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Caconym
Feb 12, 2013

I had that same problem with Banshees out of Port Moresby. In the operning months they were death from above, but as the airfield improved, more squadrons flew in, aviation support reached and passed the cap of 250, and supplies stacked up everywhere they gradually stopped flying. Morale was up in the 90s, and with level 8 airfield and an air HQ it's unlimited stacking.

Marine Dauntlesses were flown in, they too flew happily for a little while, then gradually less and less.
Beufighters will happily strafe anything that moves though. They spent a lot of time in intensive strafe and LowNav training before they upgraded.

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Caconym
Feb 12, 2013

Tomn posted:

You're going to need to help me out here because this does not compute. I can see someone arguing that Steam could decrease overall profits because the number of units sold doesn't match up with the loss of value from selling at a lower price. It'd be a silly argument, but I could see how someone who absolutely does not believe that wargames are at all attractive to anyone not already on Matrix forums might think that.

But how in God's good name could anyone possibly reason that Steam actually reduces the amount of sales made? :psyduck:

Oh, Christ, I just realized - do they think the amount of angry grognards boycotting the games because "STEAM IS EVIL" would outnumber the amount of new sales drawn in?

Eighter that or they think additional games sold through steam has a "production cost" per unit or something.

Caconym
Feb 12, 2013

ArchangeI posted:

I think you can force TB to use bombs by clicking on the USES TORPEDOES text on the aircraft unit screen.

You can indeed.

And you can also confuse the game no end by checking extended range on a squadron with an aircraft type that only supports a single torp OR a single bomb OR an external fuel tank. Swordfish, I'm looking at you. :colbert:

Took me quite a while to realize why those squadrons did nothing with prime targets right on their doorstep.
Might have cost me a BB-kill too.

Caconym
Feb 12, 2013

I remember when my panic light cruiser TF from Darwin intercepted 24 unescorted transports bound for Port Moresby at the last minute. In daylight. It was a glorious slaughter. :allears:

Also when i "caught" a 2 CA, 2 CL raiding force with 2 BBs, 2CAs and 4 DDs, only to be lucky to escape with 1 BB, 1 CA and 2 DDs still afloat. drat japanese early war gunnery. And drat long lances. :argh:

Caconym
Feb 12, 2013

E: didn't see the new page...

Caconym
Feb 12, 2013

ArchangeI posted:

You ordered an empty transport fleet to transport the units they weren't carrying to Rabaul. Which they did, because ship captains in WitP are amazingly passive-aggressive. In seriousness, you should have disabled retreats (TF window, under the picture).

When ut comes to empty outbound TFs I usually even set the destination as home port and automatic disband to on. It's a bit of bother to remake the TF for the return, but ensures that kind of fuckery doesn't happen. It also means the tf might evade an airstrike by being disbanded during an air phase.

Caconym
Feb 12, 2013

steinrokkan posted:

I don't think a disbanded TF is inherently safer than a formed up TF, bombers are perfectly happy to attack inactive boats.

Not on naval attack, they need to be on port attack for that. I've at least never had my bombers on naval attack out of Port Moresby attack ships disbanded into a port, even if I can see that there are ships in that port.

Caconym
Feb 12, 2013

I really do wish for less retarded troops in CM:SF though.
Yeah HMG team, way to reveal yourselves by shooting at that T-55 from your cozy little house.
Wouldn't want that javelin team that's about to get LOS in 10 seconds get all the glory now would we?
I mean, what could possibly go wrong? :argh:

Caconym
Feb 12, 2013

V for Vegas posted:

I did start writing down what all my convoys were doing and whatnot, but then I never referred back to what I had written so I stopped doing it. I have a general idea that there are a bunch of CS convoys shuttling from the USA to the South Pacific, and there are a bunch of convoys moving stuff from India/SA to Australia. But I just monitor the stockpiles of supplies and fuel at the major bases - if they're running low I will just line up some more xAKs in a new convoy.

This, and then realizing that as allies against the AI it really doesn't matter if a few ships sit idle a few days extra.

I have a worse time organizing my squadrons, and planning who goes where whilst juggling withdrawal dates and ensuring I don't run short on a particular plane type in a theatre.

