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Neruz posted:I think I shall wait patiently for the day when one of these grognard wargame makers realises how to sensibly price their product and blows all the competition out of the water as a result. Steel Beasts is a bit of a different animal; they sell a version to some European militaries for training purposes. It really is a professional level simulator. It's not really a Matrix-style game at all.
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# ¿ Oct 8, 2013 07:17 |
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# ¿ May 16, 2024 18:30 |
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Baloogan posted:This is a must buy. I consider WITP AE one of the finest videogames in all of history. I've got a question about how the digital version of WITP:AE works. Do you have to maintain an account at a website? Can you download unlimited times or just once? Do you download an installer you can back up yourself? Is there any kind of DRM? Basically, how close is it to being as easy as Steam. Thanks in advance.
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# ¿ Oct 28, 2013 23:31 |
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When playing Witp:AE in windowed mode, does anyone else find the window contents don't update if the window doesn't have focus? Like, the turn resolution continues but you don't see any graphical updates or hear sounds until you click back on the window. This is a pain when you are trying to multitask while a turn resolves. I assume it's related to ancient DirectDraw weirdness, but it would be awesome if anyone knows a solution.
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# ¿ Dec 28, 2013 07:41 |
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Witp is like Dwarf Fortress - a sort of living system no one can fully comprehend, for all the beauty and messiness that implies.
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# ¿ Feb 7, 2014 07:57 |
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witp manual pg. 162 posted:Bombers attacking ports will attack any ships at anchor 50% of the time, however, TF’s docked in port will not be attacked. These attacks use bombs with only a small percentage of torpedo bombers using torpedoes (as it is assumed these ships may be in dry dock or protected by torpedo nets). If there are less than 10 ships at port, the chance of bombers attacking ships lessens with each number less than 10 (so, bombers would be more likely to attack ships if 9 were in port as opposed to 4). So it sounds like the safest thing to, if you have the option, is to dock your TF.
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# ¿ Feb 17, 2014 05:22 |
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I just bought it online last night around 9pm Pacific Time, so not for long. Grey Hunter LPs have already cost me more than $100...
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# ¿ Aug 27, 2014 21:28 |
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uPen posted:Move is regular walking. Standing straight and just going for a normal walk, barely tires. One other tip, regular infantry guys carrying rifles can move quick for quite awhile without tiring. Dudes carrying heavy stuff like heavy machine guns, flamethrowers, or anti-tank rifles are far more susceptible to fatigue.
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# ¿ Sep 13, 2014 04:17 |
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Lord Windy posted:In War in the Pacific, is it possible to get bombing points against American cities? I've never had the chance of doing it in game, but assuming you can get enough bombers hitting Seattle/Los Angeles/San Fran can you start firestorms and get points for it? Or is it Japan only? I don't know about firestorms specifically, but you can definitely get strategic bombing point against American cities. It's just extremely difficult, due to the lack of a airfields within range and lack of strategic four-engine bombers.
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# ¿ Sep 20, 2014 06:37 |
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Drone posted:Is it even possible to "win" the war as the Japanese in War in the Pacific, or is it more that you just have to aim to not lose? Definitely aim not to lose. The arrival of ships and troops is hardcoded, and the Allies just dwarf Japan by late 1943 onward. I've heard of strategies like invading LA just to wreck the aircraft factories there (you can't hold it against the troops that spawn on a mainland US invasion), but I don't know if that has actually ever been done. I know people have taken over large parts of northern Australia. A win for Japan is getting a high enough points ratio early in the war, which translates to gaining more territory than historical, and being extremely successful at sinking the early US navy while avoiding major losses. The other option is to stave off destruction far longer than historical to squeak by. If you remove the points-ratio win conditions and play to 1946, there's no way Japan can win a victory in a "we conquered more territory than you" sense.
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# ¿ Sep 20, 2014 07:06 |
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mllaneza posted:Once upon a time I decided to make a real fight for Rangoon. The IJA showed up and settled in for a siege. I had a ton of artillery and a couple of British armored brigades in the city. I decided to make one nasty Shock attack and see how that went. I was ok with shipping the valuable units out if things went poorly. In the event, it was the most brilliant victory in the history of the British Army; the Japanese retreated and left all their artillery behind. Six months later I'm retaking Singapore and this happens. That's ... not a bad haul. I was going to say you can hold Singapore as long as you can manage to get a convoy in to offload a Commonwealth division or two, but maybe this is a better strategy.
