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Help! Drowning in the (Wit) Pacific

 
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Help! Drowning in the (Wit) Pacific - 5/22/2013 4:16:00 PM   
Gargoil

 

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I am a veteran of many heavy micromanagement games. GG War in the East, Distant Worlds with no automation, Forge of Freedom, and Paradox titles such as EU3, HOI3 and Vicky2.

Yet I cannot seem to get a handle on the amount of micromanagement in WitP:AE.

One of two things could help:

1) is there any way to have the AI play part of my forces?

2) Is there some trick you guys use to make it all more manageable?

Thanks
Post #: 1
RE: Help! Drowning in the (Wit) Pacific - 5/22/2013 4:28:39 PM   
traskott

 

Posts: 1134
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From: Valladolid, Spain
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1) No

2) Excel, pen and paper, time, A LOT of time.

Welcome to the front, baby!!!

(in reply to Gargoil)
Post #: 2
RE: Help! Drowning in the (Wit) Pacific - 5/22/2013 4:30:37 PM   
geofflambert


Posts: 4381
Joined: 12/23/2010
From: St. Louis
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quote:

ORIGINAL: Gargoil

I am a veteran of many heavy micromanagement games. GG War in the East, Distant Worlds with no automation, Forge of Freedom, and Paradox titles such as EU3, HOI3 and Vicky2.

Yet I cannot seem to get a handle on the amount of micromanagement in WitP:AE.

One of two things could help:

1) is there any way to have the AI play part of my forces?

2) Is there some trick you guys use to make it all more manageable?

Thanks



1) No except for sub ops and auto convoys, but I strongly advise against those.

2) There are some player created apps like IntelMonkey and Tracker that help alot.

_____________________________

Darwin has his eye on me.

(in reply to Gargoil)
Post #: 3
RE: Help! Drowning in the (Wit) Pacific - 5/22/2013 4:35:07 PM   
geofflambert


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From: St. Louis
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There's also witpstaff, but I know nothing about it. Maybe someone can comment.

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Darwin has his eye on me.

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Post #: 4
RE: Help! Drowning in the (Wit) Pacific - 5/22/2013 4:57:40 PM   
Chickenboy


Posts: 17834
Joined: 6/29/2002
From: Twin Cities, MN
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quote:

ORIGINAL: Gargoil

I am a veteran of many heavy micromanagement games. GG War in the East, Distant Worlds with no automation, Forge of Freedom, and Paradox titles such as EU3, HOI3 and Vicky2.

Yet I cannot seem to get a handle on the amount of micromanagement in WitP:AE.

One of two things could help:

1) is there any way to have the AI play part of my forces?

2) Is there some trick you guys use to make it all more manageable?

Thanks


Micromanagement is part and parcel of the WiTP:AE experience. You can't get away from it to an extent. However, once you work out your 'system', it becomes much more manageable. Still, you should expect to spend 30 minutes-1 hour per turn. If you can't commit to that, you will probably not be a successful or happy WiTP:AE gamer in the long run.

That being said, you can use a few tools to help:

1. Yes. There are 'auto convoy' (DON'T USE) and CS: (use extensively)-based convoy management. For routine convoys, these can be quickly and efficiently set up and routed. I encourage you to familiarize yourself with the CS: variety particularly.

2. Auto sub ops: Probably not helpful per se. But you can set patrol zones or 'patrol around' orders that take some of the detail work out of submarine patrols. This is helpful.

3. Lots of people swear by "Tracker" and some other third-party add-ons. I think I do fine playing the Japanese without them. Sure, there's some guesswork and Kentucky windage involved, but it works for me.

4. If you're playing vs. the AI, there are "Quiet China" alternatives that will sequester this theatre, allowing you to focus on your other gameplay outside of China. I've never played with these, so you'd have to ask others how successful a variant they consider this to be.

5. Tincture of time. I've been playing WiTP and WiTP:AE for upwards of 9 years now. I've got a pretty good feel for the interface, pace and experience of the game. I've been 'taught' by experience, both good and bad how to play. You too will develop your own particular gameplay idiom-this will help.

_____________________________


(in reply to Gargoil)
Post #: 5
RE: Help! Drowning in the (Wit) Pacific - 5/22/2013 5:14:20 PM   
jmalter

 

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quote:

ORIGINAL: Gargoil
1) is there any way to have the AI play part of my forces?