Early war it was lack of dive bombers and fighters for defense of Port Moresby/Darwin/Rangoon (who held with the aid of 3rd Indian corps), now (summer 43) it's lack of fighters for covering newly captured bases on the front lines without leaving the big jump-off bases underdefended, whilst having marine dauntless squadrons out the wazoo.

Caconym
Feb 12, 2013

uPen posted:

The solution is to just assign them all manually!

That's always the answer for everything with the possible exception of distant worlds. (But I run that with all automation off as well)

Caconym
Feb 12, 2013

MrYenko posted:

Let's talk briefly about the Great Naval Battles series. Why the gently caress isn't there anything like this now?

C:/games/GNBNA/> gnbna.exe

I wasted sooo many hours of the nineties on that. The best was playing as germany and assembling a TF of Bismarck, Tirpitz, Scharnhorst, Gneisenau, Lützow, Sheer, Graf Schpee snd Hipper and just go to town on the 4 BB TFs of Home Fleet. With a second TF of the other three CAs and 5 DDs wrecking convoys.

Caconym
Feb 12, 2013

Arrival of ships is coded in the scenario database, but nothing is preventing you from firing up the database editor (in the scen folder) copying the stock scenarios as custom ones and adding 30-40 more japanese CVs and associated air groups if you want a near-parity slug-fest.

Caconym
Feb 12, 2013

Apropos WitP-chat, have an image of the grand old lady of the pacific.



CL Marblehead with a daytime exp of 97. She's had a hand in the sinking of two CVLs, one CA and countless convoys and convoy escorts. Keep on keeping on old girl. :patriot:

Caconym
Feb 12, 2013

Drone posted:

Every time I play WitP I try really hard to keep the Royal Navy as intact as possible to make up for Grey Hunter's war crimes.

Same, but in my case it's more that pretty much all the major combatants withdraw at some point, and I'm afraid of getting them seriously damaged so that they're in drydock for 200 days when the withdraw date comes along. The political point penalty on that would cost me an infantry division or more stuck on the west coast.

Caconym
Feb 12, 2013

Alchenar posted:

Good lord, did they fix the ship xp problem that caused the US to lose every engagement even in 1945?

New ships coming in have increasing xp as time progresses. New Fletcher class DDs in the summer of 43 have around 68/55 day/night xp. But the ships you start with still suck at 50/50 or thereabouts and have to see a lot of action to improve. Marblehead here is in from day 1. I don't recall what xp she starts with, but it wasn't anywhere close to what she has now. But then again, she's probably been in 15-20 surface actions at this point, every one of them a win or at worst a draw.

Battleships probably won't see that much of a gain though, as most people won't risk them patrolling the Dutch East Indies under the Japanese air umbrella like I've been doing with the light cruisers. There's a lot of japanese shipping lost to Marbleheads 6"/53 Mk 12 guns, this is about a third of her kills.

Caconym
Feb 12, 2013

Drone posted:

Should I be suppressing the urge to just completely evacuate everything to Australia (or, at the very least, Surabaya) from Day One in WitP, given that I know historically that there's really no realistic chance of me being able to hold Malaysia/Borneo/Sumatra/Philippines?

Edit: holy poo poo my first successful evacuation of Hong Kong's resources and ships. Those brave British and Canadian lads are giving their lives so that my precious tonnage can be saved, and the fleet has somehow avoided getting plastered by the IJN.

Depends on how badly you want to trounce the AI. Personally, all I've read about invading Burma made me think it'd be a boring slog, so I sir robined the 3rd indian corps to Rangoon. It never fell, and the Burma Road was never closed. The Chinese Dragon is about to fall upon Canton in the fall of 43, and the Indians and Brits are preparing for Bangkok. I expect auto victory by 01.01.44.

Caconym
Feb 12, 2013

gradenko_2000 posted:

Make sure you set her TF to Cruise speed instead of Mission speed, but I think 80 flooding with 28 major means she's going to sink on the next inter-turn anyway.

80 flood is fully survivable.
If you have plenty of undamaged sys to pump out the water.
I saved an APA with 81 major flood, she was hovering around 90-95 flood doing 1-3 knots all the way from Milne Bay to Sydney with stops in every single port to pump back down to 81. 115 days in drydock and she'll be good to go again.