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# ¿ Sep 26, 2014 00:55 |
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ArchangeI posted:How the hell did Ise get from Hiroshima to Rabaul in 4 days That is some serious warp drive technology. Not much you can do if the AI can bend time and space to its whims. I believe the first turn or two give the Japanese player (or AI) warp-like movement range so the Allied player won't know exactly where they will show up. Regarding the AI's objectives, one of several (14ish?) different AI scripts gets randomly selected when you start a new game, so where the AI focuses its efforts will change from game to game.
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# ¿ Oct 13, 2014 21:42 |
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There are some good resources on the matrix forums that cover stuff in more detail than the manual that I've bookmarked: Basic FAQ of stuff not in manual - definitely read this http://www.matrixgames.com/forums/tm.asp?m=2260137 Specific info about making sure your air strikes are coordinated http://www.matrixgames.com/forums/tm.asp?m=2382494 Info and advice about pilot training, including a Japanese specific training flowchart http://www.matrixgames.com/forums/tm.asp?m=3540874&mpage=1&key=� All the dirty details about supply and logistics http://www.matrixgames.com/forums/tm.asp?m=2878790&mpage=1&key=� All the dirty details about ship repair http://www.matrixgames.com/forums/tm.asp?m=2990845&mpage=1&key=� How the hell to actually use all your tenders and auxiliary ships http://www.matrixgames.com/forums/tm.asp?m=2920431&mpage=1&key=� Also a couple of threads about Japanese production (I haven't read these) http://www.matrixgames.com/forums/tm.asp?m=2287336 http://www.matrixgames.com/forums/tm.asp?m=3329605 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.
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# ¿ Nov 7, 2014 23:02 |
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dtkozl posted:Can you suppress naval AA with strafe or is it just ground AA? From memory I'm pretty sure you get the "suppression" UI message when attacking naval targets as well. Though note you have to be flying an attack bomber to have enough forward firing armament to really make a difference. Also, the strafe attacks happen after dropping bombs. That seems weird to me - I guess you are softening up the AA for the next guy?
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# ¿ Nov 7, 2014 23:07 |
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Caconym posted: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. Fair enough. I suppose I was thinking primarily of bombing land targets. Since level bombers suck so bad against naval targets you may as well do a balls out attack at low level with a half bomb load instead of missing with a fill load.
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# ¿ Nov 9, 2014 05:05 |
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If you like naval and air combat, get WitP. If you like traditional operational-level army chit-and-hex stuff, get WitE. WitP runs fine on Windows 8.
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# ¿ Nov 26, 2014 05:31 |
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Baloogan posted:Hey guys, tomorrow I'll be doing a stream about Command: Modern Air/Naval Operations. Also, incidentally, I got hired by Warfare Sims (the guys who make Command) as a developer. Congrats Baloogan, I just purchased C:MA/NO in honor of you! I enjoy your streams. ( It's also on the Steam Autumn sale for a mere $50 for the next couple of weeks )
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# ¿ Dec 2, 2014 00:25 |
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Are any NDA Beta testers here able to talk about WitW in detail now? If so, Id love to here more about your experiences with it.
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# ¿ Dec 4, 2014 22:57 |
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I might be an idiot but where the hell did the Let's Play sub-forum go?
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# ¿ Dec 6, 2014 04:22 |
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COOL CORN posted:That I do understand, but I mean like - how do people think "I need 4 CVs, 2 CVEs, 2 DDs for this TF", like what is the criteria for composition? Or is it just trial and error? Look at the rules for coordination of airstrikes - there's a penalty for more than X number of planes in a task force. For the US, you don't want greater than 2CVs per task force until 43, if I remember correctly. Later in the war you can do more. There is also a max size of I think 15 ships for an air combat or surface combat task force - you start taking penalties if you get larger than that. CVEs are only for escorting slow convoys, never put them in with CVs. Otherwise, I put in as many fast cruisers (look at the AAA scores, some are much better than others) as I can spare and 4 DDs for ASW. Once you get fast battleships its nice to have one in each of your CV groups. They have a ton of AAA and often enemy planes will attack them over your CV.
