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Manual Inaccuracies

Posted: Mon Nov 20, 2006 12:58 pm
by treespider
I would like to compile a list of all KNOWN manual inaccuracies. To assist me in this endeavor I would like to enlist the forums assistance. So if you know of inaccuracies in the manual please add them to this thread...

However let's have some ground rules...

1. Don't speculate [:-] that you think the manual is wrong or in error concerning a particular topic.
2. If you KNOW it is wrong - cite where and why and if possible provide an in game example.
3. I am not looking for a wishlist of new things ...just a list of inaccuracies..

Thank you in advance for your submissions!!!

RE: Manual Inaccuracies

Posted: Mon Nov 20, 2006 1:40 pm
by MarcA
One of my all time favourites [:D]

6.1.9.11 Sub Transport
The Sub Transport TF has a maximum of 25 ships. A TF with a Sub Transport Mission is looking
to move to load a cargo of supply/fuel/ ground units and then move to its Destination Hex and
unload its cargo. It will then return home. Subs performing sub transport have their torpedo
reloads replaced with supplies, 3 for every torpedo. They also load up 5 supplies for every A/C
Capacity the sub had (subs are not actually allowed to use aircraft in War in the Pacific - The
Struggle Against Japan, 1941-45™
).

RE: Manual Inaccuracies

Posted: Mon Nov 20, 2006 3:19 pm
by Monter_Trismegistos
19.1.2 Military Abbreviations

AG - Collier (in fact Collier is AC, AG is miscellaneous auxilary vessels - in this case barges)

RE: Manual Inaccuracies

Posted: Mon Nov 20, 2006 3:27 pm
by michaelm75au
LB planes flying from small AFs have their bombloads halved but still fly at extended range

RE: Manual Inaccuracies

Posted: Mon Nov 20, 2006 3:30 pm
by rtrapasso
ORIGINAL: michaelm

LB planes flying from small AFs have their bombloads halved but still fly at extended range


See this thread for more details:
fb.asp?m=1302677

RE: Manual Inaccuracies

Posted: Mon Nov 20, 2006 5:04 pm
by MarcA
ORIGINAL: michaelm

LB planes flying from small AFs have their bombloads halved but still fly at extended range

Micheal is this an error in the manual or a bug in the code. Aren't the planes meant to be limited to normal range just the program mistakenly lets them?

RE: Manual Inaccuracies

Posted: Mon Nov 20, 2006 5:14 pm
by rtrapasso
ORIGINAL: mantill
ORIGINAL: michaelm

LB planes flying from small AFs have their bombloads halved but still fly at extended range

Micheal is this an error in the manual or a bug in the code. Aren't the planes meant to be limited to normal range just the program mistakenly lets them?

Couldn't you say that for any discrepancy between the game and the manual?

This problem has apparently been this way from the beginning, and there has been no move to fix it (unlike many other problems) - so i would say it is a glitch in the manual. Some of the beta-testers/devs have been aware of the problem - in fact, it was Frag that pointed it out to me that the bombers could fly (despite the rule that said they couldn't).

RE: Manual Inaccuracies

Posted: Mon Nov 20, 2006 5:19 pm
by MarcA
ORIGINAL: rtrapasso

ORIGINAL: mantill
ORIGINAL: michaelm

LB planes flying from small AFs have their bombloads halved but still fly at extended range

Micheal is this an error in the manual or a bug in the code. Aren't the planes meant to be limited to normal range just the program mistakenly lets them?

Couldn't you say that for any discrepancy between the game and the manual?

You could say that, you could also rewrite the manual to state units can randomly teleport owing to the modelling of mix ups in logistic and orders, that units may disappear during air transportation to represent massive trajic plane accidents and that differences may occur between the allies and the Japs combat replays owing to FOW and not a replay bug [:D]

RE: Manual Inaccuracies

Posted: Mon Nov 20, 2006 5:22 pm
by rtrapasso
ORIGINAL: mantill
ORIGINAL: rtrapasso

ORIGINAL: mantill



Micheal is this an error in the manual or a bug in the code. Aren't the planes meant to be limited to normal range just the program mistakenly lets them?

Couldn't you say that for any discrepancy between the game and the manual?

You could say that, you could also rewrite the manual to state units can randomly teleport owing to the modelling of mix ups in logistic and orders, that units may disappear during air transportation to represent massive trajic plane accidents and that differences may occur between the allies and the Japs combat replays owing to FOW and not a replay bug [:D]

[:D]

Yeah, but they HAVE tried to fix those problems - not so in the case in question.

