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Get Transport(Alt-T) Woes

Posted: Tue Sep 23, 2003 3:17 am
by WeyBug
My opponent had ALT-T stop working in a pbem game and we had to abandon that game.

We are now into May of 1942. He is the allies and again ALT-T has stopped working.

He tries it with units activated and tries places where it has worked before(Pearl etc.)

Has anyone seen this before? Have any solutions?

some answers

Posted: Tue Sep 23, 2003 1:48 pm
by deVada
in order to get ALT-T working You must ensure that:

- there are some spare AP/MCS in a port close enough (30 - 40 hexes seems to be the critical range)
- HQ requesting transports must have more than circa 20 (don't know fer sure) preparation points
- Your keyboard shortcuts work OK (under some systems various key combinations in PW aren't working), so please check it out using mouse and manually choosing get transport function
- if APs are required - remember to activate land unit prior to getting transports

if all above fails - You must restart the game ...
:mad:

Posted: Tue Sep 23, 2003 8:29 pm
by WeyBug
He has tried it at various ports around the map. Plenty of PPs, APs in other ports and in pool. LCUs activated.

When you say restart the game, do you mean abandon the whole game and start a new war?

Energise

Posted: Wed Sep 24, 2003 4:39 am
by Aussie
Why is Get Transport so important that it stops a game?

In my current PBEM game, I have elected not to use it. I haven't noticed a great decline in my ability to transport troops. I simply send transport TFs in advance to bases, plus I prefer choosing ships manually. In my view, the function is more sci-fi than anything else ('beam me and my 10 APs over thanks Scotty'). ;)

Posted: Wed Sep 24, 2003 7:28 am
by WeyBug
I would certainly not call Alt-T sci fi. Remember that these are one week turns. Alt-T lets you gather transport at the start of the week.

It stoped our first game as Alt-T never worked and my opponent had whole classes of APs in the pool that he could not use at all.

Posted: Wed Sep 24, 2003 11:04 am
by Aussie
The fact that you can teleport (gather) available transport to a base during the orders phase at the beginning of a week, instead of putting these ships in TF and sending them there over a week or two is what makes it S/F. That's the reason that one of the house rule options is the absence of G/T usage. I think the GT function was put there to make it easier for new players - in that they don't have to worry about manually selecting the right number of APs, DDs, or AVs to load particular combat units and sending them on their merry way.
Have you tried pulling those spare APs out of the ship pool by selecting existing AP units and adding additional ships from the pool to those units?
:)

WeyBug ...

Posted: Wed Sep 24, 2003 11:08 am
by deVada
Have You tried to manually (w/o keyboard shortcuts) get the transports to base ?? The option is available in "util" menu on the task bar or after clicking on a base. I'm not sure ...

If that will fail I got no other ideas ...
:confused:

Posted: Wed Sep 24, 2003 8:30 pm
by WeyBug
Yes he tried it from the util menu while I was on the phone with him. Disply changed to port, but no pp loss ans no APs show.


Aussie - in our first game, Alt-T either never worked or stopped early(I forget). There were AP types in my opponents pool that he had no example of on the board. He did not have a unit of certain types to select and add to.

Posted: Thu Sep 25, 2003 4:40 am
by Aussie
I see the extent of your problem now. If those ships weren't in the pool then there would be a workaroud to the problem. This is probably a silly notion, but what if those APs in the pool are simply sitting there until the release date of a particular group of APs?

Hopefully someone else out there might have the solution.