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Was sub supply and transport fixed 1.86?
Posted: Sat Jun 02, 2007 4:44 am
by pad152
Was sub supply and transport fixed in 1.86?
RE: Was sub supply and transport fixed 1.86?
Posted: Sat Jun 02, 2007 10:34 am
by Halsey
Was there a problem with it?
I've always been able to use this option.
The true kicker is the subs cargo capacity.
If you have too small a cargo capacity, just put a couple more subs in the TF.
RE: Was sub supply and transport fixed 1.86?
Posted: Sat Jun 02, 2007 10:42 am
by Terminus
I wasn't aware of a problem with it either. Perhaps pad152 could elaborate?
RE: Was sub supply and transport fixed 1.86?
Posted: Sat Jun 02, 2007 1:04 pm
by rtrapasso
ORIGINAL: Terminus
I wasn't aware of a problem with it either. Perhaps pad152 could elaborate?
There has ALWAYS (well, since at least 1.21) been a problem with sub transport - essentially, the Allies lose the capacity to transport cargo a few days (to a few weeks) into the game. i tracked this carefully, and after transporting about 300 tons of supplies, the ability ceases.*
*EDIT: At least this has been the case in the past. i have not tested it recently.
This has been reported NUMEROUS times in the past, and has always been called "not reproducible" - until recently when jwilkerson had it hit him. Not everyone gets this bug (just as not everyone gets other bugs)
See this thread:
fb.asp?m=1451924
(this thread also references 2 other previous threads).
AFAIK - the problem has NOT been fixed. it was put on the "list", but it was finally reproduced shortly before 1.806 release, and it was not on the list of things that were fixed.
RE: Was sub supply and transport fixed 1.86?
Posted: Sat Jun 02, 2007 2:19 pm
by Mike Solli
Robert, why don't you try it in the threadwar? Just put about 40 or so subs in a TF, load it with supply and send them to, say, Manila. We'll let you do that. Okay? [:D] [:'(]
RE: Was sub supply and transport fixed 1.86?
Posted: Sat Jun 02, 2007 3:04 pm
by rtrapasso
ORIGINAL: Mike Solli
Robert, why don't you try it in the threadwar? Just put about 40 or so subs in a TF, load it with supply and send them to, say, Manila. We'll let you do that. Okay? [:D] [:'(]
Oooh - you should ask Speedy to do that [:D]... i only have command of a couple of subs...
RE: Was sub supply and transport fixed 1.86?
Posted: Sat Jun 02, 2007 4:09 pm
by pad152
ORIGINAL: Terminus
I wasn't aware of a problem with it either. Perhaps pad152 could elaborate?
Terminus - I'm suprised by you, this problem as been reported many times.
In your next game as allies try to suppy Manila by subs. Subs lose the ability to carry supply early in the game. Sometimes when trying to load troops, the subs never finish loading and won't take on troops.
Maybe next time put out a list of what is going to be fixed next patch or ask for input.
RE: Was sub supply and transport fixed 1.86?
Posted: Sat Jun 02, 2007 6:12 pm
by rtrapasso
ORIGINAL: pad152
ORIGINAL: Terminus
I wasn't aware of a problem with it either. Perhaps pad152 could elaborate?
Terminus - I'm suprised by you, this problem as been reported many times.
In your next game as allies try to suppy Manila by subs. Subs lose the ability to carry supply early in the game. Sometimes when trying to load troops, the subs never finish loading and won't take on troops.
Maybe next time put out a list of what is going to be fixed next patch or ask for input.
The devs have a list and try to fix what they can, and sometimes (i think) the stumble on things to be fixed at the last minute... this would restrict them as to what is going to be fixed if they announced ahead of time. As it is, they are even relucatant to announce WHEN a patch is going to be released.
Also, if they announced WHAT was going to be fixed, folks would start badgering them to fix their pet peeves, and not the ones on the list, so it is probably better that they don't announce anything ahead of time... i think player demands have caused many devs to resign from being devs.
At least one item that was recently fixed got done at the last minute (the convoy loading problem).
RE: Was sub supply and transport fixed 1.86?
Posted: Sat Jun 02, 2007 11:50 pm
by Halsey
A snag that might occur to transport subs is this.
Sometimes disabled squads don't unload.
These then clog further loading, though they don't show a status of being on board.
If you have a sub that doesn't load.
Then stop using it completely in that role, and use another.
Solutions to a lot of these problems can be resolved by experimentation.[;)]
RE: Was sub supply and transport fixed 1.86?
Posted: Sun Jun 03, 2007 10:20 pm
by Oldguard1970
Hooah Halsey,
Is the info about disabled squads cloging the sub's transport certain? If so, can it be avoided?
RLTW (Regt HQ '84-'85)
RE: Was sub supply and transport fixed 1.86?
Posted: Mon Jun 04, 2007 1:52 am
by rtrapasso
ORIGINAL: Halsey
A snag that might occur to transport subs is this.
Sometimes disabled squads don't unload.
These then clog further loading, though they don't show a status of being on board.
If you have a sub that doesn't load.
Then stop using it completely in that role, and use another.