In the hotkey P Preferences screen, there's a button for 'Automatic Sub Ops', but most players find its performance is sub-par. There's also hotkey H Auto-Convoy system, where bases can be set to use available transports & escorts to move stuff around - although this thing has been improved in the patches, it can be clunky.

2 things are very useful, tho' they're not part of the AI:
a) CS Convoys, you create a TransTF at a base, set it to load consumables, then give it a destination. At this point, you can change it from 'human control' to 'CS convoy', and even set it to load a 'return cargo'. For example, 3 xAKs & an escort load supplies at Perth for Port Headland, unload there, load resources & return to Perth. Then they do it all over again. Very useful for off-map convoys between, say, East Coast USA & Cape Town.
b) Patrol-Zone TF movement, you set a TF such as Subs, ASW or Surface Combat to move between as many as 3 hex-destinations, they'll continue to travel between those points but will return to their home-port when they need to refuel or re-arm.

Both these methods are essentially 'set & forget', but need periodic monitoring as normal travel-damage accumulates over time (except for trips between off-map bases).
quote:


2) Is there some trick you guys use to make it all more manageable?

hmm, maybe write down a set of some things you want to do at the beginning of every orders-phase, such as check the hotkey S ships screen for ships w/ high damage, & check the hotkey A & N screens for airgroups w/ high fatigue & low morale, before you get into giving orders to all your stuff.

another technique I use, is to set a monthly rota for visiting your airgroups. Say, the 1st day of each month, you check all USN Fighter groups, the 2nd day might be all Chinese Bomber squadrons, the 3rd day is USArmy transports, etc. Examine all possible factors, do they need training, new pilots, can they upgrade, should they withdraw from combat, can they move up to the front, do they need a better leader, does the base have enough air support, etc. Pilot training is a huge part of the game, often you need to mass-move pilots between multiple sqns, it's a real click-fest that is overwhelming unless you divide it up into manageable segments.

It's worst for the Naval Air, b/c the carriers must be in port to upgrade planes & get/trade pilots. So you might want to plan for an advance date, every 3-4 months, when ~80% of your CVs are in port, & you can work w/ those sqns all at once.

hth!

(in reply to Gargoil)
Post #: 6
RE: Help! Drowning in the (Wit) Pacific - 5/22/2013 5:17:58 PM   
Bullwinkle58


Posts: 8306
Joined: 2/24/2009
Status: online
quote:

ORIGINAL: Gargoil

I am a veteran of many heavy micromanagement games. GG War in the East, Distant Worlds with no automation, Forge of Freedom, and Paradox titles such as EU3, HOI3 and Vicky2.

Yet I cannot seem to get a handle on the amount of micromanagement in WitP:AE.

One of two things could help:

1) is there any way to have the AI play part of my forces?

Others have given you some hints. I use auto-convoy a lot, it works, and it can save some time if you use it correclty.

2) Is there some trick you guys use to make it all more manageable?

I use Tracker, and it is useful. It can, if you abuse it, become analysis paralysis. I have a routine on what I look at each turn. It has the ability to show time-series data which the game interfaces can't. This is useful for ship repair and some elements of base and LCU management.

Mostly just play a lot and read a lot around here. I've been playing WITP and AE for eight years, and reading the forums for ten, and I'm still learning every day.

Oh, every time you see a post by this guy named Alfred, make sure you read it.





_____________________________

The Moose

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Post #: 7
RE: Help! Drowning in the (Wit) Pacific - 5/22/2013 5:21:04 PM   
jmalter

 

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quote:

ORIGINAL: Bullwinkle58
every time you see a post by this guy named Alfred, make sure you read it.

+1

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Post #: 8
RE: Help! Drowning in the (Wit) Pacific - 5/22/2013 5:31:24 PM   
Yaab


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And save it for future reference.

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Post #: 9
RE: Help! Drowning in the (Wit) Pacific - 5/22/2013 7:59:32 PM   
Jim Stevens

 

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From: Woodstock, Georgia USA
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quote:

ORIGINAL: Yaab

And save it for future reference.


That's the tricky part because finding something you saw here once but lost track of it is a pain...

(in reply to Yaab)
Post #: 10
RE: Help! Drowning in the (Wit) Pacific - 5/22/2013 8:09:32 PM   
crsutton


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There are plenty of good small scenarios. Start with them. I also recommend that you find an email opponent of similar skill level and go at it. You will learn a lot that way.

