Convoys Unloading

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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herwin
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Convoys Unloading

Post by herwin »

I had several convoys unloading in threatened ports, and I ordered them to stop unloading and get out of Dodge. The next turn, I checked and they had all continued unloading. Is the game engine working as designed? Or do I need to roll backwards three times and say "Simon Says" to make a convoy stop unloading...
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
Mistmatz
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RE: Convoys Unloading

Post by Mistmatz »

It seems to work for me in similar situations.

I cancel loading/unloading, undock and set a new target to sail to (within remaining fuel range). Maybe the undocking makes a difference?
If you gained knowledge through the forum, why not putting it into the AE wiki?

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MateDow
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RE: Convoys Unloading

Post by MateDow »

I think the key is to set a new destination for the convoy when you tell it to stop loading.
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Feltan
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RE: Convoys Unloading

Post by Feltan »

herwin,

I have done the same thing sevral times over, but my convoys tend to get out of Dodge City rather than disobey me!

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Feltan
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witpqs
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RE: Convoys Unloading

Post by witpqs »

ORIGINAL: herwin

I had several convoys unloading in threatened ports, and I ordered them to stop unloading and get out of Dodge. The next turn, I checked and they had all continued unloading. Is the game engine working as designed? Or do I need to roll backwards three times and say "Simon Says" to make a convoy stop unloading...

I have not seen that happen in AE. Loading and unloading have been very well-behaved for me. Perhaps as MateDow suggested the destination was still the same port?

Anyhow, when I am doing what you did, I usually set the TF to "Do Not Unload" which is more explicit.
herwin
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RE: Convoys Unloading

Post by herwin »

ORIGINAL: Mistmatz

It seems to work for me in similar situations.

I cancel loading/unloading, undock and set a new target to sail to (within remaining fuel range). Maybe the undocking makes a difference?

None of them were docked. All of them already had the desired target. I told them to stop unloading. They ignored the orders and are currently unloading.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
herwin
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RE: Convoys Unloading

Post by herwin »

ORIGINAL: MateDow

I think the key is to set a new destination for the convoy when you tell it to stop loading.

Did that.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
herwin
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RE: Convoys Unloading

Post by herwin »

ORIGINAL: witpqs
ORIGINAL: herwin

I had several convoys unloading in threatened ports, and I ordered them to stop unloading and get out of Dodge. The next turn, I checked and they had all continued unloading. Is the game engine working as designed? Or do I need to roll backwards three times and say "Simon Says" to make a convoy stop unloading...

I have not seen that happen in AE. Loading and unloading have been very well-behaved for me. Perhaps as MateDow suggested the destination was still the same port?

Anyhow, when I am doing what you did, I usually set the TF to "Do Not Unload" which is more explicit.

In other words, it requires a specific magical incantation....
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
herwin
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RE: Convoys Unloading

Post by herwin »

Seriously, this is a pattern. I had several large convoys in the area under threat, all unloading. I gave each a new destination, ordered them to go to the destination, and finally hit the button to stop unloading. Note, none of them were docked (too big), so I couldn't order them to undock. None of them heeded the orders.

I have colleagues who would heave their computer at a wall at this point. I know air traffic controllers who would bust up the break room if they ran into this in their work.

What's wrong with my incantation? I have a save.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
Djordje
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RE: Convoys Unloading

Post by Djordje »

I don't know if this is relevant, but I do it in reverse order: First I click on "cancel unloading", then I undock TF, and as last thing I set the new destination. They always do as I wanted them to do.
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Bullwinkle58
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RE: Convoys Unloading

Post by Bullwinkle58 »

ORIGINAL: Djordje

I don't know if this is relevant, but I do it in reverse order: First I click on "cancel unloading", then I undock TF, and as last thing I set the new destination. They always do as I wanted them to do.

Same here.

I think order matters in other places in the game. When I have "Remain on Station" selected for a TF in transit, and I want to change its destination, I always unclick "Remain" before I change the destination, then reapply it. When I change the destination without unclicking "Remian" I sometimes get unwanted results. Just one of those quirks.

Some forumites might prefer a chromed-up, slick, ultra-modern game code base. I prefer to think of AE as that hot British sports car with the bad wiring you loved in the 1970s. (Except the hot girl in the passenger seat is MS-DOS.)
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herwin
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RE: Convoys Unloading

Post by herwin »

ORIGINAL: Mistmatz

It seems to work for me in similar situations.

I cancel loading/unloading, undock and set a new target to sail to (within remaining fuel range). Maybe the undocking makes a difference?

All were already undocked.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
herwin
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RE: Convoys Unloading

Post by herwin »

ORIGINAL: MateDow

I think the key is to set a new destination for the convoy when you tell it to stop loading.

Done.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
herwin
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RE: Convoys Unloading

Post by herwin »

ORIGINAL: Djordje

I don't know if this is relevant, but I do it in reverse order: First I click on "cancel unloading", then I undock TF, and as last thing I set the new destination. They always do as I wanted them to do.

That might be the right incantation...
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
herwin
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RE: Convoys Unloading

Post by herwin »

ORIGINAL: Bullwinkle58
ORIGINAL: Djordje

I don't know if this is relevant, but I do it in reverse order: First I click on "cancel unloading", then I undock TF, and as last thing I set the new destination. They always do as I wanted them to do.

