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accept replacements

Posted: Sun Jul 01, 2012 9:17 am
by obvert
Hello,

It seems I made a tremendous mistake at the start and didn't click off 'accept replacements.'

Is there any way to rectify this problem or can someone go in and change the code if I send a turn file?

My opponent is none too happy and I'd certainly like to continue the game with no adverse feeling or conditions based on this issue.

Let me know if i can send a turn file and where to do that if it's possible.

Thank you!

RE: accept replacements

Posted: Sun Jul 01, 2012 9:32 am
by michaelm75au
Just list all units and press "No replacements" on the lower line of the list

RE: accept replacements

Posted: Sun Jul 01, 2012 10:07 am
by Historiker
The problem is, that new units come with "accept replacements" and empty the pool. So while I build a pool to change some frontline unit to a modern plane, some permanently restricted reinforcements empty the pool.

RE: accept replacements

Posted: Sun Jul 01, 2012 12:52 pm
by obvert
ORIGINAL: michaelm

Just list all units and press "No replacements" on the lower line of the list

As this is something we'd agreed to have clicked the other way, and it adds to the amount of micro-management of the game on virtually every turn, is there anything else that can be done to change the setting?

RE: accept replacements

Posted: Sun Jul 01, 2012 12:56 pm
by Historiker
ORIGINAL: obvert

ORIGINAL: michaelm

Just list all units and press "No replacements" on the lower line of the list

As this is something we'd agreed to have clicked the other way, and it adds to the amount of micro-management of the game on virtually every turn, is there anything else that can be done to change the setting?
it doesn't even help. I had set all to "no replacements" on turn two, after having my pools drained on turn 1 not realizing it was set on. The problem is, that new units arriving have "replacements on" and empty the pools before I can turn it off.

RE: accept replacements

Posted: Sun Jul 01, 2012 1:13 pm
by PaxMondo
That is always the case, and initial setting of replacements off won't change that as far as I understand. Once you change reaplcements to off and save, this won't change until you make the change in the units. You can then also choose to pool units in the info/device screen. This way you can pool units for specific unit upgrades.

RE: accept replacements

Posted: Sun Jul 01, 2012 1:56 pm
by Historiker
No.
My airgroups always arrived with "replacements off", and arriving allied groups never took planes from the pool without being ordered.
Also, planes can't be set to "pool".

RE: accept replacements

Posted: Mon Jul 02, 2012 3:24 pm
by obvert
Here is a save if it's feasible to change the setting.


RE: accept replacements

Posted: Tue Jul 03, 2012 9:45 am
by michaelm75au
Those settings are applied to ALL groups at scenario start, rather than as they arrive - the global setting is not persistent.

I would need a in-turn save to try anything

RE: accept replacements

Posted: Tue Jul 03, 2012 11:55 am
by witpqs
ORIGINAL: michaelm

Those settings are applied to ALL groups at scenario start, rather than as they arrive - the global setting is not persistent.

I would need a in-turn save to try anything

AH - that explains it! Once Player 1 makes an error with those settings, it's a real pain because Player 2 (and Player 1 if he wanted it differently) have to vet each unit as it arrives. Here's an idea in the hope that it's practical and not much trouble.

There are currently displays for "all air units" (the "A" key) and "all ground units" (the "G" key). Air units arriving on ship are really not an issue in my experience, but there is the "N" key too ("all air units on ships"). Could those displays have a toggle added so they show either "active" (units in play) or "inactive" (units yet to arrive)? The player would then be able to, for example, call up the "all air units" display, switch to "inactive", and change the aircraft replacement setting for all units, the pilot replacement setting for all units, etc.

What do you think?

RE: accept replacements

Posted: Tue Jul 03, 2012 12:28 pm
by obvert
Here is an in-turn save. Thanks.

RE: accept replacements

Posted: Wed Jul 04, 2012 11:21 am
by michaelm75au
Sorry, I can't change the setting with the current (r9) program.

I may be able to do something for the next patch, though.

RE: accept replacements

Posted: Wed Jul 04, 2012 1:13 pm
by witpqs
ORIGINAL: michaelm

Sorry, I can't change the setting with the current (r9) program.

I may be able to do something for the next patch, though.
Oh that's what I meant. I was brain-storming a possible approach. (I know, I know: anything in my brain is a storm!)

RE: accept replacements

Posted: Wed Jul 04, 2012 2:37 pm
by obvert
Thanks for trying Michael!!


RE: accept replacements

Posted: Wed Jul 04, 2012 2:59 pm
by JocMeister
Its on in mine and Eriks game as well. It isn´t too much of a hassle once you learn to turn it off as soon as a new squadron arrives! Never had the problem of them sucking replacements before I had time to turn it off though?

RE: accept replacements

Posted: Wed Jul 04, 2012 3:43 pm
by obvert
ORIGINAL: JocMeister

Its on in mine and Eriks game as well. It isn´t too much of a hassle once you learn to turn it off as soon as a new squadron arrives! Never had the problem of them sucking replacements before I had time to turn it off though?

I apparently suck at game start-up! I really thought I'd got it right in both of these. Not sure what happened, but it surely wasn't intentional to screw up Allied air replacements.

Glad you're okay with it.