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Airfield will not expand
Posted: Sat Jul 27, 2002 11:09 pm
by Philbd
I have version 1.2 installed and am playing 16as the Allies vs the computer. I noticed after I updated to 1.2 that Rendova Island airport was at 0 with over an 800% completion rate. The port is expanding normally. The same goes for Tulagi. Does anyone have a fix for this or no what is causing it. I have stopped expansion and restarted the airfields with the same result. Disgruntled.

Re: Airfield will not expand
Posted: Sun Jul 28, 2002 12:35 am
by Spooky
Originally posted by Philbd
I have version 1.2 installed and am playing 16as the Allies vs the computer. I noticed after I updated to 1.2 that Rendova Island airport was at 0 with over an 800% completion rate. The port is expanding normally. The same goes for Tulagi. Does anyone have a fix for this or no what is causing it. I have stopped expansion and restarted the airfields with the same result. Disgruntled.
OK - 4th thread on this subject
If you try to build an airbase on a hex with a SPS airsize of 0 (like Tulagi for instance) then it will need 10 times more than usual to build it to a size 1 airfield (it is in the manual)
So - for these bases only - the expansion will happen at 1.000 % instead of 100% -
Conclusion : don't build airbases in these kind of hexes

Posted: Sun Jul 28, 2002 7:14 pm
by Wolfar100
I say fix it do not explain it and just do a work around as we allready know it takes 1000 %.
It really through a monkey wrench into the plans I was allready undertaking.
Salute
Wolfar
Posted: Sun Jul 28, 2002 7:24 pm
by Spooky
Originally posted by Wolfar
I say fix it do not explain it and just do a work around as we allready know it takes 1000 %.
It really through a monkey wrench into the plans I was allready undertaking.
Salute
Wolfar
Fix what

There is no bug involved - it is only the base construction indicator which is a little screwed up if AND ONLY IF the initial SPS airsize for an hex is 0
Spooky
Posted: Mon Jul 29, 2002 4:04 am
by Wolfar100
Well come now it is more than screwed up! I started a base close to Laguna and had plans of making that a jump off point. The airbase is usless. 235% complete and I am geting smeared. If this base would have expanded as normal I would not have this problem. Because of it I am considering restarting the whole scenario. It should have already been at 2.
Little frustrated is all I am geting my butt waxed. Oh well at least I am learning!
Wargaming here since 1980...

Posted: Mon Jul 29, 2002 4:12 am
by Spooky
Originally posted by Wolfar
Well come now it is more than screwed up! I started a base close to Laguna and had plans of making that a jump off point. The airbase is usless. 235% complete and I am geting smeared. If this base would have expanded as normal I would not have this problem. Because of it I am considering restarting the whole scenario. It should have already been at 2.
Little frustrated is all I am geting my butt waxed. Oh well at least I am learning!
Wargaming here since 1980...
Close to Laguna (Lunga ?), I think you mean Tulagi
The only rule to remember is that - construction indicator screwed up or not - to build an airbase in an hex with a airsize SPS of 0 is a very very bad idea.
Spooky - wargamer since quite a long time (1984 ?)
Posted: Mon Jul 29, 2002 5:27 am
by Point Luck
you can also park a small CV TF just within range to provide air cover while the base is constructed. works nicely
Posted: Tue Jul 30, 2002 12:22 am
by Wolfar100
Got a little problem right now with parking a CV anywhere in that area.
Got 4 jap CV's chassing my backside. I think the AI got peeved that I invaded Lunga. At least the little base I started up just SE of Guadacannal is serving as a close supply dump and harbor.
Right now the Hornet is limping back to Nomana and so is the CVE Long Island. The Japs have 3 that they are nursing back.
The Airport expansion would have helped out nicely in somewhat helping to cover the area.
So my Strat is not too sound yet only had the game 6 days.

