From: Sydney, Australia
I haven't been able to find the destroyed LCU screen yet ... is it off the main info screen? MAybe I don't have any?
Shows up on mine on the info screen, underneath the Ground arrival and withdrawal buttons.
On the same subject - originally posted this on the other patch thread, but this seems a better place for it:
Scen 28, DaBigbabes Allies v AI currently @ 17-12-41
The destroyed LCU's list contains the usual suspects - Hong Kong, Wake units etc.
When the list first comes up, the PP cost to recall shows as 'not defined'. When the units are selected via left click, then back a PP cost shows.
However, the PP cost for units previously left-clicked changes as further units are selected. Select the Middlesex bn and the recall cost shows as 1pp. Select the Grenadiers of Winnipeg and both units show a cost of 2. Select the Rifles of Canada and the cost for the WG is now 3, although the Middlesex bn are still at 2.
The order in which units are selected on the list also has an effect. Select the units in order 'A' (as above) and the costs and changes will be the same if you reload and use the same order again.
However, if you use a different order ('B'), the costs to recall the units and the changes to them are different from order 'A'. eg select the Winnipeg Grenadiers first and the Middlesex second and the PP cost ends up as 5 and 1 respectively.
Is this just a glitch caused by applying the destroyed LCU recall to an ongoing game?
The PP cost should be based on the Assault value, which is derived from devices that the unit will be rebuilt with. Once a unit is recalled, it wont change its setup or PP cost in repeated calls.
Calculating the values does depend on certain values being cleared for the destroyed unit. It could be that those areas aren't set up on older saves.
On closer look, the editor sub-units seem to have a strange TOE which is affecting the recall costs. They generally tend to be too low and of the wrong device.