Bug Reports and Enhancement Requests

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

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Don Bowen
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RE: WitP Wish List

Post by Don Bowen »

ORIGINAL: pauk


removing Philippines troops from replacement pool.

Don't think this would be correct. The Philippines were in the middle of mobilization when the war began and large numbers of additional troops reported between December 7th and the fall of the Philippines. Some new units were formed, other units en cadre were filled out, and battle casualties were replaced (ending in Bataan once isolated but continuing elsewhere).


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jwilkerson
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RE: WitP Wish List

Post by jwilkerson »

Hi all,

Here is one old bug/issue dating from UV days - fighters not escorting... I initially posted this around 16 month ago...


This doesn't work in WitP

0. Japanese are invading Port Moresby with their land units already there and they have LRCAP available (to cover them)
1. Base Port Moresby contains 45 P-40
2. Base Cairns (in Australia) contains 45 B-17
3. Player sets P-40's mission=Escort and 0% CAP (and assigns Port Moresby as the target if wanted - it doesn't matter)
4. Player sets B-17's to Ground Attack with Port Moresby as the target hex.
5. Bomber raid launches from Cairns (in Australia) to Port Moresby HEX to attack ships but P-40's do not escort raid

Or:

0. Japanese are invading Port Moresby with their ships (with CV/CVL/CVE present) in Port Moresby HEX and they have CAP/LRCAP available (to cover them)
1. Base Port Moresby contains 45 P-40
2. Base Cairns (in Australia) contains 45 B-17
3. Player sets P-40's mission=Escort and 0% CAP (and assigns Port Moresby as the target if wanted - it doesn't matter)
4. Player sets B-17's to Naval Attack
5. Bomber raid launches from Cairns (in Australia) to Port Moresby HEX but P-40's do not escort raid


This works in WitP

0. Japanese are invading HEX that is adjacent to Port Moresby with their land units already there (in that adjacent HEX) and they have LRCAP available (to cover them)
1. Base Port Moresby contains 45 P-40
2. Base Cairns (in Australia) contains 45 B-17
3. Player sets P-40's mission=Escort and 0% CAP (and assigns HEX adjacent to Port Moresby as the target if wanted - it doesn't matter)
4. Player sets B-17's to Ground Attack with HEX adjacent to Port Moresby as the target hex
5. Bomber raid launches from Cairns (in Australia) to HEX adjacent to Port Moresby and P-40's from Port Moresby do escort raid

Or:

0. Japanese are invading Port Moresby with their ships (with CV/CVL/CVE present) in Port Moresby HEX and they have CAP/LRCAP available (to cover them)
1. Base Port Moresby contains 45 P-40
2. Base Cairns (in Australia) contains 45 B-17
3. Player sets P-40's mission=Escort and 0% CAP (and assigns HEX adjacent to Port Moresby as the target if wanted - it doesn't matter)
4. Player sets B-17's to Naval Attack
5. Bomber raid launches from Cairns (in Australia) to HEX adjacent to Port Moresbyto attack ships and P-40's from Port Moresby do escort raid





Thus what is the difference between those examples?

Why would one equally difficult coordination task work OK and other would never ever work?


Joe and Dan - please add this to the list!


Leo "Apollo11"
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denisonh
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RE: WitP Wish List

Post by denisonh »

Would changing the unit leaders to those with less aggression create the requested result? Aggressive leaders may be a "contributing factor".
ORIGINAL: BLurking

How many times has this happened to you:

You've got an airbase with lots of well-rested and high morale units - and decide to strike a target. Bad news, the enemy has set up an ambush w/ high quality pilots and planes. Ooomph! All you can do is hit 'escape' and watch the enemy kills rack up as your brave and reckless pilots force their way to the target (which they'll never hit). Months of recuperation are required to rebuild your shattered forces...

So - how about an adjustable 'aggresiveness' value (either global or by theatre or by squadron). That way you can force high morale units to abort when taking unacceptable losses. Could make Air-to-air somewhat less bloody as a side benefit...

Just a thought.
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Apollo11
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RE: WitP Wish List

Post by Apollo11 »

Hi all,

Since picture is worth 1000 words (just to illustrate the problem/issue better): [;)]

Image


Leo "Apollo11"
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Prior Preparation & Planning Prevents Pathetically Poor Performance!

A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE
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Tanaka
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RE: WitP Wish List

Post by Tanaka »

Toggle for bases:

Accept Supplies/Fuel **** Do not Accept Supplies/Fuel

In other words let us control where our supply goes and not the bungling AI....
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Apollo11
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Small/quick/simple idea how to restrict land based bomber torpedo attacks...

