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Old 08-20-11, 05:33 PM   #16
Stealhead
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I have been running the Guadalcanal scenario as the Allies and so far I get the concept of most things like loading troops onto ships and air operations.I notice that one of my bases though is running low on supplies it is assigned to receive supplies but not getting any how do I get a supply fleet to go to the base?Also in the manual it mentions automatic convoys though in this scenario my main base is Brisbane and it did not seem to give me the option to assign a supply fleet into an automatic convoy system.I assigned an AK and a TK that where in port at the base with low supplies and ordered them to pick up supplies at Brisbane some maybe that is the way you have to do it in the smaller scenarios?
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Old 08-20-11, 06:29 PM   #17
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I have been running the Guadalcanal scenario as the Allies and so far I get the concept of most things like loading troops onto ships and air operations.I notice that one of my bases though is running low on supplies it is assigned to receive supplies but not getting any how do I get a supply fleet to go to the base?Also in the manual it mentions automatic convoys though in this scenario my main base is Brisbane and it did not seem to give me the option to assign a supply fleet into an automatic convoy system.I assigned an AK and a TK that where in port at the base with low supplies and ordered them to pick up supplies at Brisbane some maybe that is the way you have to do it in the smaller scenarios?
Which base is it that is running low on supplies?

I've always stayed away from the automatic convoy option. It has a bad habit of sending ships into areas with know submarine sightings without escorts and makes little effort to avoid them. Putting things under AI control usually gives AI-like results.
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Old 08-20-11, 08:18 PM   #18
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Louganville has a red ! I think it was because it had been expanding the airfield and building base defenses which I stopped.The only thing there is a small squadron of PBYs and I dont really see a reason to expand this base.

Efate is also showing low as is Noumea which is a the largest port I sent a TK convoy from there and have one at Brisbane loading I can use those to TK fleets to supply the bases with fuel.

Noumea is obviously of more value than the smaller bases.

By the way what should the target line look like in properties if I want the game to run 1680x1050 with 32 bit? I tried what the read me said but mine must be wrong as there are borders which makes me think that it is no displaying full res.
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Old 08-20-11, 08:45 PM   #19
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Louganville has a red ! I think it was because it had been expanding the airfield and building base defenses which I stopped.The only thing there is a small squadron of PBYs and I dont really see a reason to expand this base.
Not terribly necessary to expand it in a short scenario, but if supplies get too low your engineers will have to start eating their shovels and pickaxes.


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By the way what should the target line look like in properties if I want the game to run 1680x1050 with 32 bit? I tried what the read me said but mine must be wrong as there are borders which makes me think that it is no displaying full res.
Here's what mine looks like for 1440x900.

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Old 08-20-11, 09:44 PM   #20
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How long should it take a tanker fleet to load up? I have a group at Brisbane and they seem to be taking a while.Also I guess I forgot to set something on the two other cargo fleets that I have because they sailed to Brisbane and simply sailed back without loading anything.I figured that if assigned to Cargo or Tanker that loading fuel would sort of a no brainer my guess is that you must tick something to tell them to stop at a port and wait for load/unload orders.

Another question I am getting reports from coast watchers of Jap ships in port at Tulagi but my CV fleets air groups are not doing anything even though I have some set to attack naval what will happen if I select Tulagi? or must a fleet get IDed for sure before anything set to naval attack will react?


this is what mine looks like and I am still getting borders:

"C:\Matrix Games\War in the Pacific Admiral's Edition\autorun.exe" -px1680-py1050-deepcolor

I have tried placing deepcolor first but I still get borders so it is not going to 1680 obviously.Or maybe it has the borders no matter what.

It says on a another thread that it cant say autorun but if I remove this it will not allow me to apply.

I have also tried adding the non auto run app as a short cut and that is a no go as well now it is min resolution.

Maybe I am confused how many spaces should be between .exe" and - is it 1 space or 2?

