List of 'Must Read' Threads
Moderators: Joel Billings, wdolson, Don Bowen, mogami
RE: "Must read" threads
Thanks Apollo! [:)] It has been added along with this thread:
"Raiding the US Early Dec 1941"
tm.asp?m=1066129
"Raiding the US Early Dec 1941"
tm.asp?m=1066129

RE: "Must read" threads
Hi all,
Thank you for your effort!
Leo "Apollo11"
ORIGINAL: VSWG
Thanks Apollo! [:)] It has been added along with this thread:
"Raiding the US Early Dec 1941"
tm.asp?m=1066129
Thank you for your effort!
Leo "Apollo11"

Prior Preparation & Planning Prevents Pathetically Poor Performance!
A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE
RE: "Must read" threads
Excellent work VSWG! Very useful guide. Two years without witp and it looks like a brand new game for me now[:(]. It should save a lot of time. Thanks a lot!

RE: "Must read" threads
Heeeeey, look who's back![&o][&o][&o]
We are all dreams of the Giant Space Butterfly.
RE: "Must read" threads
Yeah I'm back, looks like it’s impossible to get rid of witp addiction completely.[:)]

RE: "Must read" threads
Fan-Freaking-Tastic!
"Just when I thought I was out, they pull me back in!"
"Just when I thought I was out, they pull me back in!"
We are all dreams of the Giant Space Butterfly.
-
- Posts: 6907
- Joined: Sun Jul 17, 2005 3:41 pm
- Location: The Divided Nations of Earth
RE: "Must read" threads
ORIGINAL: Subchaser
Yeah I'm back, looks like it’s impossible to get rid of witp addiction completely.[:)]
[&o][&o][&o][&o][&o][&o][&o][&o][&o]
All hail the master plane side artist!
I'm not worthy!! [:)]
-
- Posts: 6907
- Joined: Sun Jul 17, 2005 3:41 pm
- Location: The Divided Nations of Earth
RE: "Must read" threads
ORIGINAL: Subchaser
Yeah I'm back, looks like it’s impossible to get rid of witp addiction completely.[:)]
I tried getting rid of the addiction too. It worked for 3 months I think. Now I'm just trying to get rid of work so I can spend more time with my addiction! [:D]
RE: "Must read" threads
You're welcome, Subchaser. [:)] You had left this forum long before I bought this game, but even newbies like me know who you are, and the map you have created.ORIGINAL: Subchaser
Excellent work VSWG! Very useful guide. Two years without witp and it looks like a brand new game for me now[:(]. It should save a lot of time. Thanks a lot!
And thanks for the sticky, Mr. unknown Mod. [8D]

RE: "Must read" threads
Added a link to all WitP patches to section 'I. General Links':
PATCHES!! Get them here:
http://www.matrixgames.com/games/downloads.asp?gid=294
Created a new section:
VI. MODS
CHS: http://www.bur.st/~akbrown/witp/CHS_download.html
RHS: http://www.rhs.akdreemer.com/rhs_home.html
Big B's Mod: http://www.bur.st/~akbrown/witp/scenarios.html
Nik Mod: http://www.bur.st/~akbrown/witp/scenarios.html
Of course links to other mods will be added, too - just send me a PM.
PATCHES!! Get them here:
http://www.matrixgames.com/games/downloads.asp?gid=294
Created a new section:
VI. MODS
CHS: http://www.bur.st/~akbrown/witp/CHS_download.html
RHS: http://www.rhs.akdreemer.com/rhs_home.html
Big B's Mod: http://www.bur.st/~akbrown/witp/scenarios.html
Nik Mod: http://www.bur.st/~akbrown/witp/scenarios.html
Of course links to other mods will be added, too - just send me a PM.

RE: "Must read" threads
Added the following topic to 'General Links':
Solution for the out-of-sync bug from pompack:
tm.asp?m=1149856
A better solution would be to create another thread in the support forum which collects known bugs.
Solution for the out-of-sync bug from pompack:
tm.asp?m=1149856
A better solution would be to create another thread in the support forum which collects known bugs.

