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Magic Fleets

Posted: Thu Dec 16, 2004 10:05 pm
by cbclimber
This issue occurs in 1.3 and now again in 1.4. I'm playing scenario 15 as the Japanese against the computer using daily turns. It's mid August 42 and I have taken Numea. Unfortunately, every time I disband a fleet they magically reform and immediately head for the nearest allied port. These fleets have their home port listed as none. You can imagine my consternation to see a taskforce consisting of an AE, AS, and an AD sortie and begin moving toward New Zealand.
I’ve checked to make sure the area is "Human Controlled." Anybody else have a similar problem?


One other problem...the hexes off switch doesnt turn off the hexes in 1.4!?!

RE: Magic Fleets

Posted: Thu Dec 16, 2004 10:51 pm
by Mr.Frag
Need to see a save.

RE: Magic Fleets

Posted: Thu Dec 16, 2004 11:48 pm
by cbclimber
Fine,

I'll send the save.
But someone needs to tell me how-I-do-dat.

Footnote...

The hexgrid finally removed its self after the second load of the save.

RE: Magic Fleets

Posted: Thu Dec 16, 2004 11:56 pm
by pompack
IIRC, the hex grid is generated at "startup" being either the first scenario load or the first save load after bringing up the game.

RE: Magic Fleets

Posted: Fri Dec 17, 2004 4:03 am
by Mr.Frag
cb, i can't pm you cause you don't accept pm [:D]

RE: Magic Fleets

Posted: Fri Dec 17, 2004 5:03 am
by cbclimber
Thanks for your patience.

I received your email and responded with the save.

The issues
1. The problem as described at the beginning of this thread
2. Japanese fighter squadron based at Pearl Harbor.


Thanks again

RE: Magic Fleets

Posted: Fri Dec 17, 2004 5:08 am
by bradfordkay
2. Japanese fighter squadron based at Pearl Harbor.



No wonder the aircraft from Enterprise were shot at as they tried to land on the afternoon of Dec 7... the support troops were in league with the Japanese!!!

RE: Magic Fleets

Posted: Fri Dec 17, 2004 5:56 am
by Mr.Frag
[:D]

I'd love a save for the turn before this happens if anyone happens to have. As is, it is self correcting by doing a base transfer of the affected air group to another base. (even the enemy)

RE: Magic Fleets

Posted: Sat Dec 18, 2004 7:47 am
by cbclimber
The Numea situation just took a turn for the worst..I just caught one of my damaged (heavily) transports build itself into a fleet from port and head towards an enemy port by itself. This is a problem because I can't use this 9 level port for repairing ships. I can't think of anything else to turn to manual control. I've had to make Fiji my main naval base but it's just not as nice as Numea. I hope this issue can be addressed in some future patch. All my other bases are normal, including Morsby which is much closer to an enemy base. Numea just keeps pulling ships from the disbanded ships and launches them at the enemy.

Thanks for the help!

RE: Magic Fleets

Posted: Sat Dec 18, 2004 8:50 am
by mlees
It sounds like the AI is stuck in "Tutorial" mode, trying to step you through the auto-convoy system...
(Just kidding...)

RE: Magic Fleets

Posted: Sat Dec 18, 2004 5:24 pm
by Mr.Frag
Nope, auto-convoy in action.

RE: Magic Fleets

Posted: Sat Dec 18, 2004 8:32 pm
by mlees
Then THAT makes it sound like the "owner", or controlling HQ, for a Japanese controlled Noumea keeps reverting back to the Allied flag (go free french partisans!).
I saw similar thoughts in the "Changsha not changing command when conquered" thread, among others.