How is the AI to play against?
Is it setup for the AI to take control of convoys or supply or anything else that cuts down on the micromanaging?
I never played the version before this one but I did play the old DOS one a lot.
Thanks for any info on this.
I have read the numerous threads on Matrix but it turns into a love/hate splatter - fest without too much real info.
I only played UV, of the series, but the interface was a damn sluggish mess.
Unless there was some AI assistance added for the logistics in WitP, I don't think there is. Perhaps they added it though?
In the original WitP, you could assign turn control over to the AI for regions such as China. In AE, that is no longer possible. You are micro-managing everything.
There is an auto-convoy feature that you can use, but I don't think it works very well. IMO, you are pretty much forced to micro-manage the heck out of everything. Of course, you could just ignore certain aspects of the game such as Japanese manufacturing. That doesn't mean that the AI handle's it intelligently. It just means that you are ignoring it and allowing the game to run with whatever settings the Japanese industry originally had.
The same goes for the pilot management/training system. You can micro-manage the heck out of it or just ignore it and take your chances that the AI will produce something adequate for your needs. I do not equate 'ignore' with 'competent AI control'.
http://www.matrixgames.com/forums/tm.asp?m=3621688
...there's a recent discussion about the AI on the wipt-ae Forum at Matrix.
I recommend you PM either/both Atilla60, Jejo68. They are two EXPERTS on the game, Jejo68 rather more so as he is winning. They have been playing the game for around 4/5 years now. :o 8)
^And they are still on turn 3! ;D
Quote from: magnus on June 02, 2014, 04:05:33 PM
How is the AI to play against?
Is it setup for the AI to take control of convoys or supply or anything else that cuts down on the micromanaging?
I never played the version before this one but I did play the old DOS one a lot.
Thanks for any info on this.
I have read the numerous threads on Matrix but it turns into a love/hate splatter - fest without too much real info.
If you don't like micromanagement, WITP-AE is not the game for you! The AI is scripted and there are multiple scripts for the main campaign scenarios, it's not great but it will keep you going, it will take 3-6 months just to learn the game! That said, there is no other game (PC or board) that lets you fight a war at this level of detail, covering more than half the world. I currently have a game going for 2 years now (real time 2012 - 2014), it's mid Feb 1943 in my campaign.
Quote from: SgtRock on June 03, 2014, 10:27:20 AM
Quote from: magnus on June 02, 2014, 04:05:33 PM
How is the AI to play against?
Is it setup for the AI to take control of convoys or supply or anything else that cuts down on the micromanaging?
I never played the version before this one but I did play the old DOS one a lot.
Thanks for any info on this.
I have read the numerous threads on Matrix but it turns into a love/hate splatter - fest without too much real info.
If you don't like micromanagement, WITP-AE is not the game for you! The AI is scripted and there are multiple scripts for the main campaign scenarios, it's not great but it will keep you going, it will take 3-6 months just to learn the game! That said, there is no other game (PC or board) that lets you fight a war at this level of detail, covering more than half the world. I currently have a game going for 2 years now (real time 2012 - 2014), it's mid Feb 1943 in my campaign.
It's a scary thought. Do you ever get to play anything else, or do you get sucked in to "
just one more turn....." :o
I've even been tempted to get this on sale, despite my aversion to the heavy workload interface. But it would never get the amount of attention required to get stuck into.
QuoteIt's a scary thought. Do you ever get to play anything else, or do you get sucked in to "just one more turn....." :o
Last year I played almost nothing but, Guild Wars 2. In total I've played about 500 turns of WITP-AE and times I've played nothing else. It really feels like you are in charge of a real war, it takes 3 to 6 months to plan and pull off a major operation, selecting & train the troops, train pilots, build up of supplies & fuel, build up support bases, assemble the ships, conduct the air and sub ops, weeks/months of assembling fleet trains to move troops, supply, fuel and aircraft around the world. To me there is the "one more turn" as there is always something more to do, upgrade ships/aircraft, moving pilots, creating one more task force to move something.
Quote from: Boggit on June 03, 2014, 05:46:53 AM
I recommend you PM either/both Atilla60, Jejo68. They are two EXPERTS on the game, Jejo68 rather more so as he is winning. They have been playing the game for around 4/5 years now. :o 8)
I wonder if any experts can help me out with a game question.
I have a damaged battleship and am trying to decide which port to send it. I have a level-8 port with 130 HQ naval support squads and a level-5 port with 821 HQ naval support squads. There are no shipyards.
Does the size of a port increase the rate of repair as well as the ability to repair more serious damage?
TRUST me, and everyone else on this thread, that WitP is not for the gaming faint of heart.
I wrote the manual to the original game - not sure if they redid it in the years since that happened, but holy hell, that was a nightmare of a book to put together! I remember little of the game other than that; this was 2006 or so I think.