The read me file says that you should also have f for full screen some I am guessing it should look like this" -deepColor -f -px1680 -py1050

Ah ha! my PC thinks that it can out smart me!! You must go to the map screen to get your resolution I was only gong to the menu screen and seeing the smaller res(odd program design) !It might have won the battle but I won the war.

Last edited by Stealhead; 08-20-11 at 10:47 PM.
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Old 08-20-11, 10:58 PM   #21
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How long should it take a tanker fleet to load up? I have a group at Brisbane and they seem to be taking a while.Also I guess I forgot to set something on the two other cargo fleets that I have because they sailed to Brisbane and simply sailed back without loading anything.I figured that if assigned to Cargo or Tanker that loading fuel would sort of a no brainer my guess is that you must tick something to tell them to stop at a port and wait for load/unload orders.
They sailed to Brisbane and back because you likely had it's Patrol/Retreat status set to retirement allowed. It reached the destination hex and retired as ordered. You need to set it to remain on station. When it gets there you need to give it a destination and tell it what sort of cargo to load. (Fuel, supplies, troops, etc.) Once it's loaded it'll leave port. There is a lot of micromanagement in this game.

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Another question I am getting reports from coast watchers of Jap ships in port at Tulagi but my CV fleets air groups are not doing anything even though I have some set to attack naval what will happen if I select Tulagi? or must a fleet get IDed for sure before anything set to naval attack will react?
A lot of those coast watcher reports are spurious and full of errors. It's been my experience that they exaggerate a lot. They may have only spotted a submarine or a passing minesweeper or nothing. The fog of war. Carrier task forces react best to naval forces that they have spotted with their own planes. A coast watcher report might give you an idea that ships are in a certain geographical area, but your carrier task force needs it's own recon and spotter planes there to get the solid fix. Dauntless dive bombers as recon planes are good for this.
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Old 08-21-11, 04:03 PM   #22
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I was thinking that the remain on station/retire order had something to do with it the game sort of throws you in scenarios if you do not know the dynamics because it will have some tack forces like the carrier groups set to remain on station which lulls you into thinking that is the default mode.

The other tanker task force took so long to fuel because Brisbane had no more fuel for them to take so they just sat there waiting for more when I realized this I sent them on their way.

OK another peculiar thing I have several ground force units at Noumea when I formed a transport TF (there are several troop carriers in it) when I order load troops it only lists the air units at the base even though this is where the US Army units that will relive the US Marines and the support units needed at G canal are located.
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Old 08-21-11, 04:27 PM   #23
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OK another peculiar thing I have several ground force units at Noumea when I formed a transport TF (there are several troop carriers in it) when I order load troops it only lists the air units at the base even though this is where the US Army units that will relive the US Marines and the support units needed at G canal are located.
If you look closely at those ground units like the Americal Division you'll notice that they have a yellow (R) after their unit names in the Ground Unit Information Screen. That means that they are currently attached to a restricted HQ dedicated to the defense of New Caledonia (SoPacRear). Restricted units represent units that have designated solely for certain defensive or occupation purposes. You need to wait until you accumulate enough political points to attach them to an unrestricted HQ for offensive purposes. They can't be loaded onto ships until then. Restricted units with a white (R) can never be bought out.

The restricted units rules are basically there to put some limits on players using units ahistorically in a gamey fashion without consideration for certain political factors. (home defense, rear area garrisons, etc.) It also keeps Japan from transferring it's large Chinese garrison around the Pacific too freely.
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Old 08-21-11, 06:08 PM   #24
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Ah that makes sense then there are so many things that the manual just barely explains it can get a little confusing.What does placing a unit under strategic move do? It says pack in 2 days then pack in 1 day(after a turn cycle) does this make them easier to load onto ships or does it really do anything.