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# ¿ Dec 15, 2014 20:04 |
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Are you playing the stock scenario, or the updated one here? http://www.matrixgames.com/forums/fb.asp?m=3198081 Check the base info screen, for Noumea for example it should say something like Supply: 15000 / 1500. This means the base receives 1500 supply automatically each day. The 15000 is the current level of supply. You will be able to use Political Points to change for some units, but many of them will be stuck where they are on defense. I presume they are there because they were there historically and to discourage end-around amphibious landings by a human Japanese player. Note, however, that you can transfer restricted units by air, as long as the place you transfer it to falls under the appropriate command! I didn't find the Japanese AI to be particularly active either. Once I took Guadalcanal I just dug in a repulsed a few invasions. The AI ship and air units will hit you from time to time. "Load safety factor" refers to how much available cargo space you have not filled up.. For example, if your task force can handle a 20000 troop load, and you load 18000 troops, the load safety factor is 10%. It's good to have some for a few reasons - It leaves room to load supply (important to bring along for amphibious landings), it spreads your troops out across multiple ships (making the loss of any one less painful), and it leaves empty space so if a ship gets sunk, the other ships have room to carry the survivors they pull from the sea. One other thing to note is that the scenario is designed to have somewhat restricted supply on purpose to mimic history. So keep that in mind.
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# ¿ Dec 16, 2014 07:17 |
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HisMajestyBOB posted:Thanks! Yeah, I'm playing the stock scenarios. If you are having success getting supplies there with ships, I probably wouldn't bother with the air supply, unless you are in a dire situation. The only way I know of to partially fill a tanker is to set it to load (which can take several days) and cancel the load partway through. You can slow down the load speed by loading the tanker while it's not docked.
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# ¿ Dec 17, 2014 05:41 |
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SubG posted:What's the most recent version? I just downloaded the thing straight from Matrix last weekend, and the auto update thing just throws an error. You want version 1.0.1.08r9 here: http://matrixgames.com/products/351/downloads/ Also, a single developer has been working on continued bug-fixes and improvements, you will want to install the latest "Unofficial Public Beta" after the the official update: http://www.matrixgames.com/forums/tm.asp?m=3185062 (1123x10 is the current latest update) Then, you should download the updated version of any scenarios you are playing here: http://www.matrixgames.com/forums/tm.asp?m=3198064 WitP:AE is currently on sale at matrixgames.com for $49.99 pthighs fucked around with this message at 00:53 on Dec 19, 2014 |
# ¿ Dec 19, 2014 00:26 |
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Mr. Showtime posted:One of these days I'm going to get around to effortposting on how you should go about using your toys, since that's something the game never really tells you. Please do this. I am just getting into CMANO myself and could use a lot of help regarding doctrine and tactics.
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# ¿ Jan 4, 2015 07:46 |
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I'm assuming I want to go for the fire control radars before the search radars, correct?
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# ¿ Jan 5, 2015 21:17 |
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Lord Windy posted:In WITP:AE, do the Naval Search airplanes attack boats they find? I got a message processing a turn that a H6K4 hit and sunk a cargo ship. I know ASW seems to do this, but I thought they would bring up a screen for it. Yes, a good reason to have your naval search pilots be trained in naval bombing as well. There's no animation, just a brief message.
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# ¿ Jan 13, 2015 07:20 |
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Yes, pilot management in WitP is maybe the most time consuming thing. A few pointers: -- Don't bother with TRACOM if you are allied. It just increases the rate at which pilots come from training, which you don't need. -- When training a pilot, 70 is the skill level to shoot for. Advancement greatly slows after that. -- Put pilots who meet their training stats (you do have squadrons dedicated to training, don't you?) into the General Reserve -- When getting new pilots for front line units do the "Request a Veteran" thing and grab pilots with the right skills from the General Reserve -- You can put more pilots in a squadron than you have planes. This is good for reducing fatigue for high-activity squadrons since they take turns flying. It also gives you some in-place reserve to fill in immediately as squad mates die. I would type more but I almost cut off the tip of my finger last night so it's very slow to type.