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Sigismund of Luxemburg

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Post #: 11
RE: Help! Drowning in the (Wit) Pacific - 5/22/2013 8:29:26 PM   
Cap Mandrake

 

Posts: 16449
Joined: 11/15/2002
From: Southern California
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In a large scenario it is probably easier to play as Arries because you dont have to figure out Japanese production.

Strategic plans drive logistical efforts which determine where the supply and fuel needs to go.

Once you settle into a war routine you wont' need to look at units stateside or rear areas in India often. This may also be true for Hawaii and the Aleutians depending how the game goes.

For air or naval units in contact with the enemy, it will usually require a daily look see.

(in reply to crsutton)
Post #: 12
RE: Help! Drowning in the (Wit) Pacific - 5/22/2013 9:01:19 PM   
Sieppo


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I've received a lot of criticism about my beginners questions from for example from the "forum hero" Alfred. However, I had absolutely no problem of mastering Dwarf Fortress in a relatively short time (it's harder than this game), mostly due to it's awesome wiki. Enhancing learning ergonomics can really be a good thing in the adult (and work) world. Saying "just read the manual", when it is hard and repulsive for most people (especially when most answers need some deduction and just is hard to most people), is just a low blow and very bad business for the game company. If another game can do it, this one can also. But the wiki for this game is not that extensive. With this game there is no other choice than to consult the manual and to try to post questions here and critically filter the answers (I've made an excel of good answers) and to withstand the insults.

_____________________________

- Playing Japan is hell. Sweet sweet hell.
- Failing CAPs and escorts since 12/2012.

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Post #: 13
RE: Help! Drowning in the (Wit) Pacific - 5/22/2013 9:57:30 PM   
mullk

 

Posts: 529
Joined: 4/3/2003
From: Ohio
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I'm not sure a WIKI would do much good for this game... The reason being that a lot of the mechanics are covered in various documents and some training videos but if your using the beta patches the game is very much a work in progress (in a good way). Some folks have tried several times to start a WIKI for WITP but it always falters. This is not a game with the massive base of players, most of them are here rather then on a WIKI...

As to tactics a lot of times the answers to such questions are "it depends". A tactics library would require a large volume of data that in the end may not work anyway.

I think of this game not as an interface with some data behind it but rather as a HUGE pile of data with a graphical front end...

Not saying it can't be done, I wont do it (I'm not good at such things). But if you want to do one I'm sure folks would be grateful.

As far as the original question I don't use auto sub ops or auto convoys but use CS: all the time. I also sometimes use tracker plus paper notes. It sometimes helps to name task forces to their jobs to keep them straight.

I keep 7 days worth of saves done before execution every day to follow my tactics if needed.

(in reply to Sieppo)
Post #: 14
RE: Help! Drowning in the (Wit) Pacific - 5/22/2013 10:05:26 PM   
Sieppo


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From: Helsinki, Finland
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As I said, if it is possible in another (even not so) graphic front end of data, it is possible here. And not to mention the amount of patches Dwarf Fortress receives more often than this game. It really is no excuse, as I have time and time again learned when trying to defend my point of view in the real world..

_____________________________

- Playing Japan is hell. Sweet sweet hell.
- Failing CAPs and escorts since 12/2012.

(in reply to mullk)
Post #: 15
RE: Help! Drowning in the (Wit) Pacific - 5/22/2013 10:43:10 PM   
HexHead

 

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This is not a share your feelings forum. We are anti-social curmudgeons who barely hang on to jobs and RL. We are happy the way we are and do not get in touch with our Inner Selves.

And what this has to do with the OP's point, I have no idea.

_____________________________

"Goddamn it, they're gittin' away!!"
- unknown tincan sailor near the end of Leyte Gulf, when Kurita retired

(in reply to Sieppo)
Post #: 16
RE: Help! Drowning in the (Wit) Pacific - 5/22/2013 10:45:10 PM   
Sieppo


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From: Helsinki, Finland
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>2) Is there some trick you guys use to make it all more manageable?

For example make an usable wiki??? Oh people.. Oh trolls..

_____________________________

- Playing Japan is hell. Sweet sweet hell.
- Failing CAPs and escorts since 12/2012.

(in reply to HexHead)
Post #: 17
RE: Help! Drowning in the (Wit) Pacific - 5/22/2013 11:08:16 PM   
HexHead

 

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See - play nice, get answers. Here's a cookie:

Once you have things set up, are "up & running", the day to day (Turns) management is mostly keeping the kettle on the fire. Right now, in my Offical Longest GC vs the AI, I rip thru a turn in about 10 minutes if I'm being a slob. 45 minutes or a coupla hours for Real Thinking & Scheming.