Solutions to a lot of these problems can be resolved by experimentation.[;)]
Well, after a while task force slots get "sticky" - you can't load a sub TF, but if you disband it and reform it under another number then SOMETIMES you can load it with troops. This does NOT jive with the "not unloading" idea. Also, i have kept track of the units/squads moved, and this did not seem to be the problem - they have definitely unloaded, but can't load troops again.
Also, after a while, even new subs won't load troops.
Also, - the ability to load cargo disappears pretty quickly in the game - long before the ability to load troops gets iffy... and again, it happens in newly commissioned subs as well as subs that have been in the game a while.
RE: Was sub supply and transport fixed 1.86?
Posted: Mon Jun 04, 2007 1:55 am
by pad152
This feature use to work, so I don't buy this "can't be avioded crap". The ability for subs to carry troops and supplies is broken and needs to be fixed. How long do we have to wait?
RE: Was sub supply and transport fixed 1.86?
Posted: Mon Jun 04, 2007 2:01 am
by rtrapasso
ORIGINAL: pad152
This feature use to work, so I don't buy this "can't be avioded crap". The ability for subs to carry troops and supplies is broken and needs to be fixed. How long do we have to wait?
For some players, this feature has NEVER worked (me, for example) - Ron. S. has also reported the same problem. Apparently now it is affecting more players, however.
EDIT - so i've been waiting about 3 years to get it fixed... [:D]
RE: Was sub supply and transport fixed 1.86?
Posted: Mon Jun 04, 2007 2:16 pm
by treespider
Other than a few select units why should players be allowed to transport anyone by sub?

RE: Was sub supply and transport fixed 1.86?
Posted: Mon Jun 04, 2007 2:36 pm
by Charbroiled
Just had this sub transport "bug" happen to me. I was extracting troops from Singapore. Had 1 sub return to Singapore to pick up more troops (actually a HQ unit). I gave orders to load and the op points went to 1000...the sub said "loading", but didn't show any troops as being on board. The next turn, then sub left without any troops. I sent the sub back to Singapore....disband it, and left it there for a turn. Next turn, I recreated a sub transport TF and the sub loaded normally.
RE: Was sub supply and transport fixed 1.86?
Posted: Mon Jun 04, 2007 4:25 pm
by rtrapasso
ORIGINAL: treespider
Other than a few select units why should players be allowed to transport anyone by sub?
At least in the PI, the Allies evac'ed all kinds of folks that they deemed critical, as well as the wounded... there was an S-boat that picked up around 100 folk on one trip [X(] (and then proceeded to attack enemy shipping and get pounded by DCs... there were a lot of unhappy passengers...)
RE: Was sub supply and transport fixed 1.86?
Posted: Mon Jun 04, 2007 4:29 pm
by rtrapasso
ORIGINAL: Charbroiled
Just had this sub transport "bug" happen to me. I was extracting troops from Singapore. Had 1 sub return to Singapore to pick up more troops (actually a HQ unit). I gave orders to load and the op points went to 1000...the sub said "loading", but didn't show any troops as being on board. The next turn, then sub left without any troops. I sent the sub back to Singapore....disband it, and left it there for a turn. Next turn, I recreated a sub transport TF and the sub loaded normally.
This is one different aspect of the "bug" (which is probably not ONE bug but at least 2, and probably more) ... as mentioned before, merely disbanding and reforming the TF under a different TF number is sometimes enough to get troops to load. As the game progresses, this becomes increasingly difficult.
The cargo aspect shows up much sooner in the game (by past experience) and once this hits, disbanding/reforming, etc. does NOT seem to help.
RE: Was sub supply and transport fixed 1.86?
Posted: Mon Jun 04, 2007 5:04 pm
by Nikademus
ORIGINAL: treespider
Other than a few select units why should players be allowed to transport anyone by sub?
They shouldn't because players don't do it for the reasons it was done historically. They do it to preserve an LCU slot, particularily ENG ones. I've always considered it an exploit, even after the exp loss bug was corrected. I never do it in my games.
RE: Was sub supply and transport fixed 1.86?
Posted: Mon Jun 04, 2007 5:11 pm
by rtrapasso
ORIGINAL: Nikademus
ORIGINAL: treespider
Other than a few select units why should players be allowed to transport anyone by sub?
They shouldn't because players don't do it for the reasons it was done historically. They do it to preserve an LCU slot, particularily ENG ones. I've always considered it an exploit, even after the exp loss bug was corrected. I never do it in my games.
This touches on an unresolved discussion in the game - cadres and their uses. This has been argued at length on other threads.
RE: Was sub supply and transport fixed 1.86?
Posted: Mon Jun 04, 2007 5:17 pm
by AmiralLaurent
ORIGINAL: Nikademus
ORIGINAL: treespider
Other than a few select units why should players be allowed to transport anyone by sub?
They shouldn't because players don't do it for the reasons it was done historically. They do it to preserve an LCU slot, particularily ENG ones. I've always considered it an exploit, even after the exp loss bug was corrected. I never do it in my games.
Well the problem is that IRL when a unit was destroyed, if enough replacement were available on home front it was possible to recreate a new unit. In WITP you can't create units, you will only receive those on the reinforcement list...
The fact that you can rebuild a PI division in Australia is another matter...