AE Map, Base, Economic Issues [OUTDATED]
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
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romanovich
- Posts: 126
- Joined: Wed Dec 08, 2004 8:51 am
- Location: SoCal
RE: Manchukuo Garrison
Moved to general thread.
-
romanovich
- Posts: 126
- Joined: Wed Dec 08, 2004 8:51 am
- Location: SoCal
RE: Manchukuo Garrison
You can move Korea units into Manchuko (by ground), and you can move Manchuko units into China (by ground). Which is historically correct - the Kwangtung Army was deployed frequently in the Chinese theater to aid the war effort there. "Kwantung" means "east of Shanhaiguan," a guarded pass, east of which begins Manchuko. In the game, Shanhaiguan is hex (99,42). In the game, the (R) means you can't move those units by air or sea. So you can't divert Kwangtung Army units to the South Pacific - not unless you spend political capital...
RE: Manchukuo Garrison
Campaign 2
The US is not building any medium bombers (A20, B25, B26) until march of 43? Nothing in the pools, no replacement rates, that don't seem right. [&:]
The US is not building any medium bombers (A20, B25, B26) until march of 43? Nothing in the pools, no replacement rates, that don't seem right. [&:]
- Captain Cruft
- Posts: 3733
- Joined: Wed Mar 17, 2004 12:49 pm
- Location: England
RE: Manchukuo Garrison
Base 338, Chinchow, hex 101,41
This is a size 1 port but it's inland ... You can't send ships there.
This is a size 1 port but it's inland ... You can't send ships there.
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John Lansford
- Posts: 2664
- Joined: Mon Apr 29, 2002 12:40 am
RE: Manchukuo Garrison
ISTR before AE was released there were discussions about how to best maximize Australian industrial production. The consensus was to send fuel, not oil, to the Australian east coast ports. My question is, what about India? Getting fuel to those ports is even more difficult than it is for Australia. Or are the inland bases producing enough oil to generate sufficient fuel for the industrial sites?
- ny59giants
- Posts: 9891
- Joined: Mon Jan 10, 2005 12:02 pm
Allied Oil at start
I'm going through all my bases as the Allies vs Japan AI in scen 1 using 2 day turns. I'm finally over to Australia. Is there a reason why there isn't any oil?? None, zilch, nada!!
Shouldn't there be "x" number of days worth there?? I would think 15 days to 1 month worth would be enough.
Shouldn't there be "x" number of days worth there?? I would think 15 days to 1 month worth would be enough.
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[/center]RE: Allied Oil at start
The key to running industry now is fuel, not oil. The only thing that needs oil is refineries and Australia doesn't have much capacity.
Bill
Bill
WIS Development Team
Country Econmey
Ok, do I tell how much supply/fuel is created or used in all of India?
There needs to be Industry/Resource info screen for each country. More info is needed by the player to know what each country is producing and which ones need something (oil/fuel/etc.).
Example:
Country____India
Item______Produced/Used/Net_____Total Reserves
Resource___12000/9000/+3000_____8000
Oil________1000/3000/(-2000)_____(1000) - reserves dropping!
Fuel_______28000/19000/+11000___22000
Supplies____18000/12000/+6000___17000
It's impossible to get this info from the game!
What happened to all those third party apps?
There needs to be Industry/Resource info screen for each country. More info is needed by the player to know what each country is producing and which ones need something (oil/fuel/etc.).
Example:
Country____India
Item______Produced/Used/Net_____Total Reserves
Resource___12000/9000/+3000_____8000
Oil________1000/3000/(-2000)_____(1000) - reserves dropping!
Fuel_______28000/19000/+11000___22000
Supplies____18000/12000/+6000___17000
It's impossible to get this info from the game!
What happened to all those third party apps?
RE: Country Econmey
Check Woos' WITPStaff, in your tools folder. Does exactly that.
An appeaser is one who feeds a crocodile- hoping it will eat him last
- Winston Churchill
- Winston Churchill
RE: Country Econmey
ORIGINAL: bilbow
Check Woos' WITPStaff, in your tools folder. Does exactly that.
Doesn't seem to work!
- steveh11Matrix
- Posts: 943
- Joined: Fri Jul 30, 2004 8:54 am
- Contact:
RE: Country Econmey
Can someone point me to the thread that talked about a patch to WitPStaff, please? I can't seem to find it... [8|][&o]
"Nature always obeys Her own laws" - Leonardo da Vinci
- Andrew Brown
- Posts: 4082
- Joined: Tue Sep 05, 2000 8:00 am
- Location: Hex 82,170
- Contact:
RE: Manchukuo Garrison
ORIGINAL: John Lansford
ISTR before AE was released there were discussions about how to best maximize Australian industrial production. The consensus was to send fuel, not oil, to the Australian east coast ports. My question is, what about India? Getting fuel to those ports is even more difficult than it is for Australia. Or are the inland bases producing enough oil to generate sufficient fuel for the industrial sites?
It is not difficult to get fuel to India. There is a very large fuel surplus at the Abadan off map base. Enough for all of India's needs (and Australia's as well). You just need to provide the ships...
Andrew
RE: Country Econmey
ORIGINAL: steveh11Matrix
Can someone point me to the thread that talked about a patch to WitPStaff, please? I can't seem to find it... [8|][&o]
WITP Staff Hotfix
tm.asp?m=2178234#
- steveh11Matrix
- Posts: 943
- Joined: Fri Jul 30, 2004 8:54 am
- Contact:
RE: Country Econmey
ORIGINAL: pad152
ORIGINAL: steveh11Matrix
Can someone point me to the thread that talked about a patch to WitPStaff, please? I can't seem to find it... [8|][&o]
Thanks, you're a star!
Steve.
