The bug with setting for no replacements
Posted: Tue Feb 02, 2010 9:17 am
When will it be fixed?
What's your Strategy?
https://forums.matrixgames.com:443/
ORIGINAL: Twotribes
It is annoying having to set the start , especially as the Japanese , to accept replacements to start.
ORIGINAL: pompack
ORIGINAL: Twotribes
It is annoying having to set the start , especially as the Japanese , to accept replacements to start.
[&:] Not sure I understand
two clicks and it's undone. If you are using Historical start you get a few replacements and then it stops. If you are using non-Historical start, there is no effect whatsoever. What am I missing?
EDIT: Well, for ground units. To turn off air unit replacements takes four more clicks and two strokes of the escape key
Yes, but that work-around was posted some time ago. I was referring to the work-around of starting the game with replacements on and then turning them off on the first turn. It's no big dealORIGINAL: crsutton
ORIGINAL: pompack
ORIGINAL: Twotribes
It is annoying having to set the start , especially as the Japanese , to accept replacements to start.
[&:] Not sure I understand
two clicks and it's undone. If you are using Historical start you get a few replacements and then it stops. If you are using non-Historical start, there is no effect whatsoever. What am I missing?
EDIT: Well, for ground units. To turn off air unit replacements takes four more clicks and two strokes of the escape key
Well the deal is that if you start the game with replacements off as the default, some units will not take replacements no matter how you set them later. It is quite a problem.
you are missing that if you play with replacement on, every unit that came in play after turn 0,ORIGINAL: pompack
ORIGINAL: Twotribes
It is annoying having to set the start , especially as the Japanese , to accept replacements to start.
[&:] Not sure I understand
two clicks and it's undone. If you are using Historical start you get a few replacements and then it stops. If you are using non-Historical start, there is no effect whatsoever. What am I missing?
EDIT: Well, for ground units. To turn off air unit replacements takes four more clicks and two strokes of the escape key
ORIGINAL: crsutton
Yes, with "replacments on" as the default when you start a game, all on map units and reinforcments seem to be accepting replacements normally. However, if you started the game with "replacements off" as the default then you have some problems in that a large amount of units that start the game on map will not take replacements even if you manually change them to accept replacements. Some are critical, such as the tank brigades in India and the "six" tank regiments in Oz. All start the game in place and will not accept replacements.
If you are facing an invasion of either India or Austrailia in mind 1942 (not and uncommon event) the lack of these tank units can be a critical factor. I don't know when we can expect patch 3 but if they fix this in the patch it be a big help.
ORIGINAL: crsutton
Well, if the 2nd Marine Div is not taking replacments then it becomes a much bigger issue as that unit did not start on map. Could there be other reasons for that as all of my infantry units seem to take replacments? At least in squads.
ORIGINAL: crsutton
ORIGINAL: pompack
ORIGINAL: Twotribes
It is annoying having to set the start , especially as the Japanese , to accept replacements to start.
[&:] Not sure I understand
two clicks and it's undone. If you are using Historical start you get a few replacements and then it stops. If you are using non-Historical start, there is no effect whatsoever. What am I missing?
EDIT: Well, for ground units. To turn off air unit replacements takes four more clicks and two strokes of the escape key
Well the deal is that if you start the game with replacements off as the default, some units will not take replacements no matter how you set them later. It is quite a problem.
ORIGINAL: crsutton
Well, if the 2nd Marine Div is not taking replacments then it becomes a much bigger issue as that unit did not start on map. Could there be other reasons for that as all of my infantry units seem to take replacments? At least in squads.
ORIGINAL: castor troy
ORIGINAL: crsutton
ORIGINAL: pompack
[&:] Not sure I understand
two clicks and it's undone. If you are using Historical start you get a few replacements and then it stops. If you are using non-Historical start, there is no effect whatsoever. What am I missing?
EDIT: Well, for ground units. To turn off air unit replacements takes four more clicks and two strokes of the escape key
Well the deal is that if you start the game with replacements off as the default, some units will not take replacements no matter how you set them later. It is quite a problem.
what?? [X(]
ORIGINAL: Bullwinkle58
ORIGINAL: crsutton
Well, if the 2nd Marine Div is not taking replacments then it becomes a much bigger issue as that unit did not start on map. Could there be other reasons for that as all of my infantry units seem to take replacments? At least in squads.
I slept on this post, and this morning re-thought my answer. It is strange.
I checked on a fresh Scenario 1 game, and all of the regiments of the 2nd Div. start on-map except one, which is 159 days out. The on-map units are under 100%, some very much under.
In my game I turned on replacements for the onb-map LCUs, as regiments, and the on-map regiments filled out. When the 6th Reg. arrives at San Diego it's already fully filled out. I moved everything to PH, combined into the 2nd Div. and sent it to Tarawa, where it got mauled. I moved it back as the 2nd Div., left it combined, and it has only filled out about 8 squads in 1.5 years.
I'm wondering if I broke it back up into A/, B/, C/ Divs if it might start to fill up. I'll try that. That still seems like a bug if it works, however.
Explain how as the allies I can use 2 clicks to turn off ALL replacements to all land, air units and HQs. Please.ORIGINAL: pompack
ORIGINAL: Twotribes
It is annoying having to set the start , especially as the Japanese , to accept replacements to start.
[&:] Not sure I understand
two clicks and it's undone. If you are using Historical start you get a few replacements and then it stops. If you are using non-Historical start, there is no effect whatsoever. What am I missing?
EDIT: Well, for ground units. To turn off air unit replacements takes four more clicks and two strokes of the escape key
ORIGINAL: Twotribes
Explain how as the allies I can use 2 clicks to turn off ALL replacements to all land, air units and HQs. Please.ORIGINAL: pompack
ORIGINAL: Twotribes
It is annoying having to set the start , especially as the Japanese , to accept replacements to start.
[&:] Not sure I understand
two clicks and it's undone. If you are using Historical start you get a few replacements and then it stops. If you are using non-Historical start, there is no effect whatsoever. What am I missing?
EDIT: Well, for ground units. To turn off air unit replacements takes four more clicks and two strokes of the escape key