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DaBabsMod - 4/28/2019 2:54:40 PM   
Pilsator


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Joined: 11/24/2014
From: Berlin
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Playing DaBabes Mod and I have some problems with my Task Forces, one Task Force has orders to Bombard Broome which is in Japanese hands and for three turns it did not move a single hex closer until this turn the Japanese woke up and a few Nells sunk three US BBs....

I also have certain transport Task Forces that stop in the middle of the ocean, having not set a target and not even set a home port (0). That is after they delivered their cargo, so i have to manually check every TF if it still has a Target set and that it also has a homeport.

Never had this Issues with the Vanilla game.

Any Ideas where the problem is?

< Message edited by Pilsator -- 4/28/2019 2:55:05 PM >
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RE: DaBabsMod - 4/28/2019 4:03:52 PM   
geofflambert


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From: St. Louis
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Never played a DaBabes game but have played DaBigBabes version C (which is the most historically accurate mod in my view) many times and never had either of those problems. Are you using the beta version?

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RE: DaBabsMod - 4/28/2019 4:09:42 PM   
BBfanboy


Posts: 13276
Joined: 8/4/2010
From: Winnipeg, MB
Status: online
To do a naval bombardment, you need a DL on the target, Direct/Absolute routing, and aggressive TF commander.

The transport TFs could stop if they were RTB and that base was captured by the enemy. Also, check if any of the ships are out of fuel completely.
Another thing that can happen is if the routing is normal or "less risky" (or whatever the wording is) and there is an enemy TF or aircraft in the area the TF is about to sail through it can balk, even if you have no detection on the enemy threat. Normally the TF will just re-route around the threat area but if it can't find a way around it will just give up and stop. Give it orders to the destination without changing the routing instructions and see if it has a big curve in the route or refuses to accept the orders.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

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RE: DaBabsMod - 4/28/2019 4:29:39 PM   
Pilsator


Posts: 77
Joined: 11/24/2014
From: Berlin
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ok, than the massive amount of Jap ships around Colombo blocked the TF (where a Capetown - Perth convoys ), good to know, thank you for that answer.

And getting aggressive US commanders, that are more or less expandable it is hard, will test that with more aggressive ones

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RE: DaBabsMod - 4/29/2019 11:02:45 AM   
Edward75


Posts: 187
Joined: 4/16/2010
From: St. Petersburg, Russia
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I play mod Between The Storm made on basis of this mod. Strangeness also happens in it.
For example, my Air TF, in my Base did not leave port for about 8 turns. Fuel, weapons were all full! The enemy was not around, except for enemy base in 2 hexes, nearby. Tried to give different orders, nothing helped.

Can mod affect mechanics of the game? I thought that mod changes characteristics of units only.

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RE: DaBabsMod - 4/29/2019 12:03:05 PM   
GetAssista

 

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DaBabsMod - the one with insanely buffed Ki-15

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RE: DaBabsMod - 4/29/2019 3:53:06 PM   
BBfanboy


Posts: 13276
Joined: 8/4/2010
From: Winnipeg, MB
Status: online

quote:

ORIGINAL: Edward75

I play mod Between The Storm made on basis of this mod. Strangeness also happens in it.
For example, my Air TF, in my Base did not leave port for about 8 turns. Fuel, weapons were all full! The enemy was not around, except for enemy base in 2 hexes, nearby. Tried to give different orders, nothing helped.

Can mod affect mechanics of the game? I thought that mod changes characteristics of units only.

It could depend on what the mod tinkered with in the editor. Player designed mods typically are not allowed access to the game code so they can't change the way the game behaves during calculations as it decides what to do. Changing Leader characteristics in the Editor could affect how your TF behaves. The most likely explanation is that the enemy is close and your threat tolerance is set too low. Also check that the Air TF does not have "retirement allowed" set as it could be leaving and returning during the turn so it looks like it stayed there.
Did you set your bombers to Naval Strike with a search component? Even from port the TF should be able to launch 50% of its aircraft.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

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RE: DaBabsMod - 4/29/2019 5:57:51 PM   
Edward75


Posts: 187
Joined: 4/16/2010
From: St. Petersburg, Russia
Status: offline
I know, I know!
My Air TF has order to "Remain on station" and Routing Control: Direct.
My Bombers have Naval Strike and Port Attack (Enemy), Naval Search perform another planes. But this should not affect the behavior of TF.
I first saw such an strangeness in mod. There are still many different strangeness. Why this happens I can not understand. Because of mod or not.

(in reply to BBfanboy)
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RE: DaBabsMod - 4/29/2019 7:54:21 PM   
BBfanboy


Posts: 13276
Joined: 8/4/2010
From: Winnipeg, MB
Status: online

quote:

ORIGINAL: Edward75

I know, I know!
My Air TF has order to "Remain on station" and Routing Control: Direct.
My Bombers have Naval Strike and Port Attack (Enemy), Naval Search perform another planes. But this should not affect the behavior of TF.
I first saw such an strangeness in mod. There are still many different strangeness. Why this happens I can not understand. Because of mod or not.

Sounds like you covered most of my guesses, but the key element in routing is the threat tolerance - it needs to be set to "Absolute".

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to Edward75)
Post #: 9
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