On another note, save those PB for later. You should check the upgrade and then see just what those little ships can do. You might want those ships for a use later in the war. Just maybe, that is . . .
Quick Questions Thread
Moderator: jwilkerson
Re: Quick Questions Thread
You can put any type of ship into any type of task force. That said, there may only be certain types of TFs that ships are allowed in when setting up the TF.
On another note, save those PB for later. You should check the upgrade and then see just what those little ships can do. You might want those ships for a use later in the war. Just maybe, that is . . .
On another note, save those PB for later. You should check the upgrade and then see just what those little ships can do. You might want those ships for a use later in the war. Just maybe, that is . . .
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”).”

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bradfordkay
- Posts: 8684
- Joined: Sun Mar 24, 2002 8:39 am
- Location: Olympia, WA
Re: Quick Questions Thread
Does this game system model ASDIC/SONAR? That was the one glaring weakness in WITPAE.
fair winds,
Brad
Brad
Re: Quick Questions Thread
Look at the screen when the submarine combat occurs and the submarine is spotted so it crash dives.bradfordkay wrote: Sun Feb 01, 2026 3:06 am Does this game system model ASDIC/SONAR? That was the one glaring weakness in WITPAE.
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”).”

-
bradfordkay
- Posts: 8684
- Joined: Sun Mar 24, 2002 8:39 am
- Location: Olympia, WA
Re: Quick Questions Thread
I haven't run into that yet, but a sub crash diving due to being sighted does not tell you if SONAR is in play since that is a case of a surfaced sub ducking out of sight. Now if the combat texts show SONAR in use that will be good. I haven't run into that yet... all my sub attacks have been on unescorted transports and carge vessels so far.RangerJoe wrote: Sun Feb 01, 2026 3:17 amLook at the screen when the submarine combat occurs and the submarine is spotted so it crash dives.bradfordkay wrote: Sun Feb 01, 2026 3:06 am Does this game system model ASDIC/SONAR? That was the one glaring weakness in WITPAE.
fair winds,
Brad
Brad
Re: Quick Questions Thread
Make sure your sound is turned on and then check if you hear anything.bradfordkay wrote: Sun Feb 01, 2026 3:42 amI haven't run into that yet, but a sub crash diving due to being sighted does not tell you if SONAR is in play since that is a case of a surfaced sub ducking out of sight. Now if the combat texts show SONAR in use that will be good. I haven't run into that yet... all my sub attacks have been on unescorted transports and carge vessels so far.RangerJoe wrote: Sun Feb 01, 2026 3:17 amLook at the screen when the submarine combat occurs and the submarine is spotted so it crash dives.bradfordkay wrote: Sun Feb 01, 2026 3:06 am Does this game system model ASDIC/SONAR? That was the one glaring weakness in WITPAE.
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”).”

-
bradfordkay
- Posts: 8684
- Joined: Sun Mar 24, 2002 8:39 am
- Location: Olympia, WA
Re: Quick Questions Thread
I have the sound on with music off, so I should have heard something. However, in WITPAE we always heard SONAR when sub combat happened but you know and I know that the existence and quality of SONAR was not modeled.RangerJoe wrote: Sun Feb 01, 2026 3:51 amMake sure your sound is turned on and then check if you hear anything.bradfordkay wrote: Sun Feb 01, 2026 3:42 amI haven't run into that yet, but a sub crash diving due to being sighted does not tell you if SONAR is in play since that is a case of a surfaced sub ducking out of sight. Now if the combat texts show SONAR in use that will be good. I haven't run into that yet... all my sub attacks have been on unescorted transports and carge vessels so far.RangerJoe wrote: Sun Feb 01, 2026 3:17 am
Look at the screen when the submarine combat occurs and the submarine is spotted so it crash dives.
BTW: is there a way to watch a turn's combat again once you've moved on to the orders phase?
fair winds,
Brad
Brad
Re: Quick Questions Thread
Just replay the turn, it should be exactly the same. You can ask for a video to be saved but that would be in a patch if it were done at all.