WITP Staff Hotfix
tm.asp?m=2178234#
"Nature always obeys Her own laws" - Leonardo da Vinci
RE: Country Econmey
Coral Sea scenario.
Allied TFs trying to rearm at Brisbane, port size 5, Naval support 118
8"/55 MK 9 ammo will not rearm, needs port size 5 with 48 Naval Support
MK 6 DC will not rearm, needs port size 5 with 24 Naval Support
CAG sorties will not rearm, needs port size 5 with 40 Naval Support
Ammo that only requires a size 5 port all rearmed properly.
Also, it will not let me dock Lexington at a size 5 port because the ship size is too big. But
a size 5 port allows a 36000 ton ship and Lex is 36000 tons.
If this has been reported, disregard, my connection is bad tonight and I could not get a search.
Allied TFs trying to rearm at Brisbane, port size 5, Naval support 118
8"/55 MK 9 ammo will not rearm, needs port size 5 with 48 Naval Support
MK 6 DC will not rearm, needs port size 5 with 24 Naval Support
CAG sorties will not rearm, needs port size 5 with 40 Naval Support
Ammo that only requires a size 5 port all rearmed properly.
Also, it will not let me dock Lexington at a size 5 port because the ship size is too big. But
a size 5 port allows a 36000 ton ship and Lex is 36000 tons.
If this has been reported, disregard, my connection is bad tonight and I could not get a search.
- Chad Harrison
- Posts: 1384
- Joined: Wed Apr 02, 2003 9:07 pm
- Location: Boise, ID - USA
RE: Country Econmey
Jim brought this up a couple of days ago, and I just came across it in my travels also:
As far as I can tell, the following Soviet bases will run out of supplies and die off due to lack of supplies:
1451 - Alexandrovsk
1382 - Okha
1384 - Petropavlovsk
1363 - Anadyr
1377 - Magadan
Andrew, I know Jim pointed this out to you, but I just wanted to give a complete list (as far as I can tell) of Soviet bases that have no way to get supply. As such, the troops/planes there will obviously be long gone by the time they get the chance to play.
Hope this helps.
Thanks!
Chad
As far as I can tell, the following Soviet bases will run out of supplies and die off due to lack of supplies:
1451 - Alexandrovsk
1382 - Okha
1384 - Petropavlovsk
1363 - Anadyr
1377 - Magadan
Andrew, I know Jim pointed this out to you, but I just wanted to give a complete list (as far as I can tell) of Soviet bases that have no way to get supply. As such, the troops/planes there will obviously be long gone by the time they get the chance to play.
Hope this helps.
Thanks!
Chad
RE: Admiral's Edition Map Thread
Hi guys,
I apologise if this has been answered already (I did do a search, but this thread is already huge!).....Anyway, regarding movement between on map and off map hexes.
Is there a way to determine which hex a TF will leave the map edge from and which hex it will arrive at?
Currently I find that the TF leaves or enters the map at a pre determined hex and I cannot see anyway to alter that hex and didn't find it specifically mentioned in the manual.
I remember a thread in the WITP AE forums suggested that it might be possible to vary the entry\exit point to prevent sub ambushes occurring, and this is my main concern if TF's always enter or exit the map from the same few hexes.
I apologise if this has been answered already (I did do a search, but this thread is already huge!).....Anyway, regarding movement between on map and off map hexes.
Is there a way to determine which hex a TF will leave the map edge from and which hex it will arrive at?
Currently I find that the TF leaves or enters the map at a pre determined hex and I cannot see anyway to alter that hex and didn't find it specifically mentioned in the manual.
I remember a thread in the WITP AE forums suggested that it might be possible to vary the entry\exit point to prevent sub ambushes occurring, and this is my main concern if TF's always enter or exit the map from the same few hexes.
- Andrew Brown
- Posts: 4082
- Joined: Tue Sep 05, 2000 8:00 am
- Location: Hex 82,170
- Contact:
RE: Country Econmey
ORIGINAL: Chad Harrison
Jim brought this up a couple of days ago, and I just came across it in my travels also:
As far as I can tell, the following Soviet bases will run out of supplies and die off due to lack of supplies:
1451 - Alexandrovsk
1382 - Okha
1384 - Petropavlovsk
1363 - Anadyr
1377 - Magadan
Andrew, I know Jim pointed this out to you, but I just wanted to give a complete list (as far as I can tell) of Soviet bases that have no way to get supply. As such, the troops/planes there will obviously be long gone by the time they get the chance to play.
Hope this helps.
Thanks!
Chad
Thanks (and thanks to Jim). Its already on the list. This was overlooked after a decision was made not to include the Soviet ships until 1945.
Andrew
- Andrew Brown
- Posts: 4082
- Joined: Tue Sep 05, 2000 8:00 am
- Location: Hex 82,170
- Contact:
RE: Admiral's Edition Map Thread
ORIGINAL: Dobey
Hi guys,
I apologise if this has been answered already (I did do a search, but this thread is already huge!).....Anyway, regarding movement between on map and off map hexes.
Is there a way to determine which hex a TF will leave the map edge from and which hex it will arrive at?
Currently I find that the TF leaves or enters the map at a pre determined hex and I cannot see anyway to alter that hex and didn't find it specifically mentioned in the manual.
I remember a thread in the WITP AE forums suggested that it might be possible to vary the entry\exit point to prevent sub ambushes occurring, and this is my main concern if TF's always enter or exit the map from the same few hexes.
You can use waypoints (or manual routing of TFs) to vary their point of entry/exit when moving between an off-map zone and the map. For manual routing, you would pick a destination that is different from the final destination base, and a direct path will be plotted there. This will be a different path that if you always plot directly to the destination base?
Does that make sense, or do I need to explain it better?
Andrew