80 sys-damage, 80 flood and 80 fire at the same time is pretty much it though.

E:

Drone posted:

Edit: she went down off Tioman Island, only like 80 miles from Singapore :( Goodnight, sweet Prince.

Aww, :britain:







(:italy::hf::hitler::hf::japan:)

Caconym fucked around with this message at 19:27 on Sep 29, 2014

Caconym
Feb 12, 2013

Drone posted:

Hey Grey Hunter/anyone else with a good amount of WitP experience: do you guys create/manage all of your own supply convoys, or is the auto-convoy system (which I still don't quite understand how to use) actually decent enough to handle the day-to-day flow of goods around the Pacific? I know you can't totally escape managing supply ships -- part of me actually really quite likes it, but not enough to have to tell each specific cargo ship across the entire drat theater what it should be doing at all times.

You can have computer controlled convoys without using the auto convoy system.
Just make a convoy manually with all the settings you want (like waypoints) and click on "Human control" beneath the picture, past "Computer Control" until it read "CS: <Destination>"


Then it'll execute its mission and just start over again when it's back at the starting point.
It's a godsend for things like fuel from the East Coast to Cape Town beacuse I always forget about those off-map long hauls otherwise.

Caconym
Feb 12, 2013

Good luck running the West Coast dry though...
Aden will run dry, you'll need convoys from Eastern USA through Cape Town to India to keep up, at least if you want to keep China going.

When the Suez opens in may 43 you can switch to running convoys from the UK to Aden, and then in the summer of 43 you start getting 430.000 supplies/month in Aden by way of convoy reinforcements.

Caconym
Feb 12, 2013

Drone posted:

What are my key oil-producing bases as the Allies that I'll need to start sending a stream of tankers from?

Keeping China going is less important since I'm playing a Quiet China grand campaign, though it's past Christmas 1941 and still Japan is pounding away at the Chinese. I'm not even responding there, just letting the AI run its course until it quiets down.

As the allies you don't really need to ship oil. All your oil is close to refineries, so you get the fuel through automatic overland movement.

Continental US and Abadan in the middle east are pretty much the fuel hubs when the DEI is gone. Rangoon will produce a fair bit, but sending tankers there is risky untill you take Bangkok and Port Blair at least, as Rangoon is well within Betty range. You don't really need the fuel from there anyway, and you're always short of tankers so just leave it there to trickle away overland.

What bases you choose in the US matters less, fuel will flow to whatever port you choose. I chose LA for convenience, and Eastern USA for shipment to Cape Town and on to Oz (and a trickle to Panama for shipment to SoPac with Tahiti as a forward hub).

Don't use your West Coast fuel port for anything but fuel, dock space will be at a premium and you have enough other ports for troops and supplies.

Caconym
Feb 12, 2013

gradenko_2000 posted:

It's difficult to describe without breaking the NDA, but if you liked WITE chances are you're going to like this too.

How about us that like witp but haven't tried wite? Any naval action?

Caconym
Feb 12, 2013

paradigmblue posted:

I'm playing an Ironman WitP:AE game with Historic AI. I heard a rumor that I need to turn up the AI difficulty level for a few turns each month to Hard or Hardest, otherwise the AI will starve itself out. Is this true?

In my previous game, which was Vanilla with easy AI, I stopped playing after I noticed that Japan had rolled over in mid 1942, but I attributed that to me sinking all but one of their CVs and all but 10 of their xAKs, not a supply shortage.

In my current game, it's Jan 1942 and I'm just barely hanging on to Singapore, so I am reluctant to turn the AI difficulty up, but I will if it means that it will be a better game in the long run.

Also, could someone explain to me how to use paratroopers?

Murdering all their merchants will starve them and that's as it should be. :colbert:
I just had an auto win in my first vanilla game on easy in 1/1/44 and when you win it shows you the other side.
I think there were 20.000 fuel left in all of Japan, and they had exactly one tanker left, as well as 2 BBs (the big 2) and a gaggle of the awful CVEs. Pretty much everywhere was low or out of supply, but I ascribed that to the lack of hulls to transport fuel and oil to the HI and the resulting supplies to where they were needed. Might be the AI wuold be too inept anyway, but I never gave it the chance to. The Japanese merchant marine died in the Solomon and Banda Seas when I sank pretty much 8 full invasion TFs with dive bombers out of Port Moresby and light cruisers out of Darwin in 42.