And I'm not even paying attention to G2 (thass Military Intelligence to civvies) - I read the Ops for Reinforcements and SigInt not at all.

I, like Bullwinkle, believe in AutoConvoy, if used correctly (great for keeping Nome in candles). I push subs by hand - I'm a minor expert on US sub ops in WW2.

Organize up front, so you don't have to improvise later, under fire. Get things categorized - take the time from First Turn to straighten things out.

Again, right now, in my GC, 1 April 1942, I'm upgrading important ships (the USN is offline, more or less) and doing housekeeping, while the tubs churn their way to their appointed destinations. Nothin' to see here, fols, just business as usual.

Keep restarting if you have to. And remember...

it's all about Supplies & Fuel. You got 'em in piles, you can do wonders. Skimpy Stuff makes for very unhappy, demoralized troops who don't fight well.

Get a feel for a Real Base with hair on its chest realy requires. Start with Johnston I., next door to Pearl, and build it up into somethin' ya kin show yer Ma. This means:

Supplies & Fuel
Boots & Triggers
ENGINEERS
ASW
Auxilaries for Support
Air Search assets
Air Strike assets
Air Defense assets

not to mention what you want the Base to actually do.

It takes a while, a good while in-game to build anything worth having. Stick with it - it gets easier.

_____________________________

"Goddamn it, they're gittin' away!!"
- unknown tincan sailor near the end of Leyte Gulf, when Kurita retired

(in reply to Sieppo)
Post #: 18
RE: Help! Drowning in the (Wit) Pacific - 5/23/2013 12:12:09 AM   
Chickenboy


Posts: 17834
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From: Twin Cities, MN
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quote:

ORIGINAL: Sieppo

As I said, if it is possible in another (even not so) graphic front end of data, it is possible here. And not to mention the amount of patches Dwarf Fortress receives more often than this game. It really is no excuse, as I have time and time again learned when trying to defend my point of view in the real world..


Sieppo,

You're new to the forum, so I'll let you in on a little history-you're not the first clamoring for a wiki for the game. Yes, it makes sense and would be very helpful. But the other efforts to produce a useful wiki for a 'project' (and it would be a project) such as WiTP:AE would require a lot of work. The other efforts (4 or 5) got a few entries and then stumbled, as people have 'real lives' and scarce time to provide voluntary effort for such labors of love as a WiTP:AE wiki.

So, I'll repeat what I heard before re: WiTP:AE wikis. Feel free to start one up. I'm sure you'll have some people contributing something, but the vast majority of the work will be on you to make it succeed. Go for it, we're behind you all the way!

_____________________________


(in reply to Sieppo)
Post #: 19
RE: Help! Drowning in the (Wit) Pacific - 5/23/2013 12:12:20 AM   
mike scholl 1

 

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The KEY to playing WITP is a system. Doesn't matter how you organize it, but you have to have a logical progression to doing your turn. If you just "jump in" every time you will inevitably forget things that will come back to bite you in the butt. Expect to spend hours on a turn as you develop your system..., but as you get practiced and comfortable with it the time needed will drop dramatically. Above all, don't let it overwhelm you. Think of it as an exercise in "mass production". It doesn't matter how big the problem is if you divide it into manageable pieces.

(in reply to HexHead)
Post #: 20
RE: Help! Drowning in the (Wit) Pacific - 5/23/2013 12:21:06 AM   
denisonh


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To build on Mike's comment, it is good to have a strategy and then create campaign/operational plans that support your strategy. Having an understanding of what you are doing at high (overall) and mid level(regional) helps you to evaluate your tactical decisions in a context that transends one or two turns.

quote:

ORIGINAL: mike scholl 1

The KEY to playing WITP is a system. Doesn't matter how you organize it, but you have to have a logical progression to doing your turn. If you just "jump in" every time you will inevitably forget things that will come back to bite you in the butt. Expect to spend hours on a turn as you develop your system..., but as you get practiced and comfortable with it the time needed will drop dramatically. Above all, don't let it overwhelm you. Think of it as an exercise in "mass production". It doesn't matter how big the problem is if you divide it into manageable pieces.



