugs. If you can't see it, it's not there, right? [:)])
Thanks for taking a look. I've posted a report in the "Tech Support".ORIGINAL: Orm
Yep. That looks weird and buggy. Do you normally get the CAP step in your games?
Maybe this should be posted in the 'Tech Support' forum?
ORIGINAL: rkr1958
Thanks for taking a look. I've posted a report in the "Tech Support".ORIGINAL: Orm
Yep. That looks weird and buggy. Do you normally get the CAP step in your games?
Maybe this should be posted in the 'Tech Support' forum?
Thanks. It turns out the problem was with disable phases and checkboxes being checked. "Check Out" tm.asp?m=3728178#ORIGINAL: Zartacla
Are there any units in Kiel that the Finnish can't stack with? If so, there's the problem. If an air unit is in range to fly a mission, it will show up in the available units box but if it can't fly to the only relevant hexes because of stacking limitations, you will be unable to select it. This happens a lot in Russia, when you have (for example) a Romanian bomber and a Russian bomber providing ground support, and an Italian fighter in range to intercept.

Truk is in supply and there are not enemy units in the Marianas. But, if there were enemy units in that sea area would that matter anyway because the USN already has ships there, which were left there from the last turn?ORIGINAL: Ur_Vile_WEdge
In the Presence of the enemy would be my first guess, but I don't see any Japanese in the sea zone. Is Truk in supply?
OK then, I'll post this in the Tech section.ORIGINAL: Courtenay
Good question: There are only five reasons to reduce naval movement points I can think of:
1) There are naval units controlled by another major power in Truk;
2) Truk is out of supply; (Which, looking at the picture, is not the case.)
3) In the presence of the enemy; (No enemy, does not apply.)
4) Rough seas; (Seas aren't rough, and the option isn't coded yet.)
5) There is a bug.
So, either there are naval units controlled by another major power in Truk, there is a bug, or there is a rule I don't know.
If you haven't been following the posts on this in the tech section, MWiF is working as it should with respect to this. The +1 MP was the result of an RN CA based at Truk. Even among close allies (i.e., RN and USN) I guess there's always some element of friction. This is what I love about (M)WiF! It gets to details that aren't present in other strategic level ww2 games. In all other strategic games that I've played, you basically treat the US and CW the same. Not so in MWiF. I love it!ORIGINAL: rkr1958
OK then, I'll post this in the Tech section.ORIGINAL: Courtenay
Good question: There are only five reasons to reduce naval movement points I can think of:
1) There are naval units controlled by another major power in Truk;
2) Truk is out of supply; (Which, looking at the picture, is not the case.)
3) In the presence of the enemy; (No enemy, does not apply.)
4) Rough seas; (Seas aren't rough, and the option isn't coded yet.)
5) There is a bug.
So, either there are naval units controlled by another major power in Truk, there is a bug, or there is a rule I don't know.
Is the only way to do this is with a land option and with the invasion forces already at sea? Is it possible to do this with a combined?ORIGINAL: paulderynck
Yes. Two ways. Play the O-chit on an HQ that is involved in the invasion itself, or is located within o-chit range of the units you want to double. FREX an HQ in England can be used to double units within its re-org range in hexes - that are invading France across the English Channel from the HQ.