Post by Apollo11 »

Hi all,

I first posted this small/quick/simple idea of mine few weeks ago but I can't find it right now using the "Search" option in forum (that one really really needs serious overhaul! [:D])...

In essence the torpedo attacks from bombers based on land for both sides were few and apart because torpedoes were complicated weapons needing skilful technicians, storage and maintenance (i.e. good base with good support) - bombs were more available and used in most cases (even for aircraft for which torpedo was primary weapon).

In order to fix this and have historic rates of land based torpedo attack by bombers I thought of this small/quick/simple idea!


Leo's idea for small/quick/simple land based bomber torpedo attack requirement

What if we require 5000 tons of supply (or 1000 or 2000 - we can adjust the number easily) for _EACH_ bomber to carry torpedo instead of bombs on "Naval Attack"?

This supply would not be consumed - it would only be requirement.

That way we give player a chance to maintain bases with land based torpedo capability if he/she wants but it also pressure him/her to really put a lot of effort (in supply) to enable it!

With this for small/quick/simple way we would easily stop unrealistic usage of large number of torpedo capable bombers based on land and make those attack exception and not a rule!


What do you think gentleman?


Leo "Apollo11"
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Prior Preparation & Planning Prevents Pathetically Poor Performance!

A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE
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denisonh
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RE: WitP Wish List

Post by denisonh »

I would include "accept resources/oil - do not accept resources/oil" for the Japanese home islands bases as well.
ORIGINAL: Tanaka

Toggle for bases:

Accept Supplies/Fuel **** Do not Accept Supplies/Fuel

In other words let us control where our supply goes and not the bungling AI....
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dtravel
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RE: WitP Wish List

Post by dtravel »

Here's a real "pie in the sky" wish.

A new, comprehensive and accurate manual.
This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.

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RE: WitP Wish List

Post by pasternakski »

ORIGINAL: dtravel

Here's a real "pie in the sky" wish.

A new, comprehensive and accurate manual.
I know just the guy to conjure one up fer ya ...

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dtravel
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RE: WitP Wish List

Post by dtravel »

ORIGINAL: pasternakski

ORIGINAL: dtravel

Here's a real "pie in the sky" wish.

A new, comprehensive and accurate manual.
I know just the guy to conjure one up fer ya ...

Image

Now why would I want him to write the same manual a second time?
This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.

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ChezDaJez
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RE: WitP Wish List

Post by ChezDaJez »

Invasion Prep Points

I would like to see recon flights add to prep points. For example, if I am about to invade island X with unit A and unit B and they both possess 30 prep points, I would like to see prep points increased by 2 or 3 points for every recon flight conducted over island X. Unit A and Unit B would gain points as would any other unit assigned to prep for that location.

This would reflect the increased knowledge gained from conducting recon prior to invading or attacking.

Chez
Ret Navy AWCS (1972-1998)
VP-5, Jacksonville, Fl 1973-78
ASW Ops Center, Rota, Spain 1978-81
VP-40, Mt View, Ca 1981-87
Patrol Wing 10, Mt View, CA 1987-90
ASW Ops Center, Adak, Ak 1990-92
NRD Seattle 1992-96
VP-46, Whidbey Isl, Wa 1996-98
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FeurerKrieg
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RE: WitP Wish List

Post by FeurerKrieg »

Not sure if this has been mentioned already, but if space allows, I'd like to be able to see the class of each ship on the ship selection screen.
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michaelm75au
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RE: WitP Wish List

Post by michaelm75au »

On the ground unit list (hot key G) include the LCunits on ships.

I know that this will make list a bit bigger, but too often it is hard to tell where a unit has 'disappeared' to.
Especially, if you can only see the fragment in the list (as is the case at the moment).

Also would like to see the fatigue and disruption level of the unit here also.
Makes it easier to plan which units to use for future attacks and which ones to pull back or leave recuperating.

Michael
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Helpless
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LCU prep point during rebuild

Post by Helpless »

tm.asp?m=1117176

Example:
In the start Japanese IG Division usually has 100 prep points towards Victoria Point. It is possible to change that future objective and still keep 75 prep point. Just simply divide that division. Set future objective of A segment to something else (for ex. Singapore ) and then rebuild unit. The result: LCU has new future objective with 75 prep point.

The same could be done if Bde LCU preserving 50% of accumulated prep points...


i think it should be considered as a bug. the easiest way to fix it - to set prep points by lowest value of all segments..

Otherwise it might be restricted by house rules.
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dtravel
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RE: WitP Wish List

Post by dtravel »

ORIGINAL: Feurer Krieg

Not sure if this has been mentioned already, but if space allows, I'd like to be able to see the class of each ship on the ship selection screen.

