DEVs: How EXACTLY resize of Carrier Based works?

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

Xargun
Posts: 4406
Joined: Fri Feb 13, 2004 11:34 pm
Location: Near Columbus, Ohio
Contact:

RE: How EXACTLY resize of Carrier Based works?

Post by Xargun »

ORIGINAL: Mark Weston

That's awesome.  Never in a million years would I have thought of putting float planes up on CAP.

Thats what Rufe's are for. Put them on your CS and poof you have 20+ fighters for local CAP. They are not great, but for a while they can hold their own.. Especially against unescorted bombers.

Xargun
User avatar
oldman45
Posts: 2325
Joined: Sun May 01, 2005 4:15 am
Location: Jacksonville Fl

RE: How EXACTLY resize of Carrier Based works?

Post by oldman45 »

I have used resize to "shrink" sqds to fit. I have taken a US F4F sqd with 18 planes, put it on a CVE set resize and it shrunk it to fit.

Remember if it has a date to resize assigned to the sqd it will not manually resize. At least I have not been able to get them to do that.
User avatar
Grotius
Posts: 5842
Joined: Fri Oct 18, 2002 5:34 pm
Location: The Imperial Palace.

RE: How EXACTLY resize of Carrier Based works?

Post by Grotius »

Hmm, OK. But has anyone resized KB's groups yet? Is the safest way to set all 3 groups on a fleet carrier to resize at the same time? I think that's what Michaelm's earlier post in this thread suggests, but I want to be sure before I mess with my precious CV airgroups.
Image
Post Reply

Return to “Scenario Design and Modding”