I also just restarted with the latest beta on historical, but won't go higher.
Hard and Hardest really annoy me with the "always in supply" thing. When I isolate and surround a city I drat well expect the enemy within it to starve. If I blockade the Marshalls I expect the air groups there to eventually stop flying.

E: Paratroopers are just like air-lifting troops, it's just that the destination can be an enemy base.
Also remember that commando units can be airlifted to enemy port bases by seaplane. (at least in the beta)

Caconym fucked around with this message at 19:43 on Oct 22, 2014

Caconym
Feb 12, 2013

pthighs posted:



One important takeaway I found in here is that Land Based Aircraft that are not attack bombers carry a half bomb load when flying low level (<6000 feet). They can also suffer reduced accuracy if low morale / high fatigue / poor Low level bombing skill.

So keep your non-attack level bombers above 6K.

On the contrary. The key point is low naval skill. Normal navB is pretty much useless for non-dive bombers, exception being a secondary skill for torpedo pilots. I train all medium bombers in lownav and normal ground, heavy bombers in normal ground and nav search. One on the crappy dutch bomber squadrons out of batavia landed two 300kg SAPs on the Hiryu last turn resulting in a fuel storage explosion and heavy fires. They had about one month of 100% lownav training and about 50 lownav skill. Took a heavy toll but so worth it. Blenheims out of singers landed enough 250lbs on the Kongo for keep it on fire for several days and forced it to withdraw.1000 feet for ever.

Caconym
Feb 12, 2013

Yes!

Karachi or bust!

Perth might be acceptable too.

Caconym
Feb 12, 2013


Stared and pre-emptively fived.

Caconym
Feb 12, 2013

Drone posted:

So, at some time I set my WitP to run in windowed mode at 1024x768 resolution (my native resolution is 1920x1080 and I wanted to multitask while playing the game). Now I'd like to bump up the res a bit to something like 1440x1080.. basically so I can play at almost fullscreen while still keeping IRC or something open on the edge of the screen. However, when I try to change my shortcut, it doesn't change the actual resolution of the window away from 1024x768.

"D:\Games\War in the Pacific Admiral's Edition\War in the Pacific Admiral Edition.exe" -w -f -px1440 -py1080

Anyone have any thoughts on this? I googled it and some shortcuts that worked for others aren't really doing the trick for me.

I think there's a document somewhere in the game director that explains all the command line switches. Probably one of the patch notes. There's something there about resolutions but I can't remember what.

Caconym
Feb 12, 2013

Nenonen posted:

Well it certainly looks like a thing


Oh my. 500k tons at 42 knots. Wonder what the fuel consumption would have been. :v:

50x16" main armament would have rocked in game tough.

Caconym
Feb 12, 2013

SubG posted:

In WitP:AE is there an easier way to change vehicle production apart from selecting `Industry/Resource Availability' from the intelligence reports and then clicking on the location name, then selecting the resource icons on the bottom of the screen? If there's a single place to do it (like the Ship Availability screen) I seem to be missing it.

You mean like the "industry management" button in the toolbar? :v:
Yellow factories can be clicked to be changed.

Caconym
Feb 12, 2013

HisMajestyBOB posted:

Some more random WitP:AE questions.
1. What do I need to reload land-based torpedo bombers? The manual says I need a HQ with "Torpedo Ordnance", but none of my existing HQ units have that listed. Am I out of luck in this scenario (Guadalcanal), because I'd love to arm my Avengers at Lunga with torpedoes. Will any air HQ work?
2. How do I create PT boats? Manual says to have a transport task force loaded with supplies in port and I can select the option, but it doesn't appear to work.
3. Is it a bad idea to base aircraft at a base without aviation support, or slightly over the base's group limit, or have more aviation support required than exists? Do these factors cripple the air groups, or just make them more inefficient?

