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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#376 |
Admiral
![]() Join Date: Aug 2007
Location: Suomi, sauna, puukko, perkele
Posts: 2,346
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I'm having the same problem in a Guadalcanal-scenario, with Townsville and Charters Towers. There's railroad to bring in the supply and there's ample supply down south in Sydney and Brisbane, but I'm still looking at a red supply situation all the time. No amount of tweaking supply draw values, ticking and unticking the "stockpile" box etc. has helped. I finally had to start bringing in supplies by sea because these two bases happen to be my most important 4E bomber bases in the theater.
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#377 | |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
Uploads: 0
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![]() Quote:
Check and make sure that you haven't tweaked the values of some smaller, less important base along the route from Sydney/Brisbane northwards. If you have, set it back to normal. You simply don't get enough supply in this scenario (on either side) to keep all bases out of the red. It shouldn't matter very much for most of them because all those cans of Fosters are needed elsewhere. Another tip is to move out any ships, squadrons or army units in those bases and move them somewhere else. The amount of supply those bases need will drop by quite an amazing amount and supply will no longer be built up. This tip is one that I completely over looked for a long, long time in my full campaign. It's so obvious too. ![]() Of course, it could simply be you don't have enough supply full stop. Sydney only creates 1000 points of supply a day, after all, and I don't remember getting any of those special coastal convoys in the smaller scenarios. Once you get enough up to Townsville, get it moving to Charter towers by pulsing it by manipulating the supply draw function of both bases. Basically your telling the supply net 'Don't need any more here so send it there'. Doesn't always work but it should slowly get things working. Above all, don't worry about keeping every base in the black. It ain't gonna happen - not in this scenario! |
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#378 | ||
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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Sorry I didn't get back to this earlier. Quote:
I thought about this and turned off my stockpile at Chungking, and some others. I had about 25,000 sup. there. Next day 10,000 less. Levels went up about 3,500 at Canton, 1,500 at Anyang. I'm not sure where the rest of it went. Part of the problem, I think, is it is very hard to know where it is going. Apparently, it can move in a single day, and is not "on the road". |
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#379 | |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
Uploads: 0
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I'm thinking about starting a slow paced Allied GC against the AI in the next few days. I'll keep a look out for supply strangeness in China. It'll be my first time out with the new patch. I'm going to be using one of the Modified scen 1 files the DaBigBabes modders released that has some changes to AAA, ASW and the dreaded late war super-Es and nothing else. |
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#380 | |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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I should mention I'm playing the Babes Lite (?) scenario, for the reasons you stated, and installed the public Beta patch midway. The supply oddities predate the patch, though. |
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#381 | |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
Uploads: 0
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How big is the base you are trying to unload too? if it's 0 and there isn't any naval support present you might not be able too. I had a problem like that when I was trying to supply a size 0 atoll before I used it for a float plane base. |
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#382 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() There were a number of supply runs my subs made. The evac attempts were: |
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#383 |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
Uploads: 0
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A while ago CCIP sent me his password to our game. I sent him mine as well but I don't know whether he has looked. I hadn't got around to it until this morning but I'm glad I did. It's most educational...most educational.
Firstly, I am slightly surprised by his capital ship losses. not one of the three battleship I hit during the great Coral Sea Massacre seem to have gone under. They are, however, all at Sydney with huge amounts of damage and were out of the game by the end. As for carriers, well, I don't think he needed have worried so much after he lost those three flat tops. at the end he had six escort carriers and the Enterprise, all fully functional. In terms of air frames carried, they aren't far off what I had towards the end. The other main point is Moresby is no where near as well protected as I thought. About 2500 infantry and a lot of secondary units. The battle wouldn't have been easy but I would have taken it with the mass of troops I had prepared. More later if I remember. |
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#384 |
Admiral
![]() Join Date: Sep 2001
Posts: 2,020
Downloads: 15
Uploads: 0
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So I finally got around to starting a new AI campaign. Aargh! The dreaded first turn!
*Remember what bases I need to build up in airbase, port and fortifications depending on what vague plans I outlined to myself whilst walking to work yesterday and then changing them on the fly when I realised some of them will be in Japanese hands by the end of turn 3. *Going through and manually loading all my squadrons with new pilots and trying to remember to set them so that they draw from new replacements BUT ONLY those squadrons I plan to use for training purposes for the next few months. *Look at China. Go and do something less upsetting. *Remembering to set all those self same squadrons to proper orders, and heights, and ranges. And then realising that half of them are going to be shipped to Australia in about three turns and ordering them all to fly to SF or San Diego to catch a ship. *Spending all my beginning balance of PP on something frivolous like a AAA unit and them realising I could have used it to buy out an independent battalion which could have been very useful somewhere early on. *Building the first supply convoys to head to Australia and then realising I kind of need some of those escorts for combat TFs and why haven't i got any ships going to Alaska or NZ? I'd better scrub the whole lot and start again. *Realise that a 20 ship AK convoy going to Australia may not be well protected by a single destroyer.. *Look at China. Go and do something less upsetting. *Changing the prep settings for several dozen units and then realising that none of them are going to go where I planned for them to go. Change them all back to do. Wonder what to do with the Marines. Why are they set for Pago Pago? Is something going to happen in Pago Pago? *Set my Carriers to run away from anywhere the KB might be/decided to be. *FORGET YET AGAIN to change Force Z's orders. I will, of course, remember this in turn 2 as the combat replay shows the inevitable happening. *Set all the Dutch submarines to do something useful. *Start setting all units in the DEI and Malaysia to Strat mode for transport if they look like they might be useful somewhere else. Pretend that this isn't running away. Notice that half of the units I've set to strat are Militia units who are armed with sharpened vegetables and confusing names. Set them all back again and, in the spirit of Imperialist fairness, send them all somewhere they will die protecting Singapore. *Look At China. get distracted by the USSR. Wonder why they are in the game. Do everything already done, but in Russia. Wonder when the football starts on the telly. *Crawl around the map looking for little three aircraft fighter units and Indy Battalions and start trying to do something interesting with them. *Discover that half the aircraft I've filled up with new pilots are due to be withdrawn in 14 days. Wonder why they are even in the game. *Fail to spot that several ships I've stuck in long range convoys are due to start being withdrawn in about three weeks, which means I'll end up having to pay a huge PP penalty on them until I can get them back to a base they can withdraw from. *Start the fun process of weeding out all the cargo ships that can upgrade to important tenders of various sorts and, even more importantly, can upgrade to APA and AKA. Tell them to hide at Mare Island for two years. * Drink whisky. Look at China and take a deep breath. Order EVERY DARN UNIT IN OPEN GROUND TO RUN AWAY. Spend some time explaining to their leadership why it simply isn't going to possible to supply them with anything at all until late 1944. *Sit back, relax, and end the turn to start the war. Realise one second too late I forgot India. WITP:AE. It's a grand game, isn't it? ![]() ![]() |
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#385 |
Silent Hunter
![]() Join Date: Sep 2010
Posts: 3,975
Downloads: 153
Uploads: 11
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![]() He he. Lots of fun! |
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Tags |
aircraft carrier, cheese, confusion |
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