Try right-clicking on the ship name in the TF creation ship selection window.
This game does not have a learning curve. It has a learning cliff.

"Bomb early, bomb often, bomb everything." - Niceguy

Any bugs I report are always straight stock games.

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pauk
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RE: WitP Wish List

Post by pauk »

hi, "the Type 13, which was an air-search radar, is defined in the game as a surface-search radar"....

can we have that finally fixed?

thanks in advance...
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RE: WitP Wish List

Post by Drex »

Designated retreat hex ;
For every unit have a "designated retreat button" when hit it brings up the map where you can click on any hex to retreat to. This would allow scatterring of units if there are enough hexes available or you could group them using the "follow unit " button. This would only kick in of course when the unit was defeated.
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Black Mamba 1942
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RE: WitP Wish List

Post by Black Mamba 1942 »

Automatic activation of nations invaded by any opposing side.
The same rule as applies to the US.

Japan
US
India
Australia
NZ
USSR

This would make gamey invasions stop without any forthought or planning.
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Andrew Brown
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RE: WitP Wish List

Post by Andrew Brown »

Here are a few of my own, most of which I think have already been suggested by others:

[ol]
[*]Some sort of limit on ships using ports:
I guess this would be similar to the idea put forward by Apollo11 and
others - a limit on how many ships can load/unload at friendly ports,
with larger ports able to handle larger numbers of ships. An example
would be something like:

Code: Select all

Port size    Ships
 ---------    -----
     0         0/3*
     1         1/3*
     2         3/3*
     3          6
     4         10
     5         15
     6         21
     7         28
     8         36
     9         45
    10         60

* The second number are ships that unload at "beach" (port 0) rates.

[*]When a leader is removed from command, they become unavailable ("in
transit") for a period of time, say 2 weeks. After that time they can be
used for another command.

[*]When an airgroup rebases to another base, they can not fly another
mission that same turn, except that fighters can scramble (with some
sort of readiness or fatigue penalty) if the base is attacked by enemy
aircraft.

[*]When an aircraft is lost due to ops loss, there is a chance, perhaps
based on the pilot experience, that the pilot survives. This will allow
ops loss rates to be increased if desired, without the subsequent loss
of pilots as a result (the loss of which has been the stated reason why
ops losses have not been increased).

[*]The ability to ensure that supplies/fuel are not automatically moved out
of a base, perhaps using some sort of "retain supplies" toggle.

[*]Patrol zones for submarines. Perhaps set using a settable hex radius,
with the AI moving the sub within this limit.

[*]A new "Intercept TF" option for SC and sub TFs. This would allow
mid-ocean intercepts. Note, however, that it should still be difficult
to do - the enemy TF must be spotted and remain so for the interception
to succeed, in addition to other factors such as: weather, crew
experience, TF commander ratings, day/night, the size of each TF and the
speed of each TF.

If BOTH TFs are seeking battle and can find each other then the
intercept would have a much higher chance of succeeding. Otherwise, if
the intercepting TF is faster than the target TF, then there would be a
chance of success, assuming all of the above factors are favourable.

[*]A new "Shadow TF" option for SC and sub TFs. Similar to "Intercept", but
the shadowing TF does not seek to engage, just follow the target TF.
Again this would have a low chance of success unless the above
conditions are favourable, and only if the "shadowing" TF is faster than
the target TF.

[*]Waypoints for TFs.

[*]Removing supply production from resource centres. Replace with either a
separate "supply centre" (most flexible) or add supply production to
manpower centres, to represent local light industry and basic supply
production. This supply production would not be dependent on the input
of resource points.

[*]Better avoidance of enemy bases by friendly TFs when moving
automatically - e.g. transport TFs. They should actively avoind any
enemy base that has the potential to have aircraft based there.

[*]When an air unit is upgraded to another type of aircraft, the old
aircraft are not added to the available pool until a set time, say 2
weeks.

[*]Air units can be transferred to India from the West Coast in the same
way as LCUs are.

[*]Air units and LCUs can also be transferred FROM India TO the West Coast.

[*]US LCUs should NOT be able to transfer directly to Chungking.

[*]Much more severe penalties if a unit is operating away from its HQ, say
in the operational area of another HQ. This would force players to
assign units to the proper HQ.

[*]HQ heirarchies: e.g. Corps -> Army -> Theatre, or something similar.

[*]Some sort of Japanese Army/navy co-operation penalty or restriction.
This is currently not modelled at all. I am not sure how it could be
done though.