1. Click the button to view TOE instead of actual units on the Air HQ. Torpedo ordnance will be yellow. Click it and put in a number. Air HQ will now automatically try to keep that number or torps available, buying new ones with supply when some are expended. Or you can buy torps manually with the tiny button next to torpedo ordnance in the units view, but these will not replenish by themselves.

2. You can buy PT-boats in any port with sufficient supplies, but you also need to have some in the pool. You won't untill 1943 or something unless you send some of existing ones to the pool, like the ones in Manila and Pearl at game start. PTs kinda suck though. They're pretty much only viable for a few days each month round 0% moonlight, you need them to be within torpedo range at combat start. I've had the dutch ones in Java run away from unescorted merchants time and time again because they were spotted at 8000 yards.

3. Yes, it's bad. As the allies you'll get more than enough air force base forces during 1943 to fill up most airbases though. The Aussie base forces can upgrade their TOE to get more aviation support, the medium ones upgrade once, the small ones twice. Buy them out from Australia Command to make them deployable before their TOE upgrades to save some PP. TOE upgrades have some requirements:
- Unit must be able to upgrade (set date, you can see it by hovering over the unit name in ground unit view)
- Unit must be in rest mode
- Unit must be within 2x command range of a Command HQ (top level HQ like SoPac, Australia Command, etc.), I think all Commad HQs have a range of 9, so upgrading units mist be within 18 hexes.

Also remember that when an airbase hits level 8 present aviation support will be doubled (The actual, NOT the required). This is to simulate the efficiency of a large well-ordered field as opposed to a mud strip in the jungle.

Caconym
Feb 12, 2013

Pharnakes posted:

So in witp, what exact conditions do I have to fulfill for a CAG to be able to draw replacements? Is being in a hex with 20k supplies sufficient? What about port size or HQs, do they effect it at all? The manual explains the conditions for replenishing the carriers sorties and torpedoes well enough, but not how to replenish the planes themselves.

Same as any air replacement, 20k supplies or within ferry range of an air hq with 20k supplies or somesuch. American CAGs can also draw from replenishment squadrons (VR*) if the replenishment squadron is at a base within ferry range or on a carrier in a replenishment tf within ferry range.

Caconym
Feb 12, 2013

Pharnakes posted:

How exactly does the training carrier capable squadrons to carrier trained work? Saratoga got torpedoed 4 times on her way to pearl harbour, and will be stuck in SF docks for the foreseeable future. Can I use her as a training base while she is there, or does she have to be in a tf for it to count? I assume the later, but has anyone tried it?

E: Currently she has 53 systems + flood damage so nothing will fly of her anyway, but that will soon be down below 50, but can planes fly from carriers in shipyards?

EE: Can a carrier train a squadron in carrier ops whilst underway, or does she have to stay in port? Will the squadron take greater Ops losses whilst training if the carrier is underway?

3 months embarked on a carrier will make the squadron carrier trained. Should work in drydock as well, but I've never tested it.
Training missions will be flown, but with reduced efficiency I think.

The belt armor on the lexes are great. I had lexington torpedoed twice, ending up with a whooping 10 major float damage.
Battlecruiser-hulls for the loving win.

Caconym
Feb 12, 2013

Pharnakes posted:

I tend to leave it open all day :gonk: I don't actually play it all day, at least. At the moment I'm getting through two or tree turns a day usually, each one probably takes ~15 minutes of resolution (since I get sick satisfaction from watching every single .303 hit against the invasion flotillas), and 10-30 minutes of giving orders.

First thing I do is load the turn into tracker, then I look at the sigint report, check all the radio traffic, planning attacks and moving entries (most others you can ignore, unless they refer to a base you are planning on attacking soon) and issue any orders as a reaction if necessary. ~30 seconds to a minute or two if there was lots of juicy gossip this turn.

Then I pull up the alerts section, sort by type and just work down the list, reacting to everything as appropriate. This usually takes me all over the map, and I check everything over as I work down the list, since it doesn't tell you everything. Major things you need to look out for yourself are task forces arriving at destinations or returning to home base. Usually around 10 minutes.

Check every major task force I have a sea, adjust their orders as appropriate to the new situation. ~2 to maybe 5 minutes if something big is about to go down.

Check every major conflict zone for anything I've forgotten, tweaking LCU or plane orders as appropriate, at the moment (end of January) this means Rabaul, Rangoon, Wake and Java in my campaign. ~5 minutes.

