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questions, questions - 3/29/2013 9:07:15 PM   
geofflambert


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I plan asking questions on this thread about things I didn't understand but have just ignored up until now. I'll ask them one at a time because I notice if you ask two or more, often one or more are left unanswered.

Question #1: When you click on a base, what do the green circles mean usually about 3 hexes out, and what do the little bitty blue circles within the base hex mean? I know, that's two questions.
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RE: questions, questions - 3/29/2013 9:41:43 PM   
Capt Hornblower


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Light blue circle (should have spokes) is your ASW Search limit. A blue circle within the base hex means that the air unit you currently have highlighted has a range of 0 set. (See Interface Addendum section 2.2.2)

< Message edited by Capt Hornblower -- 3/29/2013 9:43:30 PM >

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RE: questions, questions - 3/29/2013 11:15:57 PM   
Bullwinkle58


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quote:

ORIGINAL: geofflambert

I plan asking questions on this thread about things I didn't understand but have just ignored up until now. I'll ask them one at a time because I notice if you ask two or more, often one or more are left unanswered.

Question #1: When you click on a base, what do the green circles mean usually about 3 hexes out, and what do the little bitty blue circles within the base hex mean? I know, that's two questions.


Go to the Game Options screen and play around there. You'll see.

Manual, Sec. 2.5.

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RE: questions, questions - 3/30/2013 1:50:54 PM   
geofflambert


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Thank you very much.

Question #2: What does it mean on an air unit when the disband and withdraw options are highlit in red even though that unit has no withdraw by date?

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RE: questions, questions - 3/30/2013 1:53:24 PM   
Cpt Sherwood

 

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If you withdraw or disband them, the aircraft will be destroyed.

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RE: questions, questions - 3/30/2013 3:48:15 PM   
geofflambert


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Wow. A red flag warning not telling you you need to do something, but that you need to not do something. Would being at a base out of range of another airbase be a reason for that? I typically withdraw the DEI air force before it's too late so that they will come back, usually at Aden.

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RE: questions, questions - 3/30/2013 3:54:13 PM   
geofflambert


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Question #3: What are the important considerations of HQ selection for units, both LCUs and squadrons. I'm generally really messy with that, like having units in India attached to HQs in the Pacific. Does having them near other HQs ameliorate that, even of other nations or service branches? Is it ok to leave Indepent Marine squadrons operating on CVs that way or should they be attached to the CV?

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RE: questions, questions - 3/30/2013 4:41:55 PM   
Blackhorse


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quote:

ORIGINAL: geofflambert

Question #3: What are the important considerations of HQ selection for units, both LCUs and squadrons. I'm generally really messy with that, like having units in India attached to HQs in the Pacific. Does having them near other HQs ameliorate that, even of other nations or service branches? Is it ok to leave Indepent Marine squadrons operating on CVs that way or should they be attached to the CV?


For LCUs, in all (or virtually all) circumstances it does not matter what HQ a unit is attached to. As long as it is within range of friendly Corps/Army and Command HQs, it will recieve appropriate bonuses.

< Message edited by Blackhorse -- 3/30/2013 4:42:23 PM >


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RE: questions, questions - 3/30/2013 5:09:48 PM   
witpqs


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quote:

ORIGINAL: geofflambert

Question #3: What are the important considerations of HQ selection for units, both LCUs and squadrons. I'm generally really messy with that, like having units in India attached to HQs in the Pacific. Does having them near other HQs ameliorate that, even of other nations or service branches? Is it ok to leave Indepent Marine squadrons operating on CVs that way or should they be attached to the CV?

For squadrons, HQ reporting affects (AFAIK):

- Getting replacement aircraft. When the base where the squadron is has too few supplies, a second check is made of the base where the squadron's HQ is located, provided that the HQ is located close enough to the squadron. So a front line squadron at a base with dwindling supplies will get a second chance to receive replacement planes if its HQ is close enough and at a well supplied base. But if its HQ is located half the world away, no second chance. IIRC 'close enough' means within 2x the transfer range of the aircraft.

- Upgrading to new aircraft. I'm not so clear on this, but the effects might be similar to above. Maybe not - see if someone else chimes in on this one.

- Coordination. Squadrons that all report to the same air HQ have a better chance of coordinating if that HQ is within its command radius of the squadrons' base(s).

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RE: questions, questions - 3/30/2013 5:48:32 PM   
geofflambert


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So it has to be an Air HQ? Some of my Dutch squadrons are failing to upgrade at Karachi, so since I failed to evacuate any Dutch HQs I need to reassign them to perhaps an Indian HQ?