RE: "Must read" threads
Added:
"Late-war Japanese Navy strategy"
tm.asp?m=1366692
The effects of altitute on A2A combat:
tm.asp?m=1321992
"Do not move your carrier air groups off of their home carriers!" Don Bowen explains why:
tm.asp?m=1312154
"IJN humbled at Trincomalee". About the importance of Surface Combat TFs during invasions (sorry, irrelevant [;)]):
tm.asp?m=840525
"Late-war Japanese Navy strategy"
tm.asp?m=1366692
The effects of altitute on A2A combat:
tm.asp?m=1321992
"Do not move your carrier air groups off of their home carriers!" Don Bowen explains why:
tm.asp?m=1312154
"IJN humbled at Trincomalee". About the importance of Surface Combat TFs during invasions (sorry, irrelevant [;)]):
tm.asp?m=840525

RE: "Must read" threads
Hi all,
Agan nice continous work - thanks!
BTW, I quickly searched but didn't find links for the "FLAK gap" discussions... I think it woyld be prudent to include those to the list as well (because of knowledge/info given there)...
Leo "Apollo11"
Agan nice continous work - thanks!
BTW, I quickly searched but didn't find links for the "FLAK gap" discussions... I think it woyld be prudent to include those to the list as well (because of knowledge/info given there)...
Leo "Apollo11"

Prior Preparation & Planning Prevents Pathetically Poor Performance!
A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE
RE: "Must read" threads
ORIGINAL: Apollo11
Hi all,
Agan nice continous work - thanks!
BTW, I quickly searched but didn't find links for the "FLAK gap" discussions... I think it woyld be prudent to include those to the list as well (because of knowledge/info given there)...
Leo "Apollo11"
Added:
"AA Guns (Land units)". About the 'Flak Gap' in WitP.
tm.asp?m=1365995

RE: "Must read" threads
Hi all,
Thanks!
BTW, can you please add two more (regarding same issue):
#1
"IMPORTANT: Huge undefended "empty" zone in AA..."
tm.asp?m=960298&mpage=1
#2
"Humble request for Don and Joe regarding AA WitP programming..."
tm.asp?m=1131500&mpage=1
Leo "Apollo11"
Thanks!
BTW, can you please add two more (regarding same issue):
#1
"IMPORTANT: Huge undefended "empty" zone in AA..."
tm.asp?m=960298&mpage=1
#2
"Humble request for Don and Joe regarding AA WitP programming..."
tm.asp?m=1131500&mpage=1
Leo "Apollo11"

Prior Preparation & Planning Prevents Pathetically Poor Performance!
A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE
RE: "Must read" threads
Hi
Link to Lord Callidors Manual doesn't work anymore. Does anybody has this manual? May send it to me or send it to spooky for hosting?
Thank's
Morphin
Link to Lord Callidors Manual doesn't work anymore. Does anybody has this manual? May send it to me or send it to spooky for hosting?
Thank's
Morphin
RE: "Must read" threads
Ooops, missed your reply Apollo11.
I've added the second thread, but the first one is IMO more a historical discussion. Maybe add it to the topped thread in the scenario forum, since it contains a lot of data that might be interesting for modders? But I'll probably change my mind as soon as I've read it in detail. Anyway, thanks for contributing! [8D]
morphin,
sorry, I didn't download it. Maybe someone can send it to Spooky so that he can upload it again?
I've added the second thread, but the first one is IMO more a historical discussion. Maybe add it to the topped thread in the scenario forum, since it contains a lot of data that might be interesting for modders? But I'll probably change my mind as soon as I've read it in detail. Anyway, thanks for contributing! [8D]
morphin,
sorry, I didn't download it. Maybe someone can send it to Spooky so that he can upload it again?

RE: "Must read" threads
Think that this info is must too...thanks to VSWG!
you have to differentiate between 'operational for offensive mission' and 'operational for CAP and patrol missions'. For offensive missions, an airfield is operational when the runway damage is
-less than 25 for a size 1 airfield
-less than 30 for a size 2 airfield
-less than 35 for a size 3 airfield
-less than 40 for a size 4 airfield
-less than 45 for a size 5 airfield
-less than 50 for a size 6 airfield
-less than 55 for a size 7 airfield
-less than 60 for a size 8 airfield
-less than 65 for a size 9 airfield
-less than 70 for a size 10 airfield
For CAP and patrol missions, an airfield is operational when the runway damage is
-less than 55 for a size 1 airfield
-less than 60 for a size 2 airfield
-less than 65 for a size 3 airfield
-less than 70 for a size 4 airfield
-less than 75 for a size 5 airfield
-less than 80 for a size 6 airfield
-less than 85 for a size 7 airfield
-less than 90 for a size 8 airfield
-less than 95 for a size 9 airfield
-less than 100 for a size 10 airfield
you have to differentiate between 'operational for offensive mission' and 'operational for CAP and patrol missions'. For offensive missions, an airfield is operational when the runway damage is
-less than 25 for a size 1 airfield
-less than 30 for a size 2 airfield
-less than 35 for a size 3 airfield
-less than 40 for a size 4 airfield
-less than 45 for a size 5 airfield
-less than 50 for a size 6 airfield
-less than 55 for a size 7 airfield
-less than 60 for a size 8 airfield
-less than 65 for a size 9 airfield
-less than 70 for a size 10 airfield
For CAP and patrol missions, an airfield is operational when the runway damage is
-less than 55 for a size 1 airfield
-less than 60 for a size 2 airfield
-less than 65 for a size 3 airfield
-less than 70 for a size 4 airfield
-less than 75 for a size 5 airfield
-less than 80 for a size 6 airfield
-less than 85 for a size 7 airfield
-less than 90 for a size 8 airfield
-less than 95 for a size 9 airfield
-less than 100 for a size 10 airfield