Same here.

I think order matters in other places in the game. When I have "Remain on Station" selected for a TF in transit, and I want to change its destination, I always unclick "Remain" before I change the destination, then reapply it. When I change the destination without unclicking "Remian" I sometimes get unwanted results. Just one of those quirks.

Some forumites might prefer a chromed-up, slick, ultra-modern game code base. I prefer to think of AE as that hot British sports car with the bad wiring you loved in the 1970s. (Except the hot girl in the passenger seat is MS-DOS.)

Diane sold her old Jaguar and I sold my old Dodge when we got married. We bought a new Austin America--known in the trade as the 'gumdrop'. It was designed after the brain drain had reached its peak. Required a new transmission every 14000 miles. The points were glued on the rotor, and the glue melted if you drove up to the top of Mount Wilson.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
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Bullwinkle58
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RE: Convoys Unloading

Post by Bullwinkle58 »

ORIGINAL: herwin

Diane sold her old Jaguar and I sold my old Dodge when we got married. We bought a new Austin America--known in the trade as the 'gumdrop'. It was designed after the brain drain had reached its peak. Required a new transmission every 14000 miles. The points were glued on the rotor, and the glue melted if you drove up to the top of Mount Wilson.

You SOLD an old Jaguar? (Cries.)

Your Austin reminds me of the low point of US car logic I experienced second-hand. High school GF drove her parents' 1974 Chevy Vega. Had an aluminum block WITH PORES in the metal. I never saw a solid metal sponge before or after. It was 16-months old and looked, inside and out, ten years. OTOH, the 1988 Honda Accord I bought new and took care of I drove until 2005, when I sold it to a friend, who drives it daily even now. I vist Jasper once in awhile and he remembers me.
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herwin
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RE: Convoys Unloading

Post by herwin »

ORIGINAL: Bullwinkle58
ORIGINAL: herwin

Diane sold her old Jaguar and I sold my old Dodge when we got married. We bought a new Austin America--known in the trade as the 'gumdrop'. It was designed after the brain drain had reached its peak. Required a new transmission every 14000 miles. The points were glued on the rotor, and the glue melted if you drove up to the top of Mount Wilson.

You SOLD an old Jaguar? (Cries.)

Your Austin reminds me of the low point of US car logic I experienced second-hand. High school GF drove her parents' 1974 Chevy Vega. Had an aluminum block WITH PORES in the metal. I never saw a solid metal sponge before or after. It was 16-months old and looked, inside and out, ten years. OTOH, the 1988 Honda Accord I bought new and took care of I drove until 2005, when I sold it to a friend, who drives it daily even now. I vist Jasper once in awhile and he remembers me.

A beautiful car, but we couldn't afford the necessary repair work on the engine.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
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vettim89
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RE: Convoys Unloading

Post by vettim89 »

ORIGINAL: Bullwinkle58
ORIGINAL: herwin

Diane sold her old Jaguar and I sold my old Dodge when we got married. We bought a new Austin America--known in the trade as the 'gumdrop'. It was designed after the brain drain had reached its peak. Required a new transmission every 14000 miles. The points were glued on the rotor, and the glue melted if you drove up to the top of Mount Wilson.

You SOLD an old Jaguar? (Cries.)

Your Austin reminds me of the low point of US car logic I experienced second-hand. High school GF drove her parents' 1974 Chevy Vega. Had an aluminum block WITH PORES in the metal. I never saw a solid metal sponge before or after. It was 16-months old and looked, inside and out, ten years. OTOH, the 1988 Honda Accord I bought new and took care of I drove until 2005, when I sold it to a friend, who drives it daily even now. I vist Jasper once in awhile and he remembers me.

sigh. Those of us that live in the norht can only look on with envy. Up here with the cold winter wind blows and the salt flies, car bodies die long before the drive trains
"We have met the enemy and they are ours" - Commodore O.H. Perry
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witpqs
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RE: Convoys Unloading

Post by witpqs »

ORIGINAL: herwin

Seriously, this is a pattern. I had several large convoys in the area under threat, all unloading. I gave each a new destination, ordered them to go to the destination, and finally hit the button to stop unloading. Note, none of them were docked (too big), so I couldn't order them to undock. None of them heeded the orders.

I have colleagues who would heave their computer at a wall at this point. I know air traffic controllers who would bust up the break room if they ran into this in their work.

What's wrong with my incantation? I have a save.

I saw your post in Tech Support, and certainly pursue that to help track down the bug. Meanwhile, set the TF to "Do Not Unload" in addition to telling it where to go (I mean setting a course![:D]).
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The Gnome
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RE: Convoys Unloading

Post by The Gnome »

ORIGINAL: Bullwinkle58

Some forumites might prefer a chromed-up, slick, ultra-modern game code base. I prefer to think of AE as that hot British sports car with the bad wiring you loved in the 1970s. (Except the hot girl in the passenger seat is MS-DOS.)

I normally agree with you 100% Moose, but here I can't go along. I don't see why having an deep game like AE is mutually exclusive of a modern, efficient, and intuitive UI. I know people loath when there is any criticism of our beloved AE, and yes I realize that AE was largely a volunteer effort - kudos to those guys, they did a magnificent job. I just hope in future versions the UI is given some TLC, it is needed ESPECIALLY for deep, complex games.
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