_____________________________


"Life is tough, it's even tougher when you're stupid" -SGT John M. Stryker, USMC

(in reply to mike scholl 1)
Post #: 21
RE: Help! Drowning in the (Wit) Pacific - 5/23/2013 2:05:42 AM   
Nemo121


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Having a system for how you progress through things is a must. Combine that with a mental division of the game into theatres so that you break down the unmanageable mass of things into discrete chunks.

E.g. In Oz I need to:
1. Check on my convoys, move my army troops, check on my air forces - every turn.
2. Check supply, fuel etc levels once a month

and so on and so forth.

Lastly, make SIMPLE plans with lots of wiggle room instead of super-detailed, Bn x and Regt B will go here. Instead of that just plan that "About 200 AV should go to this base, 300 AV to that one and the remaining 300 AV will be available for my next invasion". Lots of people get really detailed into which Regt is loading on which ships and whether they've optimised that to the nth degree. Why go into that level of detail? Just make sure you have enough ships to load what you need and keep your head clear to think on the strategic level.

Bottom line though, keep at it, break it into regions and tasks so it is manageable, DON'T try to check everything every turn, that's impossible, and over time you'll get there.

_____________________________

John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.

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Post #: 22
RE: Help! Drowning in the (Wit) Pacific - 5/23/2013 2:11:43 AM   
barkorn45

 

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Maybe you need to stick to dwarf fortress this game is a reality based war game apples and oranges really
quote:

ORIGINAL: Sieppo

As I said, if it is possible in another (even not so) graphic front end of data, it is possible here. And not to mention the amount of patches Dwarf Fortress receives more often than this game. It really is no excuse, as I have time and time again learned when trying to defend my point of view in the real world..


(in reply to Sieppo)
Post #: 23
RE: Help! Drowning in the (Wit) Pacific - 5/23/2013 4:04:41 AM   
geofflambert


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From: St. Louis
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quote:

ORIGINAL: Chickenboy

2. Auto sub ops: Probably not helpful per se. But you can set patrol zones or 'patrol around' orders that take some of the detail work out of submarine patrols. This is helpful.


I disagree a wee bit, but just a wee bit. I hate giving away to my opponents something like this, but if you give a "patrol around" order, your subs will consume as much fuel as if they were just charging all over the place. Just give them a one hex patrol zone, then move them occasionally as appropriate. As long as they are patrolling only one hex, they will consume no fuel. A bit gamey perhaps, but it happened and it should be portrayed somehow. With a one hex patrol zone, they are like spiders, which they are in any case. If you pick the right spots you're golden.

_____________________________

Darwin has his eye on me.

(in reply to Chickenboy)
Post #: 24
RE: Help! Drowning in the (Wit) Pacific - 5/23/2013 4:08:41 AM   
HexHead

 

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Good technique - OTOH, I don't find subs to be big fuel hogs, myself.

I used to define PZs - now, I've grown lazy & use 'Patrol around Target'.

But they keep coming back with shoddy overpriced merchandise. I don't get it.

_____________________________

"Goddamn it, they're gittin' away!!"
- unknown tincan sailor near the end of Leyte Gulf, when Kurita retired

(in reply to geofflambert)
Post #: 25
RE: Help! Drowning in the (Wit) Pacific - 5/23/2013 4:42:21 AM   
geofflambert


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quote:

ORIGINAL: HexHead

Good technique - OTOH, I don't find subs to be big fuel hogs, myself.

I used to define PZs - now, I've grown lazy & use 'Patrol around Target'.

But they keep coming back with shoddy overpriced merchandise. I don't get it.


Being fuel hogs is not the point. Time spent going home for a refuel and then coming back to the front is.

_____________________________

Darwin has his eye on me.

(in reply to HexHead)
Post #: 26
RE: Help! Drowning in the (Wit) Pacific - 5/23/2013 5:10:59 AM   
Chickenboy


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From: Twin Cities, MN
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quote:

ORIGINAL: geofflambert


quote:

ORIGINAL: Chickenboy

2. Auto sub ops: Probably not helpful per se. But you can set patrol zones or 'patrol around' orders that take some of the detail work out of submarine patrols. This is helpful.


I disagree a wee bit, but just a wee bit. I hate giving away to my opponents something like this, but if you give a "patrol around" order, your subs will consume as much fuel as if they were just charging all over the place. Just give them a one hex patrol zone, then move them occasionally as appropriate. As long as they are patrolling only one hex, they will consume no fuel. A bit gamey perhaps, but it happened and it should be portrayed somehow. With a one hex patrol zone, they are like spiders, which they are in any case. If you pick the right spots you're golden.