BTW, when I played as Nationalists an ASW vessel blew up a submarine with the first depth "bomb" which American call depth charges.
BTW, when I played as Nationalists an ASW vessel blew up a submarine with the first depth "bomb" which American call depth charges.
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: Quick Questions Thread
From the pictures and videos i can see that some attacks produce only losses for one side, and then some statement about controlling 3nm out of 5. What exactly is happening there? how can only one side have losses? What is this control?
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bradfordkay
- Posts: 8684
- Joined: Sun Mar 24, 2002 8:39 am
- Location: Olympia, WA
Re: Quick Questions Thread
Joe, that does not answer the question. We have seen in WITP/AE that ships with depth charges/bombs can damage or sink subs even though they have a weak SONAR installation. My question is whether that aspect of the naval war has an improved model over AE.RangerJoe wrote: Sun Feb 01, 2026 4:20 am Just replay the turn, it should be exactly the same. You can ask for a video to be saved but that would be in a patch if it were done at all.
BTW, when I played as Nationalists an ASW vessel blew up a submarine with the first depth "bomb" which American call depth charges.
fair winds,
Brad
Brad
Re: Quick Questions Thread
I haven't seen anything called "SONAR" as a device type. You need to ask one of the developers about that.bradfordkay wrote: Sun Feb 01, 2026 4:47 amJoe, that does not answer the question. We have seen in WITP/AE that ships with depth charges/bombs can damage or sink subs even though they have a weak SONAR installation. My question is whether that aspect of the naval war has an improved model over AE.RangerJoe wrote: Sun Feb 01, 2026 4:20 am Just replay the turn, it should be exactly the same. You can ask for a video to be saved but that would be in a patch if it were done at all.
BTW, when I played as Nationalists an ASW vessel blew up a submarine with the first depth "bomb" which American call depth charges.
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: Quick Questions Thread
Looked through the manual but couldnt find it: is it possible to destroy infrastructure that we want to deny the enemy? Bridges, airfields, ships, depots etc.
Re: Quick Questions Thread
I only found this one paragraph referencing your intent.Mkha2023 wrote: Tue Feb 03, 2026 6:34 pm Looked through the manual but couldnt find it: is it possible to destroy infrastructure that we want to deny the enemy? Bridges, airfields, ships, depots etc.
Section 8.2.8
"There is a special button in the upper right corner for units with
engineers. “Scorched Earth” will give you the ability to have the selected
unit blow up bridges, sabotage airfields and railroad tracks as well as base
industry. Damage to base assets is only possible if your side owns the
base. This order will only be executed once and be reset after doing so.
Success depends on the number of engineers and the unit ammo levels."
Re: Quick Questions Thread
That may very well do the trick! Lets see if it blows the bridges and the fuel capacity to smithereens.atheory wrote: Tue Feb 03, 2026 7:38 pmI only found this one paragraph referencing your intent.Mkha2023 wrote: Tue Feb 03, 2026 6:34 pm Looked through the manual but couldnt find it: is it possible to destroy infrastructure that we want to deny the enemy? Bridges, airfields, ships, depots etc.
Section 8.2.8
"There is a special button in the upper right corner for units with
engineers. “Scorched Earth” will give you the ability to have the selected
unit blow up bridges, sabotage airfields and railroad tracks as well as base
industry. Damage to base assets is only possible if your side owns the
base. This order will only be executed once and be reset after doing so.
Success depends on the number of engineers and the unit ammo levels."
(...how did i missed that in the manual? damn it.).
Thank you very much!
Re: Quick Questions Thread
There are a lot of things in the manual to miss something like this.Mkha2023 wrote: Tue Feb 03, 2026 8:07 pmThat may very well do the trick! Lets see if it blows the bridges and the fuel capacity to smithereens.atheory wrote: Tue Feb 03, 2026 7:38 pmI only found this one paragraph referencing your intent.Mkha2023 wrote: Tue Feb 03, 2026 6:34 pm Looked through the manual but couldnt find it: is it possible to destroy infrastructure that we want to deny the enemy? Bridges, airfields, ships, depots etc.
