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RE: Emergency Reserve

 
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RE: Emergency Reserve - 7/16/2020 9:59:31 AM   
Ian R

 

Posts: 2576
Joined: 8/1/2000
From: Sydney
Status: offline
Is this a PBEM game, or solo?

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Ian R

(in reply to LargeSlowTarget)
Post #: 211
RE: Emergency Reserve - 7/16/2020 12:27:10 PM   
Mundy


Posts: 2858
Joined: 6/26/2002
From: Neenah
Status: offline
quote:

ORIGINAL: LargeSlowTarget

?!? They are absolutely NOT for training. They should sit at the Emergency Reserve base doing nothing at all until you pay the PP to buy them out and fly them to a base in CONUS where they can disband to dump the "emergency reserve airframes" into the pool - that's their only purpose.

EDIT: Mmh, checked my documentation and apparently the "emergency reserve" is an undocumented feature...

I understand now why this issue has come up repeatedly

See post 199 for an explanation how to use the "emergency reserve". They are training groups in order to prevent their use as frontline units, but they are not intended to be used for training either.



Gotcha. Misunderstood their function.


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Post #: 212
RE: Emergency Reserve - 8/3/2020 5:51:17 PM   
Falken


Posts: 236
Joined: 8/8/2007
From: ON, Canada
Status: offline
Hi LST,

Not sure if you are ever planning on a Patch/Update past v1.3, but if you do, could you take a look at something that SierraJuliet mentioned a while back (2017 I think), that on Dec 7th/8th, the KB still has a full complement of torpedoes available to its initial task force.

Thanks
Dave...

< Message edited by Falken -- 8/3/2020 10:50:03 PM >

(in reply to Mundy)
Post #: 213
RE: Emergency Reserve - 8/7/2020 12:20:52 PM   
LargeSlowTarget


Posts: 4114
Joined: 9/23/2000
From: Hessen, Germany - now living in France
Status: offline
Hi Dave, must have missed SierraJulliet's comment. Good point, for a possible future (micro)-update I'll keep in mind to reduce the KB torpedoes available by 40. Just have to dig-up which carriers launched the torpedo-carrying Kates and which one the bomb-carrying.

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Post #: 214
RE: Mod Release: Bottlenecks in the Pacific - 9/18/2020 8:42:36 PM   
ReadyR

 

Posts: 73
Joined: 5/17/2015
From: Ottawa, Canada
Status: offline
Hi LST. We are sailing along in the Mod... currently September 42. I am against a very good player and am definitely feeling the pain in several areas. Has me very much pinned down along the North Coast of Australia. He is also making progress in China. Threatening India. I'm doing ok in South Pacific. His subs are remarkably effective. As are his bombers. There is a huge imbalance in sunk shipping. That is probably due to training and gameplay... not the mod.

I have a question. Does the building inland ports as you describe for Burma also work in Northern Australia or India to help supply move? or is it just built for Burma.

Finally, noticed a unit glitch for your next update file. I have an Allied fragment unit - 7th Construction Battalion in India. The other fragment is a Japanese unit at Tulagi. I have attached a pic of the units in question. FYI

Attachment (1)

(in reply to LargeSlowTarget)
Post #: 215
RE: Mod Release: Bottlenecks in the Pacific - 10/8/2020 6:15:18 AM   
LargeSlowTarget


Posts: 4114
Joined: 9/23/2000
From: Hessen, Germany - now living in France
Status: offline
Hi ReadyR, sorry didn't see your post earlier. The inland port system works everywhere you see inland ports - not only in Burma but also in India, China, the DEI, Australia etc. Building a port level will increase the supply cap, regardless of the location of the base. So "building inland port" means "building transportation infrastructure" - building and improving roads and railroads. Usually the potential port sizes are pretty low, which means only minor improvements can be made, but you may notice that the bases along the Burma-Thailand Death Railway, the Ledo Road and the Assam Railway have high potential port sizes and thus allow considerable improvements of the suply cap levels - this represents the major projects undertaken during the war to build/improve these LOCs.

About the fragment, I don't see it in my game. In the editor, the only unit assigned to Coimbatore is the 1/2 South India Base Force. The 7th Naval ConstBn starts at Truk. Maybe something happened in your game during the loading/unloading and the move to Tulagi that created that fragment due to a glitch in the turn execution? I have seen such "ghost fragments" once or twice in my games after a ship carrying a fragment of a unit got sunk. Maybe an Allied sub saved some survivors and they were put in a POW camp in India!

< Message edited by LargeSlowTarget -- 10/8/2020 6:16:29 AM >


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Post #: 216
RE: Mod Release: Bottlenecks in the Pacific - 10/10/2020 1:30:35 AM   
cincotta82

 

Posts: 9
Joined: 11/24/2013
Status: offline
Hey LST. New player, long time forum lurker. This will be my first foray into modded witp. After much research, I liked what your vision brings to the table and am excited about getting lost in your labor of love.

Are there any recent AARs or YouTube let’s plays you are aware of?

(in reply to LargeSlowTarget)
Post #: 217
RE: Mod Release: Bottlenecks in the Pacific - 10/11/2020 3:31:01 PM   
LargeSlowTarget


Posts: 4114
Joined: 9/23/2000
From: Hessen, Germany - now living in France
Status: offline
cincotta82, I am honored. There is one ongoing Bottlenecks game with an AAR - Mundy vs SierraJuliet:

Allied side http://www.matrixgames.com/forums/fb.asp?m=4390667

Japanese side http://www.matrixgames.com/forums/fb.asp?m=4390899

I don't tink anyone has made a Youtube video with my mod.

In fact, I don't think - and didn't expect - that my mod is being played by many. It probably has little appeal to most players because it is "restrictive" in nature, contrary to most other mods which do add more "funstuff" like additional cariers and battleships, more divisions etc. My mod is for masochists

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(in reply to cincotta82)
Post #: 218
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