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# ¿ Jan 14, 2015 06:29 |
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gazza posted:The only reason Combat Mission: Beyond Overlord made it onto GOG is because Battlefront didn't have the license to it when it got put up. I think this was the case for the first Strategic Command game too. Battlefront still sells both of them for $5 more, naturally. I'm surprised they haven't seriously tried to get those games taken down. Combat Mission 1 is still enjoyable by the way. If ground combat is what you are looking for, you will be disappointed. It's either build a bigger stack than the enemy and keep an open supply line, or surround the AI to cut off their supplies. Which is trivial to do.
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# ¿ Jan 14, 2015 07:33 |
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BulletHole posted:Just starting a new game myself and wondering the same thing. Anyone have guidance on this? Here's a good matrix forums post on the benefits you get from nearby HQs: http://www.matrixgames.com/forums/fb.asp?m=2332371 Also, the general consensus over there is it doesn't matter at all if you unit is attached to a particular HQ to get the bonuses. The thought is they didn't get around to fleshing that out during development, so I usually just transfer everyone to Pacific Command or whatever when I need to move out from a restricted command. Edit: Apparently there is one known exception to this (remember bases are assigned to an HQ as well): Matrix Forums Grog posted:Remember though, that for reducing administrative stacking penalty, both base and Air HQ has to be under same command pthighs fucked around with this message at 23:47 on Jan 16, 2015 |
# ¿ Jan 16, 2015 23:44 |
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Pharnakes posted:So I've got some Fulmars now, and I'm wondering what the gently caress do do with them. Initially I thought that they could be used for low level bombing of merchant convoys but their pilots come with no Low Nav skill, even the ones stationed on carriers. Is this because they use the strafe skill instead? (which they do have). Move the Squadron to within command range of a friendly HQ (basically, move them near a major base). Then you can disband them while keeping the planes/pilots.
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# ¿ Jan 19, 2015 02:34 |
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Is there a way to reload the armament of ships in CMANO?
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# ¿ Jan 20, 2015 05:08 |
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Lunsku posted:The thing is, I have absolutely no recollection of this kind of issue with CMBN. It's been two years since I touched that so I certainly may have just forgotten it, but with CMBS it immediately started to bother me. Is this affected by some graphics settings? I see it really bad, but it doesn't seem to exist in streams like this: https://www.youtube.com/watch?v=-0098kFAEjg
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# ¿ Feb 3, 2015 01:16 |
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Nenonen posted:They're like in all the previous CM titles, so the latter, except Tunguskas kill 'em all with missiles and gunfire and then continue to rape enemy ground forces with gunfire. My main problem is that all air missions are either heavy, medium or light, with no indication what the options stand for? ChrisND mentioned in one of his streams that heavy was basically "shoot hellfires at main battle tanks," with lighter variants focusing more on rockets or guns engaging softer targets.
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# ¿ Feb 5, 2015 02:39 |
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Lunsku posted:Man portable SAM like Stinger and Igla are around. Russian side also has Tunguska and vehicle mounted Strelas. The manual states that Battlefront assumes that the airspace in general is contested, so the assets you actually see in the game must fly low enough that they are at risk from the AA assets you see in the game. So by design your F-16s can never fly above Strela altitude and rain down precision munitions.
