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RE: Nandi Base force
Posted: Fri Aug 07, 2009 4:46 pm
by John Lansford
I'm starting to have trouble with the main map screen not refreshing when scrolling, especially around the San Diego/Panama Canal area. If I 'jump' to the Canal using the small map in the right hand corner, the main screen does not update to show that area, but the base info does. IOW, I get the Canal bases sitting in whatever terrain was in that hex on the screen before I 'jumped'. If I try and scroll over to the Canal, when I get there if I scroll, say, to San Diego, I get repeating base/anchorage/airfield icons. It's only happening along the east edge of the map. Has anyone else seen this and what to do about it?
RE: Nandi Base force
Posted: Fri Aug 07, 2009 10:49 pm
by erstad
ORIGINAL: John Lansford
I'm starting to have trouble with the main map screen not refreshing when scrolling, especially around the San Diego/Panama Canal area. If I 'jump' to the Canal using the small map in the right hand corner, the main screen does not update to show that area, but the base info does. IOW, I get the Canal bases sitting in whatever terrain was in that hex on the screen before I 'jumped'. If I try and scroll over to the Canal, when I get there if I scroll, say, to San Diego, I get repeating base/anchorage/airfield icons. It's only happening along the east edge of the map. Has anyone else seen this and what to do about it?
I have seen this in Witp, not (yet) in AE. Quitting and restarting the application clears it for me. It doesn't happen often, in my experience.
RE: Nandi Base force
Posted: Sat Aug 08, 2009 10:13 am
by John Lansford
My wife/IT expert said it was a memory issue with the graphics card, and once I rebooted the computer it was fine.
RE: Nandi Base force
Posted: Sat Aug 08, 2009 1:08 pm
by Chad Harrison
This not an issue so much as a question:
Will industry continue to function with *no* ground units at the base?
This is assuming no garrison needs. I am pretty sure the manual says that there is no need, but I just wanted to double check.
Thanks in advance!
Chad
RE: AE Map, Base, Economic Issues
Posted: Sat Aug 08, 2009 7:09 pm
by tbridges
I'm sure this has already been answered somewhere but my review of the manual and my forum searches have been unsuccessful.
I'm wondering what the effects will be of abandoning bases that appear to have little strategic or economic value. I sure could use those base forces in more critical spots. If a base has no resources, like some of those in central India and Australia, is there any reason not to evacuate the supporting base force and deploy it elsewhere?
Thanks for your help.
RE: AE Map, Base, Economic Issues
Posted: Sat Aug 08, 2009 7:34 pm
by Mike Solli
Yes and no. It depends, really. The size of the port or airfield may make it a critical base. Location is important too. Unless the base is absolutely useless (a 0(0) airfield and port dot base for example), I try to put something in the hex, just so the nasty Allied player can't just waltz in and take it.
RE: AE Map, Base, Economic Issues
Posted: Sat Aug 08, 2009 8:41 pm
by tbridges
Thanks Mike. I just didn't know if there was some behind the scenes script that punished the player somehow for deserting a friendly base.
RE: AE Map, Base, Economic Issues
Posted: Sun Aug 09, 2009 3:07 am
by Buck Beach
In WITP there was some concern as to the over abundance of supply generate at the first of the war. The RHS mod tried a couple of measures to compensated for this. One was having most resources and other production items start out in a damaged state and then rebuilt by the use of supply to achieve full production on a gradual basis (as with war damaged factories and aircraft production).
I am not suggesting that for AE, but, I would like to know if there is some sort of governor to allow production to grow gradually or other items in the game to account for the cranking up or increase of production during the war.
RE: AE Map, Base, Economic Issues
Posted: Sun Aug 09, 2009 4:20 am
by Andrew Brown
ORIGINAL: Buck Beach
In WITP there was some concern as to the over abundance of supply generate at the first of the war. The RHS mod tried a couple of measures to compensated for this. One was having most resources and other production items start out in a damaged state and then rebuilt by the use of supply to achieve full production on a gradual basis (as with war damaged factories and aircraft production).
I am not suggesting that for AE, but, I would like to know if there is some sort of governor to allow production to grow gradually or other items in the game to account for the cranking up or increase of production during the war.
I considered starting some Allied production centres damaged, to simulate production build-up, but decided against it. I decided to keep things the same as stock, so Allied production is constant throughout the game. This is not very realistic, and I am sure it will be changed in modded scenarios (inclusing any I am responsible for, just as I added it to CHS in stock WitP). There is no new mechanism for doing this though - it can be done the same way, by making some factories/centres start in a damaged state.
Andrew
RE: AE Map, Base, Economic Issues
Posted: Mon Aug 10, 2009 1:02 am
by Mynok
Suggestion: when you hover over a base and it nicely shows the aircraft factories, could we get a -rd on the ones that are just research factories?