RE: "Must read" threads
During my quest to learn the game's finer points, this has been a very informative thread.
I have found the plane upgrade paths for the Japanese. But haven't found anything for the allies. Are there any threads on upgrade paths for the allies? A favorite tactic that I use in critical phases of the campaign is I may upgrade a squadron that is depleted at around 25% of TOE. Sometimes the plane type that squadron uses is nearly zero as losses in other theatre's has taken its toll. Upgrading raises the number of ready planes from say 3 to a full complement. I figure that its best to keep the bombing units near full complement if possible. I try to keep the highest quality fighters at the front and rotate them to a rear base as the unit falls below 35% to 50% of full strength. For example, in 4/42-6/42 I tend to over use the Hudsons fiighting for PM, prior to US reinforcements arriving. I may have 2-3 squadrons down to 20% strength. I then upgrade these and automatically fill out the unit with a different plane type. In one turn, PM may get ravaged, losing 75% of my bomber strength. The next turn, I'm upgrading and automatically filling out the complement with a different plane type. I may sacrifice range and upgrade to Beaufords, other Commonwealth aircraft, or maybe B-20s, B-25s, or B-26s. Once the original plane type's replacement pool rises, I may upgrade to that type, again to full complement of planes. I don't know if I'm hurting the squadron's combat effectiveness, tho.This seems gamey to me, but I'm still playing the AI.
How about any threads that compares different plane types?
Also, the manual defines the victory conditions for bases. It states that a base's value is a calculation using the Base's "basic value" multiplied by a formula that takes into account AF and port size. Is there a time component that benefits time of possession? I haven't found this anywhere. So holding a base 1 year is the same as holding the base for 3 years? Has there been any discussions on base capture strategy? Say a list of base objective value derived from the base's VC points weighted by an importance factor that factors the range to other bases or usage on strategic bombing?
Thanks goes to all the people that put this list of threads together. It has been a great service.
I have found the plane upgrade paths for the Japanese. But haven't found anything for the allies. Are there any threads on upgrade paths for the allies? A favorite tactic that I use in critical phases of the campaign is I may upgrade a squadron that is depleted at around 25% of TOE. Sometimes the plane type that squadron uses is nearly zero as losses in other theatre's has taken its toll. Upgrading raises the number of ready planes from say 3 to a full complement. I figure that its best to keep the bombing units near full complement if possible. I try to keep the highest quality fighters at the front and rotate them to a rear base as the unit falls below 35% to 50% of full strength. For example, in 4/42-6/42 I tend to over use the Hudsons fiighting for PM, prior to US reinforcements arriving. I may have 2-3 squadrons down to 20% strength. I then upgrade these and automatically fill out the unit with a different plane type. In one turn, PM may get ravaged, losing 75% of my bomber strength. The next turn, I'm upgrading and automatically filling out the complement with a different plane type. I may sacrifice range and upgrade to Beaufords, other Commonwealth aircraft, or maybe B-20s, B-25s, or B-26s. Once the original plane type's replacement pool rises, I may upgrade to that type, again to full complement of planes. I don't know if I'm hurting the squadron's combat effectiveness, tho.This seems gamey to me, but I'm still playing the AI.
How about any threads that compares different plane types?
Also, the manual defines the victory conditions for bases. It states that a base's value is a calculation using the Base's "basic value" multiplied by a formula that takes into account AF and port size. Is there a time component that benefits time of possession? I haven't found this anywhere. So holding a base 1 year is the same as holding the base for 3 years? Has there been any discussions on base capture strategy? Say a list of base objective value derived from the base's VC points weighted by an importance factor that factors the range to other bases or usage on strategic bombing?
Thanks goes to all the people that put this list of threads together. It has been a great service.