Dutch Sub Mining Post-Patch

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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Bullwinkle58
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Joined: Tue Feb 24, 2009 12:47 pm

Dutch Sub Mining Post-Patch

Post by Bullwinkle58 »

Note--this is not a complaint or a request for any action. I did both sides of the patch to my on-going game with my eyes open, as I wanted the non-dynamic pieces of the DB changes, and I'm not that much of a control-freak with my AI game.

I'm in Jan. 1943, and have done about half of the Dec. 1942 Allied sub updates. I don't see any of the deck gun damage, or system damage, others are reporting.

However, I created a 2-O-boat sub mining TF with Dutch subs at Brisbane. They don't have any upgrade path. As I moved the subs to the TF and they loaded, instead of mines the text message reported they were loading Bofors 40 mm AA guns with a 15,000 yd range. In the device list, the mines were in the third line with zero loaded, and the Bofors guns were in the last line where the mines should have been.

I didn't send them out to see if they would lay. I disbanded the TF, and as it did I got a text message that the mines were being returned to inventory.

Just a note on something I haven't seen reported. FWIW, I'm playing a modded Scen 2 which already had split-sub-tubes in place. The split-tube code was provided me by someone who knew how to do it correctly; I did not do the editor work myself.
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Chickenboy
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Location: San Antonio, TX

RE: Dutch Sub Mining Post-Patch

Post by Chickenboy »

ORIGINAL: Bullwinkle58

Note--this is not a complaint or a request for any action. I did both sides of the patch to my on-going game with my eyes open, as I wanted the non-dynamic pieces of the DB changes, and I'm not that much of a control-freak with my AI game.

I'm in Jan. 1943, and have done about half of the Dec. 1942 Allied sub updates. I don't see any of the deck gun damage, or system damage, others are reporting.

However, I created a 2-O-boat sub mining TF with Dutch subs at Brisbane. They don't have any upgrade path. As I moved the subs to the TF and they loaded, instead of mines the text message reported they were loading Bofors 40 mm AA guns with a 15,000 yd range. In the device list, the mines were in the third line with zero loaded, and the Bofors guns were in the last line where the mines should have been.

I didn't send them out to see if they would lay. I disbanded the TF, and as it did I got a text message that the mines were being returned to inventory.

Just a note on something I haven't seen reported. FWIW, I'm playing a modded Scen 2 which already had split-sub-tubes in place. The split-tube code was provided me by someone who knew how to do it correctly; I did not do the editor work myself.
Dude...

You totally should have laid those water-borne 40mm bofors for unsuspecting maru-sans. Can you imagine how surprised those captains would be to have floating bofors open up on them at 15,000 feet?!?
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Bullwinkle58
Posts: 11297
Joined: Tue Feb 24, 2009 12:47 pm

RE: Dutch Sub Mining Post-Patch

Post by Bullwinkle58 »

ORIGINAL: Chickenboy

Dude...

You totally should have laid those water-borne 40mm bofors for unsuspecting maru-sans. Can you imagine how surprised those captains would be to have floating bofors open up on them at 15,000 feet?!?

And the Dutch don't mind being in seawater for long periods of time . . .

More like the'd run over the gun barrels and give their ships a free maritime prostate exam.
The Moose
Bongo
Posts: 27
Joined: Sat Oct 16, 2004 3:32 am

RE: Dutch Sub Mining Post-Patch

Post by Bongo »

Playing scenario 6 post patch and am seeing the same thing with Dutch Subs O-19 and O-20.
Don't poke the monkeys, they bite.
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Sheytan
Posts: 811
Joined: Mon Nov 27, 2006 11:53 pm

RE: Dutch Sub Mining Post-Patch

Post by Sheytan »

ORIGINAL: Chickenboy

ORIGINAL: Bullwinkle58

Note--this is not a complaint or a request for any action. I did both sides of the patch to my on-going game with my eyes open, as I wanted the non-dynamic pieces of the DB changes, and I'm not that much of a control-freak with my AI game.

I'm in Jan. 1943, and have done about half of the Dec. 1942 Allied sub updates. I don't see any of the deck gun damage, or system damage, others are reporting.

However, I created a 2-O-boat sub mining TF with Dutch subs at Brisbane. They don't have any upgrade path. As I moved the subs to the TF and they loaded, instead of mines the text message reported they were loading Bofors 40 mm AA guns with a 15,000 yd range. In the device list, the mines were in the third line with zero loaded, and the Bofors guns were in the last line where the mines should have been.

I didn't send them out to see if they would lay. I disbanded the TF, and as it did I got a text message that the mines were being returned to inventory.

Just a note on something I haven't seen reported. FWIW, I'm playing a modded Scen 2 which already had split-sub-tubes in place. The split-tube code was provided me by someone who knew how to do it correctly; I did not do the editor work myself.
Dude...

You totally should have laid those water-borne 40mm bofors for unsuspecting maru-sans. Can you imagine how surprised those captains would be to have floating bofors open up on them at 15,000 feet?!?
[:D][:D][:D][:D][:D]
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