Seemed like a good idea untill the Airbase would not expand and then the Jap CV's showed up forcing me to make a grab at Guadacannel.
Salute
Wolfar
Posted: Tue Jul 30, 2002 12:42 am
by XPav
The point is that the airbases who have reached their SPS airsize are not supposed to expand until they reach 1000%.
Yes, it should say 100% to make sense, but it doesn't.
Now, what I want to know is how I can find the SPS sizes *BEFORE* making a base.
Posted: Tue Jul 30, 2002 12:51 am
by Spooky
Originally posted by XPav
The point is that the airbases who have reached their SPS airsize are not supposed to expand until they reach 1000%.
Yes, it should say 100% to make sense, but it doesn't.
Now, what I want to know is how I can find the SPS sizes *BEFORE* making a base.
Wrong ... Except the airbase built on hex with a SPS airsize of 0, the airbases will gain one level when they reach 100% to a maximum equal to SPS size + 3
You can get the SPS size of any hex you own by clicking on it ...
Posted: Tue Jul 30, 2002 1:49 am
by XPav
Wrong ... Except the airbase built on hex with a SPS airsize of 0, the airbases will gain one level when they reach 100% to a maximum equal to SPS size + 3
Isn't it a 1000% completion for airbases OVER the SPS?
A base with an air SPS of 0 will require 1000% for 1, 2, and 3.
A base with an air SPS of 1 will hit hit airbase size 1 upon 100% completion, and size 2, 3, and 4 upon 1000% completion each.
Manual Page 103....
"Airfields and Ports can be built up to a current value equal to the SPS using normal construction costs. (XPav: This is the 100%). Airfields and Ports can be built up to a current value equal to 3 levels greater than their SPS (up to a maximum of 9), but at a much higher construction cost (XPav: This is the 1000%)."
THATs what I understand the 1000% to be.
Posted: Tue Jul 30, 2002 1:51 am
by XPav
Oh, and I want to know the SPS of a hex when I don't own it. Seeing as how they're all hardcoded, why not show them to me before I land? Or do you want me to make a nice long list of them to refer to as a cheat sheet?
One of those "you can't see the info for no real good reason." things that penalizes those that don't have the entire map memorized.
Posted: Tue Jul 30, 2002 2:45 am
by willgamer
XPav,
Manual Page 103....
"Airfields and Ports can be built up to a current value equal to the SPS using normal construction costs. (XPav: This is the 100%). Airfields and Ports can be built up to a current value equal to 3 levels greater than their SPS (up to a maximum of 9), but at a much higher construction cost (XPav: This is the 1000%)."
THATs what I understand the 1000% to be.
Sorry, but you are mistaken, I can confirm that Spooky is exactly right.
The forum has a downloadable list of SPS values... you'll need to do the search.
(gaming since '62)
Posted: Tue Jul 30, 2002 3:12 am
by Wolfar100
(gaming since '62)
^^^^ HAR HAR! I was 5 then so what kind of games were you playing ring around the rosie?
I have been seriously board wargaming since ummmm around 1970. But Computer wargaming since 1980. An atari with 8k of memory and some game from SSI that involved Unicorns and Orcs I think.
PS that SPS stuff might shed some light on it. But I see in other threads that it has Matrix miffed also.
Back to taking Guad the Japs are puting up one hell of a fight. They ignored me while I was building that little base.
Salute
Wolfar
Posted: Tue Jul 30, 2002 3:41 am
by XPav
Originally posted by willgamer
XPav,
Sorry, but you are mistaken, I can confirm that Spooky is exactly right.
The forum has a downloadable list of SPS values... you'll need to do the search.
(gaming since '62)
So the airbases takes longer to expand once they've reached SPS, but the scale still goes up to 100%?
What about the this other post then:
Post from Erik...
Originally posted by Erik Rutins
Joe,
That is how it works, although apparently when you try to expand a base past its normal potential, the current counter goes from 0 to 999% instead of just more slowly going from 0 to 99%. Just think of it as 99.9% and you've got it.
As for the SPS sizes, "SPS" is too short a string to search for. Searches for numerous bases turned up nothing.
Posted: Tue Jul 30, 2002 8:25 am
by willgamer
re: where to find list
Airbase potential list in
this thread .
HAR HAR! I was 5 then so what kind of games were you playing ring around the rosie?
not if I had a choice :rolleyes: ; actually Tactics II (Avalon Hill).
Afaik, the extended time to 1000% is only for the build from a SPS(0) airbase to size 1.
Posted: Wed Jul 31, 2002 3:31 am
by John Lansford
When I click on an enemy occupied base I get the victory point total, not the SPS value. There may be a list of the bases on Matrix's site, but I don't want to have to refer to pages of paper to find the SPS value, when it could be included in the program.
Posted: Wed Jul 31, 2002 4:49 am
by Drongo
When I click on an enemy occupied base I get the victory point total, not the SPS value. There may be a list of the bases on Matrix's site, but I don't want to have to refer to pages of paper to find the SPS value, when it could be included in the program.
From reading other threads, I thought this was deliberate (that you had to have possession of the site to survey its potential).
Posted: Wed Jul 31, 2002 2:12 pm
by John Lansford
If the idea was you had to have possession of a site before knowing its SPS was intentional, then that is ludicrous. The military planners of the time knew quite well where was the best place for a port or an airfield; they chose the site on Bougainville specifically to take advantage of this information, for example.
WWII wasn't fought in the dark like they were playing Civilization. Either side should be able to find out where the best bases should be located before they land on them.
Posted: Wed Jul 31, 2002 4:13 pm
by AlvinS
If the idea was you had to have possession of a site before knowing its SPS was intentional, then that is ludicrous. The military planners of the time knew quite well where was the best place for a port or an airfield; they chose the site on Bougainville specifically to take advantage of this information, for example.
WWII wasn't fought in the dark like they were playing Civilization. Either side should be able to find out where the best bases should be located before they land on them.
I'm not sure if this will work, but has anyone flown a recon mission over a potential base? I was wondering if you could get the SPS information this way.
Is it even possible to select an unimproved site for a recon mission?
I agree that you would want to know the SPS potential before you commit troops to build an airbase.