RE: Fuel transfer
Posted: Mon Aug 10, 2009 6:51 am
by tacfire
I see, I did not realize the yellow text was for both "very small" and "small" bases, I thought it was only for very small bases.
If that is the case, then there are 2 other bases where I see a contradiction:
1. Mili's base name is white, but the base screen shows a stacking limit of 30,000 troops
2. Ailinglaplap base - same issue
ORIGINAL: Andrew Brown
ORIGINAL: tacfire
Hello Andrew, I am really enjoying this new AE map. I am playing the December 08 Grand Campaign scenario as the Japanese and I think I noticed a few minor glitches on the map:
1. Tarawa's base name is yellow color (indicating a very small size atoll 6,000 stack limit) but the base info says it is a small sized atoll island with 30,000 stack limit
2. Makin base - same issue as above
Checked out. The bases are on "small" islands, so they should have the yellowish text as that is for both small and very small islands.
Andrew
RE: Fuel transfer
Posted: Mon Aug 10, 2009 10:14 am
by John Lansford
When unloading TF's at certain locations, sometimes the command options ("cancel unload order", etc) are highlighted in orange. Does this have anything to do with the size of the base being unloaded at, or something else?
RE: Fuel transfer
Posted: Mon Aug 10, 2009 12:32 pm
by Sonny II
It means the TF cannot be fully unloaded at that port.
RE: Fuel transfer
Posted: Mon Aug 10, 2009 1:43 pm
by John Lansford
ORIGINAL: Sonny II
It means the TF cannot be fully unloaded at that port.
Can you elaborate on that? I'm using amphibious TF's and the base is more than large enough to accept all the men (Nadi), so what's the problem?
RE: Fuel transfer
Posted: Mon Aug 10, 2009 2:03 pm
by Mynok
You probably have some equipment that cannot be unloaded.
RE: Fuel transfer
Posted: Mon Aug 10, 2009 2:41 pm
by davidjruss
Re map distances / endurance figures
Andrew - please ignore the following as I have received a reply fron Don Bowen.
I have been trying to figure out the smallest size vessel capable of travelling between Capetown - Perth and vice versa.
However I am finding that from Capetown to Perth the task force endurance figure states the hex distance as 139 whilst from Perth to Capetown the figure shown is 233. Has anyone else noticed this discrepancy?
As a further note , when setting up a round trip from Perth to Capetown the TF screen shows the Hex / endurance figure as 278 but if I change the voyage to one way the endurance figure is shown as 233 and not 139 which is 1/2 of 278
DavidR
RE: Nandi Base force
Posted: Tue Aug 11, 2009 7:38 pm
by Bliztk
Miri and Brunei starts with 50% of their industries damaged. Or they have 50% surplus industries. Every Oil and refinery starts at full capacity in the game except for these two bases.
Scen 1
RE: Nandi Base force
Posted: Tue Aug 11, 2009 8:44 pm
by Andrew Brown
ORIGINAL: Bliztk
Miri and Brunei starts with 50% of their industries damaged. Or they have 50% surplus industries. Every Oil and refinery starts at full capacity in the game except for these two bases.
Scen 1
That is deliberate. These oil fields were damaged at the start of December 41 (before the game starts) due to the threat of war.
Andrew
RE: Nandi Base force
Posted: Thu Aug 13, 2009 3:34 am
by Flying Tiger
not sure if this has already been mentioned....
i have several cargo TFs loading resources in Queenstown (west coast of Tasmania). It is about turn 10 (campaign 1), so far i have extracted about 10,000 units of resources from the base, and the base still shows 1000 available resources, which is what it started the scenario with. The base apparently produces 50 resources/day. Have i found 'the magic pudding'? Or is this a bug? Seems a little 'odd' to me!
i would not complain, but if this is a bug then unlimited resources is going to help my opponent FAR more than me down the track.....
RE: Nandi Base force
Posted: Thu Aug 13, 2009 3:35 am
by Flying Tiger
ORIGINAL: John Lansford
I'm starting to have trouble with the main map screen not refreshing when scrolling, especially around the San Diego/Panama Canal area. If I 'jump' to the Canal using the small map in the right hand corner, the main screen does not update to show that area, but the base info does. IOW, I get the Canal bases sitting in whatever terrain was in that hex on the screen before I 'jumped'. If I try and scroll over to the Canal, when I get there if I scroll, say, to San Diego, I get repeating base/anchorage/airfield icons. It's only happening along the east edge of the map. Has anyone else seen this and what to do about it?
i'm having the same problem. OFTEN. an exit/ restart of the game resolves the issue, but i'm restarting multiple times PER TURN. will get frustrating real quick!