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RE: questions, questions - 3/30/2013 5:58:09 PM   
witpqs


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quote:

ORIGINAL: geofflambert

So it has to be an Air HQ? Some of my Dutch squadrons are failing to upgrade at Karachi, so since I failed to evacuate any Dutch HQs I need to reassign them to perhaps an Indian HQ?

No. I think you need to have them be at an airfield that 1) is large enough, and 2) has enough supplies. That usually means size 7 and 20,000 tons of supply. Sometimes upgrades can be done at smaller fields with less supplies, maybe command HQs have something to do with that, I don't know.

But the point is that the air HQ being within range gives a squadron a second chance to make those requirements. At least for plane replacements, and maybe for plane upgrades (that's the one I'm less certain about).

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RE: questions, questions - 3/30/2013 6:09:17 PM   
geofflambert


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Hmmm. I have some British squadrons at Calcutta taking long times to update, with huge amounts of supply present and many air HQs there or nearby. I wonder if there's some other factor as well. India generally seems really slow at that. Perhaps the pool aircraft are back in England and there's a delay for that. The US units in India seem to upgrade OK.

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Post #: 12
RE: questions, questions - 3/30/2013 6:21:59 PM   
geofflambert


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Newbie Allied players, there's an Indian air HQ at Lahore that is static. You may want to begin expanding the airfield there and upping the supply requirement when you begin a campaign.

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RE: questions, questions - 3/30/2013 6:27:55 PM   
geofflambert


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Question #4: What are the considerations about whether to have an active pilot as squadron commander versus a ground based commander? I usually change them to non-flying officers. I assume the commanders with asterisks on the commander selection screen are the ones that fly missions.

Oh, and what is the effect of one over the other with training squadrons?

< Message edited by geofflambert -- 3/30/2013 6:29:37 PM >

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RE: questions, questions - 3/30/2013 8:16:37 PM   
witpqs


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quote:

ORIGINAL: geofflambert

Hmmm. I have some British squadrons at Calcutta taking long times to update, with huge amounts of supply present and many air HQs there or nearby. I wonder if there's some other factor as well. India generally seems really slow at that. Perhaps the pool aircraft are back in England and there's a delay for that. The US units in India seem to upgrade OK.

What do you mean by "taking a long time"? You should just click on "Upgrade Now" to do it manually and it happens instantly, in front of you. If you just leave a group with "Upgrade Enabled", it will wait until there are twice as many planes as needed in the pool. The rationale is to have spares for operations. There might be other factors that I am unaware of.

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RE: questions, questions - 3/30/2013 8:19:33 PM   
witpqs


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quote:

ORIGINAL: geofflambert

Question #4: What are the considerations about whether to have an active pilot as squadron commander versus a ground based commander? I usually change them to non-flying officers. I assume the commanders with asterisks on the commander selection screen are the ones that fly missions.

Oh, and what is the effect of one over the other with training squadrons?

I prefer a ground-based commander, but never spend PP solely to achieve that. The problem sometimes run into is that pilots get WIA or KIA in combat. If you do not happen to notice that the squadron CO has been taken out, you risk having that group go into combat with an incompetent CO. The results are usually poor, sometimes downright bad with lots of plane/pilot losses.

BTW pilots are also rotated "home" periodically, so you can wind up with several squadrons with bad commanders all at once. I did. It hurt.

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RE: questions, questions - 3/30/2013 8:30:05 PM   
geofflambert


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Thanks, who knows what the requirements are to make the "upgrade now" option available?

witpqs's (should I put an "e" between the first "s" and the apostrophe or between the apostrophe and the second "s"? Is witpqs what is on your birth certificate?) second point brings

Question #5: I didn't know that about pilot rotation, but the game keeps adding insufficiently trained pilots to my front line units even if it takes the squadron over it's max and puts them in active status. I don't like having to keep removing them and send them back to reserve to wait for a training slot. Is there some way I can stop that from happening?

Also, how do you pronounce that? wi-ta-puh-kyues?

< Message edited by geofflambert -- 3/30/2013 8:32:45 PM >

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RE: questions, questions - 3/30/2013 8:46:23 PM   
geofflambert


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I just suffered a morale drop, I'm going to have to go into "rest" mode. I'll come back later after a few beers with friends. Yes, I know, I do actually have friends.

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RE: questions, questions - 3/30/2013 8:49:30 PM   
witpqs


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quote:

ORIGINAL: geofflambert

Thanks, who knows what the requirements are to make the "upgrade now" option available?

witpqs's (should I put an "e" between the first "s" and the apostrophe or between the apostrophe and the second "s"? Is witpqs what is on your birth certificate?) second point brings

Question #5: I didn't know that about pilot rotation, but the game keeps adding insufficiently trained pilots to my front line units even if it takes the squadron over it's max and puts them in active status. I don't like having to keep removing them and send them back to reserve to wait for a training slot. Is there some way I can stop that from happening?

