Has this Bug been reported?
Moderator: Shannon V. OKeets
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Auchinleck
- Posts: 175
- Joined: Thu Feb 09, 2006 3:26 am
Has this Bug been reported?
I've seen it for a while now in multiple games at different times with seemingly no rhyme or reason to it, and I can't be the only one. Example: I'll have a Swordfish with a rating of 3, loaded onto say the Ark Royal, which has a capacity of 3. Anchored at Scapa Flow with no immediate orders to go on patrol or into battle. Looking at the ship some turns, or even many turns later, the Swordfish now mysteriously has a rating of 1. So now I need to find additional planes with ratings of 1 or 2 to 'fill up' the Ark Royal to capacity. I've seen this happen to American Carriers docked at San Francisco, say the Enterprise, fully loaded with an F4F with a rating of 4. only to find it turns later replaced with an F4F with a rating of 2, now half loaded. The same problem has been observed as well with Japanese Carriers docked at Osaka or Nagoya, or wherever. It makes the Carrier Planes option, which adds considerable strategic flavor to the game, seem somewhat pointless. Another Bug adding considerable frustration to the game that seemed less buggy in less 'patched' versions.
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brian brian
- Posts: 3191
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RE: Has this Bug been reported?
the size classes of the CV planes go down year by year, it's part of the design of the force pools
RE: Has this Bug been reported?
To see what the size of a CVP will be, right click on it to bring up the menu, click on Air units, and then click on Carrier Air Unit Classes.
I thought I knew how to play this game....
- paulderynck
- Posts: 8508
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- Location: Canada
RE: Has this Bug been reported?
Yes the CVPs miniaturize over time, like the weapons platforms in good old Master of Orion II.
Paul
- Joseignacio
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RE: Has this Bug been reported?
ORIGINAL: Auchinleck
I've seen it for a while now in multiple games at different times with seemingly no rhyme or reason to it, and I can't be the only one. Example: I'll have a Swordfish with a rating of 3, loaded onto say the Ark Royal, which has a capacity of 3. Anchored at Scapa Flow with no immediate orders to go on patrol or into battle. Looking at the ship some turns, or even many turns later, the Swordfish now mysteriously has a rating of 1. So now I need to find additional planes with ratings of 1 or 2 to 'fill up' the Ark Royal to capacity. I've seen this happen to American Carriers docked at San Francisco, say the Enterprise, fully loaded with an F4F with a rating of 4. only to find it turns later replaced with an F4F with a rating of 2, now half loaded. The same problem has been observed as well with Japanese Carriers docked at Osaka or Nagoya, or wherever. It makes the Carrier Planes option, which adds considerable strategic flavor to the game, seem somewhat pointless. Another Bug adding considerable frustration to the game that seemed less buggy in less 'patched' versions.
You don't "need" to find additional planes.
The fact that your carrier can now handle one more squadron is a benefit, not a compulse. You can leave it as it is, you can buy a second old-fashioned squadron, or you can replace the one you have with a state of the art one.
In the first case, leave it as it is: expenditure 0 but inefficiency because of bad plane stats. However, no more inefficient than before, e.g. the A2A stats of your plane were 2 and keep on being 2, but you face now land based planes of 6 rating instead of 4...
Second case, it can be useful sometimes, cause you can have to bad planes instead of a good one, and sum up their stats or do separate missions but... you need to spend 3 bps (2+1) plus, if the Cv is sunk you lose these 3 bp in excess over other options.
Third case, you change your old plane with a new one and recycle your pilots, so you only spend 2 bp and have modern planes.
Restrictions for the 3rd (and IMO best case):
- The pilots need o recycle (go back to school) for 1 turn, but you can have usually one excess pilot and send those ones. I usually do.
- You'd need to send the ships to a home country port. EXCEPT (depending on the ruleset) one plane per turn can be deployed abroad.
RE: Has this Bug been reported?
ORIGINAL: Joseignacio
Restrictions for the 3rd (and IMO best case):
- The pilots need o recycle (go back to school) for 1 turn, but you can have usually one excess pilot and send those ones. I usually do.
- You'd need to send the ships to a home country port. EXCEPT (depending on the ruleset) one plane per turn can be deployed abroad.