Check China, review land combat reports and tweak orders as appropriate. Land combat ins't the most engaging in WitP against the AI, so it basically consists of getting together a doomstack slightly larger than theirs, then parking it in a hex and letting them beat themselves bloody against it for a month or two. Occasionally something interesting happens like an opportunity to surround a large stack and cut if off from supplies. This is a huge timesink on turn 1 due to the sheer number of LCUs to issue orders to, but by Christmas things should have settled down to a few large slugfests. ~2 minutes.

Bring up the ships list, filter for submarines and sort by damage. Check all over ~30 or so total damage, and redirect to different bases if necessary. ~1 minute.

Check every major harbor for TFs arriving and departing, Karachi, Bomaby, Madras, Soerbaja, Darwin, Sydney, Suva, Pearl, LA are my main logistics hubs. All you need to do is check that there aren't any TFs sitting with finished missions. ~2 minutes, 10 at the most if you are sending some large troop convoys from LA or SF.

Post about WitP on the forums ~10 minutes :suicide:


Now that I've typed all that out it looks bloody ridiculous that I go through all that, but there's just nothing quite like it. :allears:

Idly pan around, speculate as to where the Japanese might be weak, check planning levels for the next invasion (again, still 1,5 months to go for full planning), check reinforcement queues (again), half-way plan where the units planes and ships will go when they arrive, realize you get a new African division soon, and it would be perfect to use it for Port Blair, but you've already set a British div to train for Port Blair, and the Africans are too weak to fight in the jungles on the mainland, etc. etc. etc. ~30 minutes. :v:

Caconym
Feb 12, 2013

Pharnakes posted:

2 minutes to process a turn is entirely reasonable. the 30mins+ it took PoN from the midgame onwards is not.

Space Empires V. :suicide:

Caconym
Feb 12, 2013

Mister Bates posted:

For the hell of it, I've been playing through a generated Spanish Civil War campaign in WinSPWW2 as the Republic, and I'm having a blast. The first mission was really touch-and-go, because I started the same month the Civil War kicked off, so my core force wasn't even an organized military unit, it was a loosely-structured band of armed civilians the game called a 'Multitud'. I had a small unit of WW1-vintage museum-piece tankettes as 'armor support' and four light mortars as an artillery section. Ended up desperately trying to hold this hill in the middle of a wheat field against a battalion-strength Nationalist infantry unit (composed of regular army, of course, because the game is an rear end in a top hat), while my green-as-grass militiamen shattered and ran for cover every time a bullet passed within fifty yards of their location, my mortars dropped shells everywhere except where the enemy was, my tanks consistently missed people standing in the open right next to them, and enemy artillery rained down with pinpoint accuracy on my defensive positions. I have no idea how I won, but I did, barely, with over half my force dead and the majority of my ammunition depleted. On the bright side, the people who lived through are battle-hardened as gently caress.

Mission two went a lot better. I got enough points to upgrade my core forces a bit, replacing the mob of idiots with an organized CNT-FAI militia column, some Tiznaos (the iconic makeshift APCs made out of up-armored civilian cars), and a section of Hotchkiss HMGs. Brought along the tankettes too, because why not? The mission was a Meeting Engagement, which basically means there's three unclaimed victory points in neutral territory in the middle of the map at the start of the mission, and both sides are advancing towards each other to take them. I initially took all three points with no resistance, thanks to the speed of the APCs, and for some reason the AI poured almost all of its resources into pushing the center point. Could have been a repeat of the last mission - but this time I had machine guns, and soldiers with combat experience, and artillery, and fast-moving vehicles. Enfilade fire from a dozen Hotchkiss guns does scary things to massed infantry moving across open ground - after a few turns of that, the enemy mostly stopped trying to advance past the treeline. I couldn't actually dislodge them, their cover was too good and they were doing a good job of keeping me from actually advancing on their positions, but I had them locked down in one place. Then my howitzer batteries dropped a barrage directly on top of their heads, the machine gun batteries scored some lucky hits, and I mass-charged my infantry at them, all in the same turn. Then the guys fleeing all of that ran directly into the fields of fire of the tankettes, tiznaos, and recon troops I'd moved around behind them. :byewhore: I ended up nearly wiping out a reinforced infantry battalion and only sustained 35 casualties.