Quote from: Herman Hum on June 03, 2014, 02:20:05 PM
Quote from: Boggit on June 03, 2014, 05:46:53 AM
I recommend you PM either/both Atilla60, Jejo68. They are two EXPERTS on the game, Jejo68 rather more so as he is winning. They have been playing the game for around 4/5 years now. :o 8)
I wonder if any experts can help me out with a game question.
I have a damaged battleship and am trying to decide which port to send it. I have a level-8 port with 130 HQ naval support squads and a level-5 port with 821 HQ naval support squads. There are no shipyards.
Does the size of a port increase the rate of repair as well as the ability to repair more serious damage?
I forget now but the matrix forum would have got you 20 replies by now
Quote from: Banzai_Cat on June 03, 2014, 02:35:11 PM
TRUST me, and everyone else on this thread, that WitP is not for the gaming faint of heart.
I wrote the manual to the original game - not sure if they redid it in the years since that happened, but holy hell, that was a nightmare of a book to put together! I remember little of the game other than that; this was 2006 or so I think.
I have the original game, and it was a big purchase at the time so I never thought to re-invent the wheel and buy the AE for what appears to be pretty much the same game. If I'm wrong correct me. I will say I found the manual pretty helpful, so thanks for the work you did. :)
Thanks, Boggit. You're much braver than I - I didn't even want a copy of it after I was done. :-[
My only regret was not getting to the rewrite of UV, which was in desperate need of it.
QuoteI wonder if any experts can help me out with a game question.
I have a damaged battleship and am trying to decide which port to send it. I have a level-8 port with 130 HQ naval support squads and a level-5 port with 821 HQ naval support squads. There are no shipyards.
Does the size of a port increase the rate of repair as well as the ability to repair more serious damage?
Two types of Damage, Minor & Major
Minor can be fix in any harbor that meets the size limit of the ship, for a battleship size 5 or better
Major damage can only be fixed by a port with a shipyard and you'll need a shipyard of 40 or better for a Battleship.
Bigger ports and shipyards will fix things quicker. Also be careful of ships with flooding damage if a ship has flooding damage > 70% it may sink before reaching a port.
I have a damaged Battleship that's 74 days from a port/shipyard that can fix it.
Many thanks.
I have a second query that you might be able to help. I have captured Port Moresby and sent ACM to lay mines to protect the port. The Operations Report confirms that the ships are laying the appropriate defensive minefields. I have ACM loaded with supplies and disbanded in the port. In ports like Rabaul and Truk, the ACM prevent deterioration of my defensive minefields. However, they continue to deteriorate in Moresby. The only difference I can see is that PM has no fuel while Rabaul and Truk do. All bases have very good supply and no damage.
I read in the manual that ACMs only need supply in order to maintain a defensive minefield as long as they are disbanded into the port. I believe ACM can maintain/service 150 mines each (at least the seem to do so in Truk and Rabaul). I only have about 120 mines in Moresby. Am I missing something? Is there also a fuel requirement for the ACM to function properly? I read the manual about the ACM pretty closely and couldn't find any reference to a fuel requirement. Is it a new change?
The thing that WITP and WITP AE portray better than any other game (computer or board) is the that the War in the Pacific was a logistical exercise. You need to not only get the troops to where you need them, but also the supplies, aircraft and support ships.
Quote from: Herman Hum on June 03, 2014, 04:36:53 PM
Many thanks.
I have a second query that you might be able to help. I have captured Port Moresby and sent ACM to lay mines to protect the port. The Operations Report confirms that the ships are laying the appropriate defensive minefields. I have ACM loaded with supplies and disbanded in the port. In ports like Rabaul and Truk, the ACM prevent deterioration of my defensive minefields. However, they continue to deteriorate in Moresby. The only difference I can see is that PM has no fuel while Rabaul and Truk do. All bases have very good supply and no damage.
I read in the manual that ACMs only need supply in order to maintain a defensive minefield as long as they are disbanded into the port. I believe ACM can maintain/service 150 mines each (at least the seem to do so in Truk and Rabaul). I only have about 120 mines in Moresby. Am I missing something? Is there also a fuel requirement for the ACM to function properly? I read the manual about the ACM pretty closely and couldn't find any reference to a fuel requirement. Is it a new change?
Not sure about any changes but, mine fields do deteriorate over time. ACM's should be in a Task Force, undocked at the port to maintain a mine field.
I was feeling exceptionally masochistic and picked up WITP-AE on the sale.
God have mercy on my carpal tunneled soul. :buck2:
Quote from: Nefaro on June 05, 2014, 01:55:02 PM
I was feeling exceptionally masochistic and picked up WITP-AE on the sale.
God have mercy on my carpal tunneled soul. :buck2:
Heh, I really thought you were going to resist on this one. I have to admit to being tempted, too...but I'm afraid I just won't play it enough. Let's see if I can make it through the sale without hitting the "buy" button.