Which rule controls whether you can deploy a plane outside the home country?
- Joseignacio
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- Location: Madrid, Spain
RE: Has this Bug been reported?
ORIGINAL: AndreasI
ORIGINAL: Joseignacio
Restrictions for the 3rd (and IMO best case):
- The pilots need o recycle (go back to school) for 1 turn, but you can have usually one excess pilot and send those ones. I usually do.
- You'd need to send the ships to a home country port. EXCEPT (depending on the ruleset) one plane per turn can be deployed abroad.
Which rule controls whether you can deploy a plane outside the home country?
4.2 Reinforcements
...
CVPiF/SiF option 56: You can place a reinforcement carrier plane directly onto a CV in an eligible port city if the CV can accommodate it.
I guess the concept "eligible" is what can be discussed...
- Joseignacio
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RE: Has this Bug been reported?
That was RAW 7.0 which, of course may not totally translate to MWIF but...
Anyway, the new rule drafts I have been reading set it more restrictive and clear (to clarify this, i guess )
Anyway, the new rule drafts I have been reading set it more restrictive and clear (to clarify this, i guess )
CVPiF/SiF option 45: You may place reinforcement carrier planes directly onto CVs in their home country cities (UK only in the case of the CW) if the CVs can accommodate them.
RE: Has this Bug been reported?
For board gaming purposes I have previously interpreted it along the lines of the new clarified rule (no placement outside UK) and have never really thought about different interpretations.
The above also means that I haven't tried placing outside UK in MWiF either, is that ability coded in the game? Would try it myself but I don't have the game client handy.
The above also means that I haven't tried placing outside UK in MWiF either, is that ability coded in the game? Would try it myself but I don't have the game client handy.
- Joseignacio
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RE: Has this Bug been reported?
To be true, for this we should have to go to the MWIF manuals... but anyway, the way we were interpreting at home, would allow the USA to get a pilot in Hawaii at least, and this is not Home Country.
But in the case of the CW, even if it is not misread (like it seems my group did) my first quoted rule, and considering that the CW has 5 or 6 Home Countries, can't see why not, cause all the HC should be eligible except if a rule specifically says they aren't.
But in the case of the CW, even if it is not misread (like it seems my group did) my first quoted rule, and considering that the CW has 5 or 6 Home Countries, can't see why not, cause all the HC should be eligible except if a rule specifically says they aren't.
RE: Has this Bug been reported?
I realize I have moved this thread slightly off-topic but just want to add one thing to the placement discussion.
I may be wrong but we have played it so that the regular UK counters belong to UK unless there is other information about the unit on the counter (for example South African, Australian and so on). A "normal" UK unit hence has only one home country - UK. Same goes for Canada and all the others. I don't know all the counters but unless there are specific CVP counters that allows for a different home country than the UK I don't think it is possible to place a carrier plane onto a carrier in ports outside the UK.
And this is RAW7 I take this from. I completely agree that what is being said in the MWiF manuals is what actually matters, I just don't have them with me right now.
I may be wrong but we have played it so that the regular UK counters belong to UK unless there is other information about the unit on the counter (for example South African, Australian and so on). A "normal" UK unit hence has only one home country - UK. Same goes for Canada and all the others. I don't know all the counters but unless there are specific CVP counters that allows for a different home country than the UK I don't think it is possible to place a carrier plane onto a carrier in ports outside the UK.
And this is RAW7 I take this from. I completely agree that what is being said in the MWiF manuals is what actually matters, I just don't have them with me right now.
- Joseignacio
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RE: Has this Bug been reported?
To be true, RAW7 says:
The thing is that IMO (or at least that's how we played) the AUS' home country is Australia, the NZ's is New Zwealand , IND's Indian, and so on and need to be deployed in those home countries, but nothing says that a CW unit without this specification needs to be built in UK, I think they should be buildable in any of the home countries because they don't carry an 'UK' (-only) inscription.
Of course militia has it's own rules.
Major powers and minor countries consist of a home country except for the Commonwealth which has 6 (the UK, Canada, India, South Africa, Australia and New Zealand). All references to major power home countries include all 6 Commonwealth home countries unless otherwise stated.
Where do reinforcements go?
Set aside your reinforcing offensive chits for later use.
