From: St. Petersburg, Florida, USA
Which scenario are you playing? I don't think I've seen the AI do more than one day of Pearl attacks. PBEM, on the other hand...
One possible workaround is to set "non-historic first turn." Set all of your fighters at Pearl to 100% zero-range CAP at different altitudes. That'll cause some pain for the Imperialists.
In the DEI, I have zero expectations to stop anything. That said, I'll put some Dutch bombers on 100 ft Naval attacks and they'll land a few bombs on different ships. It seems even low exp/low skill pilots, of which you have plenty in the beginning, can hit things from 100 feet. Catalinas will occasionally put torps into ships as well.
You cannot set the US aircraft nor move ships on the Dec 7th turn til the Japanese have finished all their attacks in the Pacific. You then get to play with what is left. The 7 Dec game does not allow the Allied player the ability to do that.
This is only true of playing with 'surprise' on. With 'surprise' off the Allies have a first turn orders phase.
In response to your long winded rant in the post prior to this one, some one above pointed out that there are 11 separate scripts with only three of them programmed to have the KB remain at Pearl for multiple days. Either you are replaying the same game over and over again with the script already set (the script for the entire game is randomly chosen at game start), or you have simply had unlucky die rolls (read computer randomizers) with one of the three possible 'remain at Pearl' scripts being chosen each time.
Yes, there are commands for both meeting and following that can be given to Task Forces. Setting Threat Tolerance is also very important. Setting Waypoints and Patrol Patterns is also possible, both of which are functions not in the original WiTP. All of these functions appear on the 'second page' of the TF interface. Look just below the location where you set a destination on the first page for access to the second page of the TF interface. Can't remember the name of this function.
Many interfaces have multiple pages. Yellow text is interactive. You need to experiment with all yellow text in the game to see what options it links you to. This is beyond a shadow of doubt the greatest game ever made. It has the most immense data base of any game ever made with the most flexibility and depth of control of any game ever made. You can't begin to hope to master it over night.
I started with this game engine playing the original DOS based game Pacific War, moved on to the small campaign game Uncommon Valor which depicted the Coral Sea campaign and had the same interface as War in the Pacific. After playing UV for several years, and being active on the UV forum, I moved on to WiTP, playing that for several years before AE was released.
Many of us vets have tens of thousands of game turns under our belts. It takes thousands of game turns to even begin to get a real handle on this monster, let alone coming close to mastering it.
< Message edited by HansBolter -- 12/3/2019 11:59:48 AM >