Lizard: I didn't mean to suggest that I *used* these automation techniques, merely that they were available to those that chose to use them.

_____________________________


(in reply to geofflambert)
Post #: 27
RE: Help! Drowning in the (Wit) Pacific - 5/23/2013 5:18:14 AM   
geofflambert


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From: St. Louis
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quote:

ORIGINAL: Chickenboy


quote:

ORIGINAL: geofflambert


quote:

ORIGINAL: Chickenboy

2. Auto sub ops: Probably not helpful per se. But you can set patrol zones or 'patrol around' orders that take some of the detail work out of submarine patrols. This is helpful.


I disagree a wee bit, but just a wee bit. I hate giving away to my opponents something like this, but if you give a "patrol around" order, your subs will consume as much fuel as if they were just charging all over the place. Just give them a one hex patrol zone, then move them occasionally as appropriate. As long as they are patrolling only one hex, they will consume no fuel. A bit gamey perhaps, but it happened and it should be portrayed somehow. With a one hex patrol zone, they are like spiders, which they are in any case. If you pick the right spots you're golden.


Lizard: I didn't mean to suggest that I *used* these automation techniques, merely that they were available to those that chose to use them.


I said I disagreed a wee bit, I know of only one thing wee er, and I don't want to talk about it.

_____________________________

Darwin has his eye on me.

(in reply to Chickenboy)
Post #: 28
RE: Help! Drowning in the (Wit) Pacific - 5/23/2013 5:25:00 AM   
erstad

 

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Status: offline
re: Auto sub ops - yes, they may not be as good as pushing the subs yourself, but if you're playing the AI you don't necessarily need every edge. It's one way to cut down on the number of things to do, at least until the mechanics go more quickly on everything else.

re: System for executing a turn. A specific suggestion is to have a definite order you work through the regions. For example, as allies I do "off map", india, burma, china, DEI (until moot :-), Oz, S/SW pacific (from west to east), west coast, then some tracker stuff. Going through it in a set order helps a lot. I also have a named save game point after each of these so if I bobble my orders I can back up (Some things can be undone, some can't...) plus if I'm interrupted I know where to pick back up.

Others have noted this, but unless you're a glutton for punishment or a true wunderkind you should play a couple scenarios first before tackling the campaign game. This allows you to get used to the user interface and tactical play without necessarily having to formulate a long term strategy. Coral Sea in particular is a nice one; while it doesn't have a lot of strategic depth, it is short, and can be thought of as a "linear" scenario. Plus, if you're a pacific war buff, you probably know about the situation and can think about the scenario within the framework of the history you know.

(in reply to Chickenboy)
Post #: 29
RE: Help! Drowning in the (Wit) Pacific - 5/23/2013 5:31:54 AM   
geofflambert


Posts: 4381
Joined: 12/23/2010
From: St. Louis
Status: offline

quote:

ORIGINAL: erstad

re: Auto sub ops - yes, they may not be as good as pushing the subs yourself, but if you're playing the AI you don't necessarily need every edge. It's one way to cut down on the number of things to do, at least until the mechanics go more quickly on everything else.

re: System for executing a turn. A specific suggestion is to have a definite order you work through the regions. For example, as allies I do "off map", india, burma, china, DEI (until moot :-), Oz, S/SW pacific (from west to east), west coast, then some tracker stuff. Going through it in a set order helps a lot. I also have a named save game point after each of these so if I bobble my orders I can back up (Some things can be undone, some can't...) plus if I'm interrupted I know where to pick back up.

Others have noted this, but unless you're a glutton for punishment or a true wunderkind you should play a couple scenarios first before tackling the campaign game. This allows you to get used to the user interface and tactical play without necessarily having to formulate a long term strategy. Coral Sea in particular is a nice one; while it doesn't have a lot of strategic depth, it is short, and can be thought of as a "linear" scenario. Plus, if you're a pacific war buff, you probably know about the situation and can think about the scenario within the framework of the history you know.



I'm not making any major counterpoint here, but the AI cheats. Take any advantage you like. Having said that, after a year or so the AI starts behaving like a chicken with it's head cut off. Do not take any comfort in your prowess against it.

_____________________________

Darwin has his eye on me.

(in reply to erstad)
Post #: 30
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