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accept replacements - 7/1/2012 12:17:53 PM   
obvert


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Hello,

It seems I made a tremendous mistake at the start and didn't click off 'accept replacements.'

Is there any way to rectify this problem or can someone go in and change the code if I send a turn file?

My opponent is none too happy and I'd certainly like to continue the game with no adverse feeling or conditions based on this issue.

Let me know if i can send a turn file and where to do that if it's possible.

Thank you!

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"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
Post #: 1
RE: accept replacements - 7/1/2012 12:32:07 PM   
michaelm


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Just list all units and press "No replacements" on the lower line of the list

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Michael

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RE: accept replacements - 7/1/2012 1:07:34 PM   
Historiker


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The problem is, that new units come with "accept replacements" and empty the pool. So while I build a pool to change some frontline unit to a modern plane, some permanently restricted reinforcements empty the pool.

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There's only one bad word and that's taxes. If any other word is good enough for sailors; it's good enough for you. - Ron Swanson

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Post #: 3
RE: accept replacements - 7/1/2012 3:52:46 PM   
obvert


Posts: 7216
Joined: 1/17/2011
From: PDX (and now) London, UK
Status: online

quote:

ORIGINAL: michaelm

Just list all units and press "No replacements" on the lower line of the list


As this is something we'd agreed to have clicked the other way, and it adds to the amount of micro-management of the game on virtually every turn, is there anything else that can be done to change the setting?

_____________________________


"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill

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Post #: 4
RE: accept replacements - 7/1/2012 3:56:50 PM   
Historiker


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From: Deutschland
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quote:

ORIGINAL: obvert


quote:

ORIGINAL: michaelm

Just list all units and press "No replacements" on the lower line of the list


As this is something we'd agreed to have clicked the other way, and it adds to the amount of micro-management of the game on virtually every turn, is there anything else that can be done to change the setting?

it doesn't even help. I had set all to "no replacements" on turn two, after having my pools drained on turn 1 not realizing it was set on. The problem is, that new units arriving have "replacements on" and empty the pools before I can turn it off.

_____________________________

Without any doubt: I am the spawn of evil - and the Bavarian Beer Monster (BBM)!

There's only one bad word and that's taxes. If any other word is good enough for sailors; it's good enough for you. - Ron Swanson

(in reply to obvert)
Post #: 5
RE: accept replacements - 7/1/2012 4:13:19 PM   
PaxMondo


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That is always the case, and initial setting of replacements off won't change that as far as I understand. Once you change reaplcements to off and save, this won't change until you make the change in the units. You can then also choose to pool units in the info/device screen. This way you can pool units for specific unit upgrades.

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RE: accept replacements - 7/1/2012 4:56:53 PM   
Historiker


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No.
My airgroups always arrived with "replacements off", and arriving allied groups never took planes from the pool without being ordered.
Also, planes can't be set to "pool".

_____________________________

Without any doubt: I am the spawn of evil - and the Bavarian Beer Monster (BBM)!

There's only one bad word and that's taxes. If any other word is good enough for sailors; it's good enough for you. - Ron Swanson

(in reply to PaxMondo)
Post #: 7
RE: accept replacements - 7/2/2012 6:24:41 PM   
obvert


Posts: 7216
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From: PDX (and now) London, UK
Status: online
Here is a save if it's feasible to change the setting.



Attachment (1)

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"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill

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Post #: 8
RE: accept replacements - 7/3/2012 12:45:36 PM   
michaelm


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Those settings are applied to ALL groups at scenario start, rather than as they arrive - the global setting is not persistent.

I would need a in-turn save to try anything

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Michael

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Post #: 9
RE: accept replacements - 7/3/2012 2:55:08 PM   
witpqs


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quote:

ORIGINAL: michaelm

Those settings are applied to ALL groups at scenario start, rather than as they arrive - the global setting is not persistent.

I would need a in-turn save to try anything


AH - that explains it! Once Player 1 makes an error with those settings, it's a real pain because Player 2 (and Player 1 if he wanted it differently) have to vet each unit as it arrives. Here's an idea in the hope that it's practical and not much trouble.

There are currently displays for "all air units" (the "A" key) and "all ground units" (the "G" key). Air units arriving on ship are really not an issue in my experience, but there is the "N" key too ("all air units on ships"). Could those displays have a toggle added so they show either "active" (units in play) or "inactive" (units yet to arrive)? The player would then be able to, for example, call up the "all air units" display, switch to "inactive", and change the aircraft replacement setting for all units, the pilot replacement setting for all units, etc.

What do you think?

(in reply to michaelm)
Post #: 10
RE: accept replacements - 7/3/2012 3:28:31 PM   
obvert


Posts: 7216
Joined: 1/17/2011
From: PDX (and now) London, UK
Status: online
Here is an in-turn save. Thanks.

Attachment (1)

_____________________________


"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill

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Post #: 11
RE: accept replacements - 7/4/2012 2:21:58 PM   
michaelm


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Sorry, I can't change the setting with the current (r9) program.

I may be able to do something for the next patch, though.

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Michael

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Post #: 12
RE: accept replacements - 7/4/2012 4:13:59 PM   
witpqs


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quote:

ORIGINAL: michaelm

Sorry, I can't change the setting with the current (r9) program.

I may be able to do something for the next patch, though.

Oh that's what I meant. I was brain-storming a possible approach. (I know, I know: anything in my brain is a storm!)

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Post #: 13
RE: accept replacements - 7/4/2012 5:37:11 PM   
obvert


Posts: 7216
Joined: 1/17/2011
From: PDX (and now) London, UK
Status: online
Thanks for trying Michael!!



_____________________________


"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill

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Post #: 14
RE: accept replacements - 7/4/2012 5:59:02 PM   
JocMeister

 

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Its on in mine and Eriks game as well. It isn´t too much of a hassle once you learn to turn it off as soon as a new squadron arrives! Never had the problem of them sucking replacements before I had time to turn it off though?

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Post #: 15
RE: accept replacements - 7/4/2012 6:43:01 PM   
obvert


Posts: 7216
Joined: 1/17/2011
From: PDX (and now) London, UK
Status: online

quote:

ORIGINAL: JocMeister

Its on in mine and Eriks game as well. It isn´t too much of a hassle once you learn to turn it off as soon as a new squadron arrives! Never had the problem of them sucking replacements before I had time to turn it off though?


I apparently suck at game start-up! I really thought I'd got it right in both of these. Not sure what happened, but it surely wasn't intentional to screw up Allied air replacements.

Glad you're okay with it.

_____________________________


"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill

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Post #: 16
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