Put your face-down naval units into the construction pool. Put all your other reinforcements on the map.
Put your on-map naval reinforcements into a port you control in the unit’s home country. However, you can place 1 convoy point a turn in either a Commonwealth home country other than the United Kingdom or an aligned (not conquered) minor country [Note: this is only possible if you are playing with Ships in Flames].
MIL must be placed in the city or port named on the counter. If you lose control of the city or port, then whenever the unit is in the force pool, remove it from the game instead. If you retake the city, put the unit back in your force pool. If it could arrive but the city or port is fully stacked, put the MIL unit back onto the production circle to arrive next turn (exception: option 15 ~ Off city reinforcements, see below).
All remaining reinforcements must now go into a city you control in the unit’s home country.
The thing is that IMO (or at least that's how we played) the AUS' home country is Australia, the NZ's is New Zwealand , IND's Indian, and so on and need to be deployed in those home countries, but nothing says that a CW unit without this specification needs to be built in UK, I think they should be buildable in any of the home countries because they don't carry an 'UK' (-only) inscription.
Of course militia has it's own rules.
- paulderynck
- Posts: 8508
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- Location: Canada
RE: Has this Bug been reported?
Quite a bit says that actually. In the set-up rules. When not marked as one of the others, it is a British unit and British units only appear in the UK, except one per turn from future additions in a new home country if the UK gets incompletely conquered.ORIGINAL: Joseignacio
The thing is that IMO (or at least that's how we played) the AUS' home country is Australia, the NZ's is New Zwealand , IND's Indian, and so on and need to be deployed in those home countries, but nothing says that a CW unit without this specification needs to be built in UK, I think they should be buildable in any of the home countries because they don't carry an 'UK' (-only) inscription.
Also note it must be a city and a port to put a CVP on a CV, as nothing says a reinforcing CVP can come on anywhere but a city.
Another alternative to get your CVPs to where your CVs are - especially for the US at Pearl - is to load two of them on a TRS and take them to the CVs, which they can rebase onto without using an air mission because MWiF does support this 2008 Annual Errata:
CVPiF & SiF option 56: During the aircraft rebase step, you may rebase CVPs within a hex (i.e. from one CV
to another, and/or from a CV to land) for no action limit cost.
Paul
- Joseignacio
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RE: Has this Bug been reported?
Spoke with my mate yesterdaynight at the swimming pool, he said he couldn't remember when but he agrees with you that the rules imply so.
As for getting a CVP abroad, again my fault. It's a rule, and it's pretty old, but not belonging to RAW7 but Factories in Flames ( for those who don't know it it's an expansion of WIF), which is not included in MWIF.
As for getting a CVP abroad, again my fault. It's a rule, and it's pretty old, but not belonging to RAW7 but Factories in Flames ( for those who don't know it it's an expansion of WIF), which is not included in MWIF.
RE: Has this Bug been reported?
ORIGINAL: Auchinleck
I've seen it for a while now in multiple games at different times with seemingly no rhyme or reason to it, and I can't be the only one. Example: I'll have a Swordfish with a rating of 3, loaded onto say the Ark Royal, which has a capacity of 3. Anchored at Scapa Flow with no immediate orders to go on patrol or into battle. Looking at the ship some turns, or even many turns later, the Swordfish now mysteriously has a rating of 1. So now I need to find additional planes with ratings of 1 or 2 to 'fill up' the Ark Royal to capacity. I've seen this happen to American Carriers docked at San Francisco, say the Enterprise, fully loaded with an F4F with a rating of 4. only to find it turns later replaced with an F4F with a rating of 2, now half loaded. The same problem has been observed as well with Japanese Carriers docked at Osaka or Nagoya, or wherever. It makes the Carrier Planes option, which adds considerable strategic flavor to the game, seem somewhat pointless. Another Bug adding considerable frustration to the game that seemed less buggy in less 'patched' versions.
Since no one has specifically stated it, this is NOT a bug, although you probably gathered that from the context of several of the above responses. In the board game, you had to physically flip the CVP counter over to see if its size rating went down in that year. In MWiF, the program changes the number on the front of the counter, which is very convenient in my opinion.
There is no overkill. There is only "open fire" and "reloading."