Heavy Industry

Posted: Mon Nov 20, 2006 8:51 pm
by VSWG
Regarding HI, the manual states on p. 179 that

"If these requirements are satisfied, than each heavy industry point
produces a supply point and 1.33 fuel points that are added to the base, at the cost of 1 resource
and 1 oil point.
Fuel is not produced by both Heavy Industry and Oil Centers at locations that do not have
at least a port size of 1.
"

This is wrong: each HI point can only produces 1 supply point and 1 fuel point.

Proven in  several tests and stated in dozens of threads, for instance this one:
tm.asp?m=1215008

Carrier Max React

Posted: Mon Nov 20, 2006 9:05 pm
by VSWG
Regarding the max react setting of air combat TFs, the manual states on p. 87 that

"The TF, as long as it is not following another friendly
TF, will move during an Day movement phase
towards spotted enemy carriers in an Air Combat TF
in order to attempt to get within range to launch an
airstrike. This will only happen if the enemy TF begins
the Day movement phase at least 4 hexes but no
more than 8 hexes distant from the reacting TF. The
reacting TF will never react if its Max React value is
set to 0.
"

This is wrong: the aggressiveness rating of a carrier TF commander can make an air combat TF react despite a max react setting of 0.

Proven in dozens of AARs by dozens of frustrated players.

RE: Carrier Max React

Posted: Mon Nov 20, 2006 9:08 pm
by ChezDaJez
This is wrong: the aggressiveness rating of a carrier TF commander can make an air combat TF react despite a max react setting of 0.

Proven in dozens of AARs by dozens of frustrated players.

You got that right!!!

Chez

RE: Heavy Industry

Posted: Mon Nov 20, 2006 9:23 pm
by rtrapasso
ORIGINAL: VSWG

Regarding HI, the manual states on p. 179 that

"If these requirements are satisfied, than each heavy industry point
produces a supply point and 1.33 fuel points that are added to the base, at the cost of 1 resource
and 1 oil point.
Fuel is not produced by both Heavy Industry and Oil Centers at locations that do not have
at least a port size of 1.
"

This is wrong: each HI point can only produces 1 supply point and 1 fuel point.

Proven in  several tests and stated in dozens of threads, for instance this one:
tm.asp?m=1215008

Actually, in fairness to the manual, i believe this was changed after the game came out (and since the manual was never revised...) But, yes, it needs revision.

RE: Heavy Industry

Posted: Mon Nov 20, 2006 9:30 pm
by MarcA
The manual also has numerous ommisions relating to features included as upgrades. The most obvious here would have to be the fact there is nothing on PDU's. Not to mention the myriad of user interface tweaks such as get pilot buttons or list ships requireing upgrades, etc. Not errors but certainly sources of confusion. Especially the lack of any information on PDU's which is a common newbie question in the war room.

Edit Thats not meant to be the start of a wish list btw [:)]

RE: Heavy Industry

Posted: Mon Nov 20, 2006 9:41 pm
by treespider
ORIGINAL: mantill

The manual also has numerous ommisions relating to features included as upgrades. The most obvious here would have to be the fact there is nothing on PDU's. Not to mention the myriad of user interface tweaks such as get pilot buttons or list ships requireing upgrades, etc. Not errors but certainly sources of confusion. Especially the lack of any information on PDU's which is a common newbie question in the war room.

Edit Thats not meant to be the start of a wish list btw [:)]


Yes, I am well aware that there are any number of things included in patches that are not in the Manual.

For the moment lets just keep this thread to items where the manual says one thing yet the game does something else...whether the game is bugged or the manual is wrong.

Remember if the game consistently produces the same result from doing a particular action, it may be that it is not necessarily broken or bugged just that there was a poor design decision made.

RE: Heavy Industry

Posted: Mon Nov 20, 2006 9:46 pm
by rtrapasso
it may be that it is not necessarily broken or bugged just that there was a poor design decision made.


Heresy!!! [:-] [:D]

RE: Heavy Industry

Posted: Tue Nov 21, 2006 4:42 am
by Ron Saueracker
There is a revised manual on Spooky's site.

RE: Heavy Industry

Posted: Tue Nov 21, 2006 4:57 am
by treespider
ORIGINAL: Ron Saueracker

There is a revised manual on Spooky's site.

Yes there is...but I'm looking for places in the "official" manual that are inaccurate.

RE: Heavy Industry

Posted: Tue Nov 21, 2006 9:14 pm
by treespider
Gratuitous Bump...

RE: Carrier Max React

Posted: Tue Jan 02, 2007 4:03 pm
by VSWG
Regarding Heavy Industry, the manual states on p. 179 that

"For heavy industry factories at a location to function each day, there must be more resources
stored at that location than heavy industry, and there must be more oil stored at that location than
two times the heavy industry."


This is wrong: Heavy Industry will work if the amount of oil equals the amount of Heavy Industry.

Tested using CHS at Nukufetau (Ellice Islands). The base had 500 oil/res. + 500 HI and converted them to supplies/fuel instantly.