It's loving beautiful watching a determined enemy advance just melt in an instant when all the elements of a plan come together. It literally went from 'enemy holding their own, could go either way' to 'enemy decisively defeated' in a single turn. It's stuff like this that keeps me coming back to grog games. It took a lot of time to set up, but the feeling of satisfaction I got seeing those dumb bastards make a tactical withdrawal right into my prepared killzone is just not something you can get in any other game genre.

Whatever happens, we have got
The Maxim gun, and they have not.

Caconym
Feb 12, 2013

Matrix :downs: posted:

We have a fair number of games which have sold more than 200,000 units on their own, some of them multiples of that number
Come on now, they obviously track sales up to 200,000 and then the counter resets. :v:

Caconym
Feb 12, 2013

HisMajestyBOB posted:

I'm trying to figure out Allied pilot training in WitP:AE. I've read about the details on the Matrix forums as well as nifty flowcharts, and I've already set most airgroups to train at 70-80%. A few more questions:

Why not at 100%?
You're just gimping yourself training at anything but 100. Pilots not training will fly missions, and that will make training harder ref points 1 and 2 below (keep exp + number of missions flown below squadron average exp and leaders skill).
A squadron at 20-30% mission will be almost entirely ineffective at that mission anyway.
Set range to 0 to avoid fatigue and ops losses during training. (Cheesy I guess, but gently caress it)

quote:

1. Where does TRACOM come into play?
I've been moving my American Philippines pilots there (cheesy, but I justify it by saying they escaped by sub), is there a certain number I should aim for? Should TRACOM have a mix of pilot types (fighter, naval bombing...) and nationalities?

A lot of aces in TRACOM will graduate your pilots after about 10 months instead of 12. As the allies this is usually compeltely irrelevant, as you don't lack green recruits and very rarely will have to take enough out of the pools to see quality drop.

quote:

2. Saratoga just left Sydney and I discovered she's 8 fighter pilots short. I can't request a veteran, and don't want to recruit scrubs unless I don't have a choice. I have decent pilots training in carrier-capable airgroups in Eastern US, and tried sending some to Reserves, but still can't request veteran pilots. Does the Saratoga need to be in port to take on veteran pilots or something?

Yes, she'll have to be in port to draw pilots.

quote:

What's the difference between Group reserves and Reserve reserves?

The grey inactive pilots in a squadron are in group reserve. They can only be drawn by other squadrons in the same group (like 52nd BG (Bomber Group) consists of several squadrons). The other reserves are global to that "nation".

quote:

3. The pilot training flowcharts are nifty, but how do you keep track of everything, like when to send these guys from torpedo attack training to naval search training? Spreadsheets? I've already created a few spreadsheets to help track supplies n scores, but there's just so many pilots and airgroups that I'm at a loss for how to organize it.

Personally I just go through all my squadrons on the 1st of every in-game month. Also I train the entire squadron first in one skill and then change the mission to another skill instead of moving pilots around. So if at the 1st a couple pilots are at 70 torp but the rest are in the 60s I'll let the squadron train for one more month. If most are at 70+ with a couple stragglers in the high 60s I'll change the mission to NavB or NavS or something for the entire squadron.

Have you found/read the Pilot Management addendum in your \War in the Pacific Admiral's Edition\Manuals directory?
It has this to say about training:

quote:

Groups can fly normal Training missions (with a training percent) which occur in the
AM and PM air phases. These gain both skill and experience points.
Groups will also gain skill and experience (after passing a training check against the
training percent of the group) at the end of each day:
1. if the pilot’s experience is less 50 (plus pilot’s missions and kills) and less
than the overall group experience level
2. if the pilot’s experience is less 50 (plus pilot’s missions and kills) and less
than the leader’s skill
3. if pilot is in a dedicated Training group with some Instructors (adds higher
increments to accumulators)
4. if pilot is in a dedicated Training group without Instructors (higher success
and slightly higher increments than a normal group)
5. if pilot is in a group with some training percent (number of veteran pilots
(experience of 80+) increases chance of successful training)

Also there's this thing I found on the Matrix forums:


I take this to mean that the ideal training squadron has a core of a few high exp high skill pilots to get the avg exp up ref point 1, a good leader with high leadership and inspiration and preferably high skill in the relevant areas ref point 2, and that the trainees be as uniform as possible to avoid large ranges in exp and skill. In an ideal world all your trainees will be below average exp and close to each other in skill (so they reach 70 skill at about the same time).