Section 8.2.8
"There is a special button in the upper right corner for units with
engineers. “Scorched Earth” will give you the ability to have the selected
unit blow up bridges, sabotage airfields and railroad tracks as well as base
industry. Damage to base assets is only possible if your side owns the
base. This order will only be executed once and be reset after doing so.
Success depends on the number of engineers and the unit ammo levels."
(...how did i missed that in the manual? damn it.).
Thank you very much!
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: Quick Questions Thread
Would it be possible to have the save games also save the 'real world' date and time?
I have had to start a couple of the scenarios a few times because of CTDs and other issues and its hard to track which saves are current or old.
Is it possible to get a higher quality map? - so that zooming in isnt so pixilated?
Could saves also include the overlays we have chosen in the scenario - e.g automatically load the road/rail overlay.
Could there be a setting where once a unit reaches its move destination it defaults to defend? - rather than remain in 'move'?
If you give a unit a strategic move and its not on a rail line, it either doesn't pack up - or moves to a rail line and then begins the strategic move.
Extend the arrows/paths that display the route a unit is going to move?
I have had to start a couple of the scenarios a few times because of CTDs and other issues and its hard to track which saves are current or old.
Is it possible to get a higher quality map? - so that zooming in isnt so pixilated?
Could saves also include the overlays we have chosen in the scenario - e.g automatically load the road/rail overlay.
Could there be a setting where once a unit reaches its move destination it defaults to defend? - rather than remain in 'move'?
If you give a unit a strategic move and its not on a rail line, it either doesn't pack up - or moves to a rail line and then begins the strategic move.
Extend the arrows/paths that display the route a unit is going to move?
Re: Quick Questions Thread
I hope that those help.Tom_ wrote: Wed Feb 04, 2026 5:19 pm Would it be possible to have the save games also save the 'real world' date and time?
Look in your save folder in the game folder and then sort by date. You could also add the date and time in the description of the save when you save the game.
I have had to start a couple of the scenarios a few times because of CTDs and other issues and its hard to track which saves are current or old.
The above solution should help.
Is it possible to get a higher quality map? - so that zooming in isnt so pixilated?
I really don't know but I have a small screen and I just deal with it. Sorry that I can't help there.
Could saves also include the overlays we have chosen in the scenario - e.g automatically load the road/rail overlay.
Your game preferences should be saved.
Could there be a setting where once a unit reaches its move destination it defaults to defend? - rather than remain in 'move'?
If the unit doesn't move or has enough movement points left over, it "defaults" to combat mode and will dig in even if it shows that it is in the "move" mode.
If you give a unit a strategic move and its not on a rail line, it either doesn't pack up - or moves to a rail line and then begins the strategic move.
Yes, that is annoying. But you can bring in enough engineers to build a rail line!![]()
Extend the arrows/paths that display the route a unit is going to move?
I believe but I can't state for a certainty that the movement arrows show how far the unit should move in one day.
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: Quick Questions Thread
How can I access the unit movement screen shown in the Developer Diary #4?
The Developer should have provided the key commands in the Diary to show us how to access each screen.
The Developer should have provided the key commands in the Diary to show us how to access each screen.
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francescomolina
- Posts: 32
- Joined: Mon Aug 05, 2024 10:52 pm
Re: Quick Questions Thread
DISPLAY ALL LCU gives you access to the window which can be switched to different viewsUser1984 wrote: Wed Feb 04, 2026 8:34 pm How can I access the unit movement screen shown in the Developer Diary #4?
The Developer should have provided the key commands in the Diary to show us how to access each screen.
Holding STRG - key shows these movement paths
Re: Quick Questions Thread
Hi, just started reading the manual and playing. I cannot really understand, what is a "task force"?
Re: Quick Questions Thread
A Task Force is any grouping of ships, whether that's just 1 ship, or 30+.vinnland wrote: Thu Feb 05, 2026 3:12 pm Hi, just started reading the manual and playing. I cannot really understand, what is a "task force"?

