New submarine superexploit discovered!
Posted: Sun Jul 27, 2014 12:52 pm
I have just discovered a wonderful bug/feature/exploit in v3.2 of Matrix Edition Pacific War!
Though this bug is probably much older than this version and might have been present in Gary Grigsby's original release.
I call it the Submarine Teleporter Trick.
Now, I knew that submarines were very useful in the Pacific War, but this finding truly opens new horizons (er, depths?) for them.
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So then, what do you do?
Step 1 - Put a sub group on patrol in the hex you want to teleport ships FROM. Get one fresh from the port or redeploy one of your groups already on patrol - it really doesn't matter.
Step 2 - Hit Alt-M, then hit Space and select the desired Task Force. Now you are at the Task Force screen.
Step 3 - Click left mouse button once on a desired ship/ship stack. (small ship data screen pops up)
Click right mouse button once to clear it, then click it again to leave the Task Force screen altogether. (and again if you get a blank screen below)
Step 4 - Now at the bottom of the main game screen your chosen ship's/ship stack's name will be displayed instead of the usual name of a patrolling sub group.
You'll also see some weird (sometimes negative) Time and Attack numbers.
Step 5 - Use i,j,k,m and up,left,right,down buttons ONLY to navigate. Select the target port you control. Now hit R.
Voila! Your chosen ship/ship stack should materialize in the target port. Saratoga in Calcutta at turn 2? Not an impossibility anymore. Lexington and Enterprise in DEI? Really, why not?
You can now customize somewhat the Japanese starting ship positions during a non-historical turn.
You can select up to 6 hexes (the number of available Jap sub groups) from which to teleport ships.
Move that Kido Butai to Maloelap Island. Add CVLs and CVEs to it. Bombard Pearl with BBs and CAs. Run wild.
Allied player can also put some ships in the ports of England and Eastern U.S and they will repair there, safe from Japanese aircraft.
This works ONLY on Task Forces (in port or at sea) and you can teleport ships ONLY to a friendly port. (isolated or not - does not matter)
Be careful not to left-click anywhere on the map after Step 4 (well, empty land hexes seem safe), or else your ship/ship stack will be forever lost in the void.
This is the only way to wind up with ships in "port" at non-sea bases, like in the middle of China. (BUT THEN those ships will become permanently unreachable and open to attack by LBA)
Teleportation does not respect flagship status, which means you can lift entire Task Forces stuck at sea.
Though this bug is probably much older than this version and might have been present in Gary Grigsby's original release.
I call it the Submarine Teleporter Trick.
Now, I knew that submarines were very useful in the Pacific War, but this finding truly opens new horizons (er, depths?) for them.
---
So then, what do you do?
Step 1 - Put a sub group on patrol in the hex you want to teleport ships FROM. Get one fresh from the port or redeploy one of your groups already on patrol - it really doesn't matter.
Step 2 - Hit Alt-M, then hit Space and select the desired Task Force. Now you are at the Task Force screen.
Step 3 - Click left mouse button once on a desired ship/ship stack. (small ship data screen pops up)
Click right mouse button once to clear it, then click it again to leave the Task Force screen altogether. (and again if you get a blank screen below)
Step 4 - Now at the bottom of the main game screen your chosen ship's/ship stack's name will be displayed instead of the usual name of a patrolling sub group.
You'll also see some weird (sometimes negative) Time and Attack numbers.
Step 5 - Use i,j,k,m and up,left,right,down buttons ONLY to navigate. Select the target port you control. Now hit R.
Voila! Your chosen ship/ship stack should materialize in the target port. Saratoga in Calcutta at turn 2? Not an impossibility anymore. Lexington and Enterprise in DEI? Really, why not?
You can now customize somewhat the Japanese starting ship positions during a non-historical turn.
You can select up to 6 hexes (the number of available Jap sub groups) from which to teleport ships.
Move that Kido Butai to Maloelap Island. Add CVLs and CVEs to it. Bombard Pearl with BBs and CAs. Run wild.
Allied player can also put some ships in the ports of England and Eastern U.S and they will repair there, safe from Japanese aircraft.
This works ONLY on Task Forces (in port or at sea) and you can teleport ships ONLY to a friendly port. (isolated or not - does not matter)
Be careful not to left-click anywhere on the map after Step 4 (well, empty land hexes seem safe), or else your ship/ship stack will be forever lost in the void.
This is the only way to wind up with ships in "port" at non-sea bases, like in the middle of China. (BUT THEN those ships will become permanently unreachable and open to attack by LBA)
Teleportation does not respect flagship status, which means you can lift entire Task Forces stuck at sea.