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Re: Quick Questions Thread

Posted: Sun Feb 01, 2026 12:37 am
by RangerJoe
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 . . . ;)

Re: Quick Questions Thread

Posted: Sun Feb 01, 2026 3:06 am
by bradfordkay
Does this game system model ASDIC/SONAR? That was the one glaring weakness in WITPAE.

Re: Quick Questions Thread

Posted: Sun Feb 01, 2026 3:17 am
by RangerJoe
bradfordkay wrote: Sun Feb 01, 2026 3:06 am Does this game system model ASDIC/SONAR? That was the one glaring weakness in WITPAE.
Look at the screen when the submarine combat occurs and the submarine is spotted so it crash dives.

Re: Quick Questions Thread

Posted: Sun Feb 01, 2026 3:42 am
by bradfordkay
RangerJoe wrote: Sun Feb 01, 2026 3:17 am
bradfordkay wrote: Sun Feb 01, 2026 3:06 am Does this game system model ASDIC/SONAR? That was the one glaring weakness in WITPAE.
Look at the screen when the submarine combat occurs and the submarine is spotted so it crash dives.
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.

Re: Quick Questions Thread

Posted: Sun Feb 01, 2026 3:51 am
by RangerJoe
bradfordkay wrote: Sun Feb 01, 2026 3:42 am
RangerJoe wrote: Sun Feb 01, 2026 3:17 am
bradfordkay wrote: Sun Feb 01, 2026 3:06 am Does this game system model ASDIC/SONAR? That was the one glaring weakness in WITPAE.
Look at the screen when the submarine combat occurs and the submarine is spotted so it crash dives.
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.
Make sure your sound is turned on and then check if you hear anything.

Re: Quick Questions Thread

Posted: Sun Feb 01, 2026 4:08 am
by bradfordkay
RangerJoe wrote: Sun Feb 01, 2026 3:51 am
bradfordkay wrote: Sun Feb 01, 2026 3:42 am
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.
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.
Make sure your sound is turned on and then check if you hear anything.
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.

BTW: is there a way to watch a turn's combat again once you've moved on to the orders phase?

Re: Quick Questions Thread

Posted: Sun Feb 01, 2026 4:20 am
by RangerJoe
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.

Re: Quick Questions Thread

Posted: Sun Feb 01, 2026 4:42 am
by panzer51
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?

Re: Quick Questions Thread

Posted: Sun Feb 01, 2026 4:47 am
by bradfordkay
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.
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.

Re: Quick Questions Thread

Posted: Sun Feb 01, 2026 11:57 am
by RangerJoe
bradfordkay wrote: Sun Feb 01, 2026 4:47 am
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.
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.
I haven't seen anything called "SONAR" as a device type. You need to ask one of the developers about that.

Re: Quick Questions Thread

Posted: Tue Feb 03, 2026 6:34 pm
by Mkha2023
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

Posted: Tue Feb 03, 2026 7:38 pm
by atheory
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.
I only found this one paragraph referencing your intent.


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

Posted: Tue Feb 03, 2026 8:07 pm
by Mkha2023
atheory wrote: Tue Feb 03, 2026 7:38 pm
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.
I only found this one paragraph referencing your intent.


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."
That may very well do the trick! Lets see if it blows the bridges and the fuel capacity to smithereens.

(...how did i missed that in the manual? damn it.).

Thank you very much!

Re: Quick Questions Thread

Posted: Tue Feb 03, 2026 11:16 pm
by RangerJoe
Mkha2023 wrote: Tue Feb 03, 2026 8:07 pm
atheory wrote: Tue Feb 03, 2026 7:38 pm
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.
I only found this one paragraph referencing your intent.


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."
That may very well do the trick! Lets see if it blows the bridges and the fuel capacity to smithereens.

(...how did i missed that in the manual? damn it.).

Thank you very much!
There are a lot of things in the manual to miss something like this.

Re: Quick Questions Thread

Posted: Wed Feb 04, 2026 5:19 pm
by Tom_
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?

Re: Quick Questions Thread

Posted: Wed Feb 04, 2026 5:47 pm
by RangerJoe
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! :lol:
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.
I hope that those help.

Re: Quick Questions Thread

Posted: Wed Feb 04, 2026 8:34 pm
by User1984
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.

Re: Quick Questions Thread

Posted: Thu Feb 05, 2026 10:44 am
by francescomolina
User1984 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.
DISPLAY ALL LCU gives you access to the window which can be switched to different views
Holding STRG - key shows these movement paths

Re: Quick Questions Thread

Posted: Thu Feb 05, 2026 3:12 pm
by vinnland
Hi, just started reading the manual and playing. I cannot really understand, what is a "task force"?

Re: Quick Questions Thread

Posted: Thu Feb 05, 2026 6:07 pm
by Q-Ball
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"?
A Task Force is any grouping of ships, whether that's just 1 ship, or 30+.