Is it safe to assume that sighting reports coming from naval searches are not 100% accurate and perhaps rather incorrect? I am assuming so as this was often the case in reality.I have fog of war on.
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Old 08-21-11, 06:28 PM   #25
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Ah that makes sense then there are so many things that the manual just barely explains it can get a little confusing.What does placing a unit under strategic move do? It says pack in 2 days then pack in 1 day(after a turn cycle) does this make them easier to load onto ships or does it really do anything.
Placing a ground unit in strategic mode means it is in the optimal formation for rail and road movement or movement by a transport task force. Basically it's packing it's equipment onto boxcars or trucks for ground movement or onto pallets and crates for ship movement. They move more quickly by rail and road and also load more efficiently into ships when in strategic mode. While in this state they are very vulnerable to damage from ground and air attack. It is NOT the optimal formation for an amphibious task force. Units need to be in combat operations mode to be loaded on an amphibious task force for an amphibious invasion or sea movement. It's certainly not the optimal formation for ground combat either.

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Is it safe to assume that sighting reports coming from naval searches are not 100% accurate and perhaps rather incorrect? I am assuming so as this was often the case in reality.I have fog of war on.
Yes. There are a good number of faulty or incomplete reports mixed in. You often get sighting reports for instance that state your patrol plane smacked the sub or ship they spotted with a bomb or depth charge. Sometimes they do, but more often they just reported a miss as a hit as optimistic pilots often did.
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Old 08-22-11, 02:45 PM   #26
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Another possibility for your convoys turning around and leaving is that they had 'Do Not Unload' checked. They'd simply turn and leave if this was the case. I've done this a number of times in the past. Believe me, once you've done that to a carefully loaded amphibious convoy during an atoll invasion and blown your timing you'll be double careful in the future.

Also remember that troops loaded in combat mode for an amphibious assault do so sub optimally EG: they use more space and so will require more ships. The one little ray of light here is that it is impossible to load strategically packed troops onto an amphibious task force. Do not ever, ever, ever, ever try to land an invasion force on an island or an atoll without the task force being amphibious. It won't go well for you. . In fact, any seaborne invasion should be a proper amphibious one. Only use the 'Transport' taskforces for moving troops from one rear base to another.

As for coast watchers and so forth. A lot of the time they come out with rubbish but that doesn't mean they won't pass you a gem of information sometimes. I had one give me accurate information about a Japanese carrier one time. It turned out to be true and it got sunk. Keep an eye for anything that pops us like 'Japanese carrier aircraft spotted' or 'Torpedo bomber spotted'. and take a note of the co-ordinates. It's most likely nothing but it could also be the KB moving towards one of your bases.
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Old 08-22-11, 02:58 PM   #27
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Ah, how did I miss this?

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How about Gary Grigsby's Eagle Day to Bombing of the Reich is it any good?It looks decent.
Surprisingly enough, I have this as well. It's basically an updated re-release of two games (Gary Grigsby's Battle of Britain and 12 O'Clock High), so it's pretty dated. However, it's still extremely well detailed, simulating stuff like radar, early electronic warfare, night fighters, aerial reconnaissance, production (including the effects of bombing damage to it) and most everything else. The downside is that, especially in the larger campaigns, the attackers has a lot to plan out, and the interface is pretty terrible.
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Old 08-23-11, 07:51 PM   #28
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That sounds about inline with a review that I found on some guys Blog he said pretty much the same thing about Eagle Day.

Another question about WitP what does LRcap stand for? I assume Long Range CAP.


What about Carriers at War it seems interesting anyone played it?
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Old 08-24-11, 02:18 PM   #29
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Yup, LRcap = long range CAP. I've never used it that much. It seems to knacker pilots much quicker than regular CAP. By the way, how are you getting on with pilot training? It's one of the games real (and few, fact,) ball-breakers but it has to be done.

Carriers at War.....never played it myself and I'm not aware of a particularly large community. Don't know terribly much about it, if I'm honest.
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Old 08-24-11, 11:01 PM   #30
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Do you mean sending pilots to training command or the general training? Training command wise I go though each "squadron" if it has enough pilots and send one to training command for general training I have rear area units do much of it and assign a small amount to train for combat zone units unless I expect heat in which case they will not train for a turn or so.
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