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Editor Task Force question

Posted: Fri Feb 05, 2021 3:58 pm
by mussey
What does 'Delay' do in the Task Force Editor do? Its not a date like in the other tabs:


Image

RE: Editor Task Force question

Posted: Fri Feb 05, 2021 6:50 pm
by Dan1977
To Mussey, I reviewed my other stock scenarios. In the other Stock scenarios, they are very rare. I found two cases in the Marianas scenario. Kido Butai & Yamoto were both set for 16. In both these cases the TF's were set to "React to Enemy', as in your screen shot. I think there is a connection to reacting. I hope some else knows more than the two of us.

RE: Editor Task Force question

Posted: Fri Feb 05, 2021 7:25 pm
by mussey
ORIGINAL: Dan1977

To Mussey, I reviewed my other stock scenarios. In the other Stock scenarios, they are very rare. I found two cases in the Marianas scenario. Kido Butai & Yamoto were both set for 16. In both these cases the TF's were set to "React to Enemy', as in your screen shot. I think there is a connection to reacting. I hope some else knows more than the two of us.

This was in Andy Mac's Ironman 10 script. Other German ships were created too, with Delays ranging from 20 to 900. I can't find in the Editor Manual what this means as it only mentions if its a date, a zero, or 999. Hopefully others will know...

RE: Editor Task Force question

Posted: Fri Feb 05, 2021 11:30 pm
by Evoken
Amount of days before that task force shows up at intended location , so 600 delay in screenshot is 600 turns

RE: Editor Task Force question

Posted: Fri Feb 05, 2021 11:38 pm
by mussey
Thanks for the reply.

Once the Scheer returns to home base Truk, what does it do then? Will the Task Force regenerate? Or does it stop?

RE: Editor Task Force question

Posted: Fri Feb 05, 2021 11:42 pm
by Evoken
Once it arrives in game unless ship has a withdrawal date it will stay , if you want a ship to arrive multiple times you gotta clone it

RE: Editor Task Force question

Posted: Fri Feb 05, 2021 11:58 pm
by mussey
ORIGINAL: Evoken

Once it arrives in game unless ship has a withdrawal date it will stay , if you want a ship to arrive multiple times you gotta clone it

I'm not sure what you mean by this. So for example if this TF survives and returns to its home base Truk, what will happen to the TF and the ship within it? Does the ship just sit in port? What does the AI do with it?

RE: Editor Task Force question

Posted: Sat Feb 06, 2021 12:03 am
by Evoken
AI Scripts are using HQ's not individual ships , as long as you put the ship under Combined Fleet HQ , AI will find a use for it

RE: Editor Task Force question

Posted: Sat Feb 06, 2021 12:09 am
by mussey
ORIGINAL: Evoken

AI Scripts are using HQ's not individual ships , as long as you put the ship under Combined Fleet HQ , AI will find a use for it

Excellent. So in this case the Scheer will return to 4th Fleet HQ in Truk, and then be utilized according to the AI gods. Most probably in the South Seas area?

RE: Editor Task Force question

Posted: Sat Feb 06, 2021 12:16 am
by Evoken
I dont exactly know how it works but looks like all ships are under Combined fleet , so i would suggest putting new ships under combined fleet hq too

RE: Editor Task Force question

Posted: Sat Feb 06, 2021 12:25 am
by mussey
ORIGINAL: Evoken

I dont exactly know how it works but looks like all ships are under Combined fleet , so i would suggest putting new ships under combined fleet hq too

I'm new with the Editor and am walking on very thin ice, so any insight into this is helpful to me. Thanks!

RE: Editor Task Force question

Posted: Sat Feb 06, 2021 9:49 am
by Cavalry Corp
So its number of turns - I put a date and it works?? Normally everything works by date I thought.

RE: Editor Task Force question

Posted: Sat Feb 06, 2021 11:06 am
by mussey
ORIGINAL: Cavalry Corp

So its number of turns - I put a date and it works?? Normally everything works by date I thought.
Interestingly, when I had ships in my scenario to arrive as reinforcements (say 421225) and set the TF Delay at 0, the TF did NOT arrive. But when I entered the same date for TF it did arrive.

For the Adm Scheer above (in Ironman), the ship has a date of 420101 (1/1/42), yet a delay of 600.

There is something more to this when the Delay is set to a non-date....

RE: Editor Task Force question

Posted: Sat Feb 06, 2021 11:23 am
by Evoken
Have you seen those task forces spawn ?

RE: Editor Task Force question

Posted: Sat Feb 06, 2021 12:51 pm
by Andy Mac
Th TF will spawn on day 600 of the game as long as one ship in it has an arrival date before the date of TF arrival

These dates for TF arrival can be messed up by variable reinforcements so I ofter set the ship arrival earlier just in case someone plays with variable reinforcements

After teh TF chas completed its orders it will RTB and be available as a normal ship of its type for the AI to use as per normal ie a BB becomes available for any script that requires a BB

RE: Editor Task Force question

Posted: Sat Feb 06, 2021 12:54 pm
by Andy Mac
ps the reason sometimes numbers are used is because I lost the debate over using US date conventions early in development - the rest of the world uses DD/MM/YY which is what I wanted to use but I was overruled by all the Yanks on the original team so because sometime US date conventions are weird to me I use day counts instead frequently

RE: Editor Task Force question

Posted: Sat Feb 06, 2021 2:21 pm
by LargeSlowTarget
Andy, do I understand correctly that this field accepts both "activation dates" like 420601 and "day counts" like 600?

RE: Editor Task Force question

Posted: Sat Feb 06, 2021 3:43 pm
by Andy Mac
yes

RE: Editor Task Force question

Posted: Sat Feb 06, 2021 11:08 pm
by Dan1977
Andy,
The date convention of DD/MM/YY was actually used by the United States during the Second World War, and is still in use with the US military. So, you should have gotten your way as it is historically accurate. You can see this in old documents of the time.

RE: Editor Task Force question

Posted: Sun Feb 07, 2021 9:25 am
by mussey
ORIGINAL: Andy Mac

Th TF will spawn on day 600 of the game as long as one ship in it has an arrival date before the date of TF arrival

These dates for TF arrival can be messed up by variable reinforcements so I ofter set the ship arrival earlier just in case someone plays with variable reinforcements

After teh TF chas completed its orders it will RTB and be available as a normal ship of its type for the AI to use as per normal ie a BB becomes available for any script that requires a BB

Andy, thanks for the feedback, and love Ironman!

I do play with Variable Reinforcements (+/- 15 Days). If I set a ship and its TF for the same arrival date, the variable setting will mess it up?

I'm thinking of having all the German raiders return off-map/out of the game instead of RTB on-map. Can this be done?

PS - I like using dates for Delay.