[*]Stricter restrictions on the deployment of Australian reserve and
Canadian LCUs. There were political restrictions on their use which are
not currently modelled outside of house rules.

[*]ZOCs can only be exerted in a hex if the forces there are above a
certain size threshold. Probably this would be based on Assault value.
This would prevent tiny forces from surrounding and trapping much
larger forces, which is too open to exploitation, given the way the
current ZOC rules work.

[*]Some type of "planning" for HQs, whoch would also affect all units
assigned to that HQ. Like the old Pacwar system perhaps.

[*]Remove the "Zero bonus". Replace with adjustments to the normal data
attributes, such as Allied pilot experience at the start of the war.

[*]Replace the Japanese "super" first turn bonus move with some other type
of "surprise" mechanism. What I don't really know yet, but I am sure
that this aspect of the game could be improved.
[/ol]

That is all I can think of for now. I might add a few more later...

Andrew









Information about my WitP map, and CHS, can be found on my WitP website

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Grotius
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RE: WitP Wish List

Post by Grotius »

Great list, Andrew! A bunch of my own, recognizing that this would reflect a ton of work:

1. A "bombardment vulnerability rating" for ports. Not all parts should be equally susceptible to naval bombardment.

2. "Rolling stock" as a limit on railroad movement.

3. Incorporate most of Andrew's map changes into the stock map -- and then use Subchaser's graphics, plus his system of placing icons depicting resource, oil, factories, etc. right on the map itself. In fact, even more info could be placed on the map, if the devs adopt my next suggestion...

4. Support for high and ultra-high resolutions: 2560 x 1600, or at least 1900 x whatever.

5. Widescreen support.

6. A wider map, going as far west as Madagascar and as far east as Panama, or at least incorporating CHS innovations along those lines. One more reason you need widescreen support!

7. A less click-intensive interface with more hotkeys. With a higher resolution screen, that would permit more info per info screen. Did I mention higher resolutions? :)

8. More in-game tools to monitor production: graphs of oil and other resource stocks; more information on what was consumed per turn, what was produced, etc.

9. Likewise, more in-game tools to monitor intel, along the lines of Bodhi's utility: you click intel report of "radio transmissions", cursor moves right to the hex in question.

10. Some way for the map to change to reflect changes in infrastructure, such as construction (or destruction) of particular railroads during the war.

11. Perhaps some limited ability to construct (or bomb or destroy) infrastructure such as railroads or roads. E.g., right now the infrastructure in Burma is fixed through the whole game.

12. Somewhat tougher anti-aircraft fire, along the lines of the Nik Mod, coupled with some of his changes to limit the bloodiness of A2A and to limit deployment of Allied heavy bombers.

13. In the event of Japanese invasion of India, appearance of more reinforcements in Karachi or Aden.

14. Perhaps some limits on rearming torpedo bombers at small airfields with low levels of supply. Might consider similar limits on rearming bombardment groups: odd to have a bombardment force operate out of a level 1 port just by sucking down fuel.

15. Perhaps increase the "waste" penalty for storage of massive amounts of stuff at a base.

16. Stacking penalties for LCUs, at least on tiny atolls.

17. More stringent limits on stacking of aircraft at bases with high levels of aviation support.

18. Limits on harboring ships in small ports, along the lines Andrew suggests above.

19. Perhaps a greater range of port and airfield sizes: San Francisco Bay would seem to be more than a size 10 port. Make port sizes range from 1 to 15?

20. Perhaps some effort to "slow down" logistics, along the lines of the CHS and Andrew-map mods.

21. Greater penalty for not being 100% prepped for an invasion. Or some other way to induce players to conduct amphibious operations at something like the historical pace.

22. Perhaps some gentle limit on how many ships we can have at sea at once? Always seemed to me odd that I could send out 100% of my sub fleet on turn 1. R&R and just basic bureaucracy might limit this to some extent, no? Not a big priority for me, though.

23. Maybe it's insane to suggest this, but I did enjoy the 30 nm hexes of UV...

24. Forts for Hong Kong at game start?

25. Place entire Chinese OOB on map, but place restrictions on its use so that the Allied player can't zerg the Japanese player.

26. Perhaps some game option to make China a stalemate in a PBEM? You can already do this against the AI, heh. Not a big priority since this can presumably be achieved with house rules.

27. If not #26, then adopt some of the ground-combat mechanisms from other games, such as TOAW. Also, whatever the merits of 30 nm hexes for the Pacific war, I personally think ground combat would be fun at that 30-mile scale than at 60-miles.

28. Weather effects on land movement? I'm thinking particularly of Burma and its monsoons.

29. Stronger AI!


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