Also, how do you pronounce that? wi-ta-puh-kyues?


Upgrade now = same as upgrade = 20,000 supply & size 7 airfield. When you have Upgrade Enabled, if the Upgrade Now button is greyed out it will give a mouse-over tip (at least in the Beta).

I never envisioned joining a forum. I just came to ask couple of questions (maybe about bugs, who knows by now?) to get myself started after getting the game. Tired of everyplace you go on the Internet requiring you to make up usernames I picked sort of an acronym for WITP QuestionS.

Named pilots are in the scenario files. Each entry includes the date of arrival and the location of arrival (units are considered locations in the scenario files). The only way to stop them is to edit the scenario files. I did that with a program a couple of years ago. I need to update it into a better interface and test it to make certain it is 100% reliable with the current scenario files (it ONLY alters the pilot file) and then release it. Treespider and I used it when testing his scenario. It makes all pilots that arrive AFTER their units have already arrived go to General Reserve instead. That is a ways off, and of course in a PBM both players would have to agree to use it.

Frankly, with the vast, vast, fantastic, and wonderful improvements that MichaelM made to the interface (in the Beta) regarding pilot management, late arriving pilots are a minor annoyance. Prior to those improvements, late arriving pilots were a burden on top of the already tremendous burden of managing pilots.

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RE: questions, questions - 3/30/2013 10:10:13 PM   
FDRLincoln


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I've gotten in the habit of checking every front-line air unit at least twice a week in game-time, culling out any pilots that the program has added who need additional training or don't really belong. It definitely adds to the burden of the game, but I have to admit some sick, twisted part of me loves the micromanagement.



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RE: questions, questions - 3/30/2013 10:18:08 PM   
FDRLincoln


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To the Gorn Commander: You may be aware of this already, but JNAF single-engine floatplane units are capable of performing sweep and escort missions. I have been using some of these units back in Japan to train up potential fighter pilots, setting them to train in sweep and/or escort mode, which gets their Air combat, Def, and general experience ratings up into the deploy-able range. When sent back to the General Reserve pool these pilots still show up as "patrol reserve," but you can assign them to fighter units.

Doing this does reduce my search/ASW capabilities, but it has helped keep my fighter pilot reserves at a decent level beyond what the JNAF would normally have.

I do not consider this gamey because there is a cost: I am now low on JNAF pilots who can search, perform ASW, and recon, which are all valued skills. Also, I only do this with Pete units, which historically did serve as fighters occasionally, having better performance than other floatplanes.

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RE: questions, questions - 3/30/2013 10:22:08 PM   
Chris H

 

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quote:

ORIGINAL: geofflambert

I just suffered a morale drop, I'm going to have to go into "rest" mode. I'll come back later after a few beers with friends. Yes, I know, I do actually have friends.


Actually your're entering rest mode. Just make sure you're not in the same location as another AE fan though.

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RE: questions, questions - 3/30/2013 10:26:10 PM   
Chris H

 

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quote:

ORIGINAL: FDRLincoln

I've gotten in the habit of checking every front-line air unit at least twice a week in game-time, culling out any pilots that the program has added who need additional training or don't really belong. It definitely adds to the burden of the game, but I have to admit some sick, twisted part of me loves the micromanagement.





If you put the your air unit on manual this won't happen. I'd sooner manual add pilots than remove them, much easier to control and use, those groups short of pilots are highlighted in red.

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RE: questions, questions - 3/30/2013 10:53:44 PM   
witpqs


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quote:

ORIGINAL: Chris H


quote:

ORIGINAL: FDRLincoln

I've gotten in the habit of checking every front-line air unit at least twice a week in game-time, culling out any pilots that the program has added who need additional training or don't really belong. It definitely adds to the burden of the game, but I have to admit some sick, twisted part of me loves the micromanagement.





If you put the your air unit on manual this won't happen. I'd sooner manual add pilots than remove them, much easier to control and use, those groups short of pilots are highlighted in red.

That's different - you are right but about a different point. If a group is on A (automatic) for pilot selection then the game will stick pilots in there whenever it judges the group to be short. As you point out, it uses different criteria than the player might to choose those pilots.

But even with groups on M (manual) for pilot selection they are subject to named pilots, defined in the scenario file, showing up at that squadron on the date assigned in the scenario file. That's what I was referring to.