Otherwise you can get into a situation where your low exp pilots are at 70 in the skill you're training (so they don't train any more, and thus don't gain any more exp) and your higher exp/lower skill pilots are then above avg squadron exp so they don't train much eighter. Then you'll pretty much have to shake things up manually.

Caconym
Feb 12, 2013

paradigmblue posted:

Simply adding training squadrons to the game (a feature that is in the editor that the regular campaign does not use) really streamlines this process. These training squadrons allow you to easily dump large large quantities of trained pilots into your reserve pools to be added to your active squadrons. While it's not as easy as the plan that you mention up top, it goes a long way to alleviate the pilot-by-pilot micro management. It's as easy as "Oh look, I have 10 pilots that have an air skill of 70 in my training squadron, let me dump those into reserve", and then when you have a new squadron that you're sending to the front, you just dump those pilots from your reserve pool into the squadron, using the function that automatically selects the highest skilled pilots in whatever area you are looking for from your reserve pool.

Yeah, I did a comparison between an editor training squadron and a regular one. Both set at size 50, both with leaders at 80 skill in leadership, inspiration and air (I think only inspiration actually matters for training speed).
The training squadron trained about three times as fast, bringing all 66 pilots to 70 skill in a bit over one month I think it was. Training squadrons are hard locked to only training missions, so no gaming them to fly actual missions, possible exception for the mechanic that makes fighter training missions sometimes get thrown into CAP.

Caconym
Feb 12, 2013

Panzeh posted:

though I do enjoy RUSE's auto-kiting behavior at times.

And loving hate it at other times.
Stupid Concealed AT gun backing out of the forest into the open after firing and stunning a King Tiger, pro move right there... :argh:

Caconym
Feb 12, 2013

gohuskies posted:

What's the key to military ships in Distant Worlds: Universe? I have a pretty strong economy and exploration/colonization thing going but my military ships are getting owned by even space slugs and the lobsters. I've specialized in beams and torpedoes but it seems like the ships just jump around all over the place, even if they're in a fleet together, and I can hardly ever keep them together to really decide anything. Is this an AI behavior I need to be better regulating or is there something about ship design that's really good or bad?

In my opinion the single most important attribute is speed and to a lesser degree turning speed. Set them to 'all weapons' instead of point blank in the design screen and watch them kite untill reinforcements arrive. Personally I run with manual fleets of 6-12 cruisers for raids early game and a host of automated frigates for anti-piracy and anti-monster duties (2-3 frigates per colony at first, even more later. You will eventually have hundreds of these. Limited to size 300 or so with 5 guns and 5 shields and the rest all engines). Later I add capitals and carriers to my fleets with enough firepower to make speed less important and redesign mining stations to carry a few fighters and enough other guns and shields to see off 2-3 pirate frigates at once. Though gravity gun pirates are annoying untill you get repair robots on your bases and ships.

Also energy management. The readout for 'surplus energy' in the design screen needs to be equal or more than the sum of peak weapons energy use and maximum engine use. You want your ships to be able to fire all weapons while moving at flank speed. If you don't have enough I think weapons get priority so your ships slow down and get eaten.

Oh and enough energy collectors on everything to cover static energy use so that you only use fuel for actual movement and fighting.

Caconym fucked around with this message at 09:05 on Jun 28, 2015

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Caconym
Feb 12, 2013

Jimmy4400nav posted:

So my Norton antivirus freaked out and deleted everything Rule the Waves related :(

I'm trying to find the download link again to try and get it up and running, does anyone know where I can find it?

Kill that piece of malware (Norton). Also grog games are loving notorious about that poo poo. You'd think they could get their executables signed by someone trusted or whatever you have to do, but then again some of them still haven't figured out how to avoid their poo poo throwing UAC-prompts all over the place.

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