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# ¿ Feb 8, 2015 02:36 |
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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: Having pilots in TRACOM speeds up the off-map training program. However, the trainees enter the game with the same basic experience, you just get a little faster thoughput. So for the allies, you shouldn't bother with TRACOM, you will get more pilot trainees than you need without it. The Reserve pool is just one large bucket of pilots waiting for assignment somewhere. When you do request a veteran you can draw a pilot from the Reserves. Note however that when you draw from the Reserves, there is a random 1-7 day time for them to show up, reflecting travel time, so there is a bit of a delay. Each squadron has it's own Group reserve bucket, which is just pilots with that squadron who aren't flying. You can activate them immediately. You will see them in the list of squadron pilots grayed out. To make things confusing, you can also look at all the pilots in any Group reserve in one big view, and you can select a veteran from another squadron's Group reserve. That will take the random 1-7 day travel time to show up. In practice I used the Reserve a lot, but never used the Group reserve. Note a squadron can have more pilots than aircraft, which is a good idea in squadrons seeing heavy action, so I found I never really needed the Group reserve. This is how I trained pilots as allies against the AI that worked fine. No spreadsheets required. It's easier to do a subset of squadrons at a time. As an example, use USA fighters. For fighter pilots, you want to train their Air skill up to 70, and train them in Strafe until their Def score is 70 as well. You train Air by training Escort/10000 feet, you train Strafe/Def by training Sweep/100 feet. Make sure all training squadrons have Maximum Range=0 to avoid pilot fatigue! Every so often pick a subset of planes (USA fighters) and do this: 1) Remove pilots who have hit their training goal a) Open your list of squadrons (filtered to USA and fighters) and sort by Mission b) Open each squadron listed as Training 100 (those listed as Training 0 are combat squadrons standing down). i) Sort the list of pilots by the stat being trained by that squadron. Move any at or above 70 to the Reserve pool -- NOTE: You can hit "Y" on the keyboard to accept the confirmation dialog, greatly increasing the speed at which you can do this. Also, you can use the "Move 5" or "Move 10" buttons as well. Example: If the squadron is training Air, remove any pilot with Air >= 70 Example: If the squadron is training Strafe/Def, remove any pilot with Strafe >= 70 OR Def >= 70 2) Fill the training squadrons back up with new pilots who need training. a) Open your list of squadrons (filtered to USA and fighters) sort by Mission (just like before) b) Open each squadron listed as Training 100 (just like before) i) Add enough new pilots to match to the number of planes in the squadron. -- First use "Request Veteran - Reserve" and take anyone under 70 in your your general Reserve pool Example: For a squadron training Air, bring in any pilot in the general Reserve with Air < 70 -- Once your general Reserve pool has no one undertrained, use "Get New Pilot - Replacement" to fill out with noobs fresh out of flight school. That's it! Over time your Reserve pool will become full with pilots trained in the skills you need and ready for combat duty. Now, how do you decide what mission to set each of your squadrons to? All pilots should be trained in 2-4 skills, but one of them is always primary (Air for fighter pilots, GroundBombing for USA bomber pilots, NavB for Navy and USMC bomber pilots, etc.) At the beginning of the game I only train the in the primary skills, and then once I get a baseline of pilots in the Reserve pool at 70 in the primary skill I start changing some squadrons to train the secondary skills. You can adjust as you go based on what you need, so it doesn't take meticulous planning. I do recommend doing small subsets (like USMC fighters, or British bombers) at a time to keep your sanity. The beauty of this method is you can check in on the training squadrons for a given subset as often or rarely as you feel you need. In practice after the first few months of the war, as the allies you can check a given squadron every few months and be totally fine. You could check them every day if you were crazy. pthighs fucked around with this message at 20:44 on Feb 10, 2015 |
# ¿ Feb 10, 2015 20:37 |
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HisMajestyBOB posted:pthighs and Caconym, you guys are my heroes. Thanks! It is tedious! I haven't played as Japan, but I assume using TRACOM and being more attentive are important due to the lack of overwhelming numbers of pilots. Fatigue is heavily dependent on the max range of a mission. Training and range zero CAP can usually be 100%. Long range fighter escort late war from Iwo Jima to Tokyo may require standing down every couple of days. If you are unsure, resting 20% is a good starting point. Check in on the pilot (and plane!) fatigue and adjust as necessary. You will get a feel for it with some experience. Also remember you can have more pilots than planes in a squadron!
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# ¿ Feb 11, 2015 04:18 |
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Lockmart Lawndart posted:Well I wanted to but looks like not going to happen. I'm so irritated with this game that I deleted it off my hard drive. It looks like Command v1.07 includes the first in a series of upgrades for mission planning.
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# ¿ Feb 21, 2015 01:55 |
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In all his copious free time he needs to also add CMANO, CM:BS and WITW.
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# ¿ Feb 26, 2015 20:31 |
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I think that's CM:Shock Force.
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# ¿ Feb 26, 2015 21:00 |
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dublish posted:No, I meant the column for Combat Mission: Black Sea. Ah, yes, you are correct. I was referring to the text in the OP with a summary of popular Grog games.
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# ¿ Feb 26, 2015 21:23 |
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# ¿ May 16, 2024 18:30 |
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Have you tried specifically targeting the top floor of the house?
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# ¿ Mar 8, 2015 06:13 |