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RE: questions, questions - 3/30/2013 10:57:20 PM   
geofflambert


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quote:

ORIGINAL: FDRLincoln

To the Gorn Commander: You may be aware of this already, but JNAF single-engine floatplane units are capable of performing sweep and escort missions. I have been using some of these units back in Japan to train up potential fighter pilots, setting them to train in sweep and/or escort mode, which gets their Air combat, Def, and general experience ratings up into the deploy-able range. When sent back to the General Reserve pool these pilots still show up as "patrol reserve," but you can assign them to fighter units.




I haven't played the Japanese side but the same is true for Seagulls and Kingfishers. I notice that when you do that they get placed in patrol reserve instead of fighter reserve, so I stopped specifying which reserve when I need a pilot but just order them by the skill type I need.

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RE: questions, questions - 3/30/2013 11:01:03 PM   
geofflambert


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quote:

ORIGINAL: Chris H


quote:

ORIGINAL: FDRLincoln

I've gotten in the habit of checking every front-line air unit at least twice a week in game-time, culling out any pilots that the program has added who need additional training or don't really belong. It definitely adds to the burden of the game, but I have to admit some sick, twisted part of me loves the micromanagement.





If you put the your air unit on manual this won't happen. I'd sooner manual add pilots than remove them, much easier to control and use, those groups short of pilots are highlighted in red.


Really? I thought I had all my squadrons on manual. I'll have to check that. You never know, I'm getting older so I may not know for which I speak. I'm going to have to make an appointment with my gorntologist soon.

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RE: questions, questions - 3/30/2013 11:03:41 PM   
geofflambert


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quote:

ORIGINAL: witpqs

quote:

ORIGINAL: Chris H


quote:

ORIGINAL: FDRLincoln

I've gotten in the habit of checking every front-line air unit at least twice a week in game-time, culling out any pilots that the program has added who need additional training or don't really belong. It definitely adds to the burden of the game, but I have to admit some sick, twisted part of me loves the micromanagement.





If you put the your air unit on manual this won't happen. I'd sooner manual add pilots than remove them, much easier to control and use, those groups short of pilots are highlighted in red.

That's different - you are right but about a different point. If a group is on A (automatic) for pilot selection then the game will stick pilots in there whenever it judges the group to be short. As you point out, it uses different criteria than the player might to choose those pilots.

But even with groups on M (manual) for pilot selection they are subject to named pilots, defined in the scenario file, showing up at that squadron on the date assigned in the scenario file. That's what I was referring to.


Thanks wi-ta-puh-kyews, I feel younger already.

(in reply to witpqs)
Post #: 27
RE: questions, questions - 3/31/2013 3:21:14 AM   
geofflambert


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Question #6: when you click on "show soft" when examining an LCU, what does the TOE column represent? Specifically what does "-" mean, what does "0" mean and what does "[>0]" mean?

< Message edited by geofflambert -- 3/31/2013 3:22:45 AM >

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RE: questions, questions - 3/31/2013 3:48:49 AM   
geofflambert


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By the way, I just watched "Lincoln" on pay-per-view. That was outstanding. It was so much like an Aristophanes play put to film, Greek chorus and all. It could well be a candidate for movie of the decade. Kudos (I would instruct you that when you pronounce kudos sound the o in the second syllable the same as "hawk", and the word is not plural nor does it have one. Also the first syllable should not be pronounced like "cue" as in cue stick or cue ball but rather as coo as in "the dove cooed") to Mr. Lewis, Ms. Field, Mr. Spielberg and to the screenplay and script writer. Wow.

< Message edited by geofflambert -- 3/31/2013 4:45:47 AM >

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RE: questions, questions - 3/31/2013 3:54:49 AM   
geofflambert


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Oh now I've got myself started, a pet peeve of mine- So many military members talk about "arms caches" and pronounce cache as "cashay". They should pronounce it the same as "cash", money. The pronunciation "cashay" is appropriate to cachet, which is a difficult French word meaning something like aegis.

Oh, where is the end of this? Aegis. Greek words with vowel sounds spelled "ae" , "ae" should be pronounced as a long a, roughly, or a long e is acceptable. But if the word is Latin, it should be pronounced as a long i, and this applies to spellings of Arabic words like "Al Qaeda". By the way, Greek words with vowel sounds like a long i are typically spelled ai. While we're at it, a Latin C is usually pronounced as a K. Thus Gaius Julius Caesar should be pronounced Guy-oos Yoo-lee-us Kigh-zzR with R as in "are". This led to the Deutsch "Kaiser" and the Russian "Czar". Now because there is no character in Cyrillic for the sound "Cz" but is for "Ts" this name was transmuted to "Tsar".

I gladly accept all your thanks and accolades for giving you this lesson. Please stop leaving roses on my doorstep.




< Message edited by geofflambert -- 3/31/2013 4:27:05 AM >

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