Heh. For what it's worth, Nefaro, I *would* gently mock you for being a poor, dumb bastard...except for the "There but for the grace of God go I" factor. I'm always so tempted by this game, but like panzerde, I just don't think I would play it enough to justify getting it.
I have *got* to stay out of the Matrix WitP AE forum. I've just read through an in-progress Guadalcanal scenario AAR and it's everything I can do to keep myself from picking this up...
Quote from: panzerde on June 05, 2014, 06:05:39 PM
I have *got* to stay out of the Matrix WitP AE forum. I've just read through an in-progress Guadalcanal scenario AAR and it's everything I can do to keep myself from picking this up...
Thanks, I just had to go check out that AAR. Now it's your fault if I cave! ::)
Does this have hotseat multiplayer?
I picked up a used copy of the original WITP a few years ago. Is there any reason to spend $40 on WITP:AE which would make it easier for me to get into? Note, I've only ever fired up 1 turn of the original.
I've only made it past a few turns of WPO as well. :-[
Quote from: Staggerwing on June 05, 2014, 06:41:10 PM
I picked up a used copy of the original WITP a few years ago. Is there any reason to spend $40 on WITP:AE which would make it easier for me to get into? Note, I've only ever fired up 1 turn of the original.
I've only made it past a few turns of WPO as well. :-[
Did the same, got the original on eBay used, went through a 40 page tutorial on setting up convoys and such, but never went further.
I can't say that I played WITP AE to death but have spent countless months playing just the Guadalcanal scenario PBEM. It was a good experience.
I attempted the grand campaign several times but I still can't get past a few months of play.
Quote from: jomni on June 05, 2014, 07:24:52 PM
I attempted the grand campaign several times but I still can't get past a few months of play.
I'm the same. I think I'm in September/October 1942, but I haven't looked at it for nearly 2 years! ???
Quote from: Boggit on June 05, 2014, 07:43:52 PM
Quote from: jomni on June 05, 2014, 07:24:52 PM
I attempted the grand campaign several times but I still can't get past a few months of play.
I'm the same. I think I'm in September/October 1942, but I haven't looked at it for nearly 2 years! ???
Is it at least easy to pick up and continue after all that time or do you have to re-learn everything?
For me it's easy. I just lack the will power to do so. Hmm where did I put that Save file.
Also, you may have forgotten the grand plans running in your head unless you have them written down in a notebook.
Well where to start.
Initially its very time consuming to do a turn as there is just so many factors to key in, but over time you get a steady rhytme. Think I spend on averaget 3-4 hours per turn for the first 6-8 month and then it gradually got better (or worse depending on your view). We also restarted the game like 4 times during the first 6 month of playing I think after discovering gamebreaking mistakes we had made which was avoidable with better understanding of game mechanics (just a sidenote we each spend two weeks on the very first turn, just to get Things moving in the right direction).
Now im Down to spending about 1 hour each day making my turn + maybe 2-3 hours a week planning ahead, with maps and spreadsheets etc (gotta love them spreadsheets :) ).
But overall I must say that its a micromanage game where you need to factor ALOT of Things in if you want to stay afloat as you not only manage your armies/navy/airforce but also have to think of Little Things like fuel and supply lines, training of assets etc. nothing like having your big stack of ships running out of fuel in the middle of nowhere :o, been there done that.
But you get so many memorable times out of it like one time when a battleship was humping very badly damaged for port for 14-15 turns only to sink 1 hex outside safe harbour >:(. Also the unprodictabilaty is fun especially when it goes your way, like your enemies fighterscreen not flying during a carrier engagement, that was fun to Watch for me, for Atilla60 not so much :2funny:
As for planning I like the fact that you cant just take a stack of chips and throw them randomly at an Island fx as there can be limits to number of men that can be placed on that Island. So that division you just dropped on an Island with a stacking limit of 6000 men will be seriously clubbered so you might Loose more men to Falling overboard when unloading or other types of mishaps then in actual combat.
And if an invasion fails boy does it fail, I once lost 2/3 of my division on an ill prepared, poorly executed landing, so I learned my lessons after crying about it for a few days.
Also you need to prep your men before a landing as a low prep score will mean additional causalties and other misfortunes during invasions.
Inland you need to consider the terrain as supply efficiencies is directly proportional to type of terrain, wether Theres a road/railroad etc.
Then Theres the small hickups in the form of random events like 2 of your ships crashing into each other during combat, they dont like that just to let you Guys know.
Well just a Little rant from a fanboy
Oh and we made it to june 44 now and Atilla60 is screwed no matter what he might try and tell you Guys :)
Quote from: jejo68 on June 06, 2014, 12:54:19 AM
Oh and we made it to june 44 now and Atilla60 is screwed no matter what he might try and tell you Guys :)
You mentioned "..after the first 6 months". I'm curious as to how long it's taken you guys to get to June '44 in your game. ;D
Quote from: Nefaro on June 06, 2014, 01:56:10 AM
I'm curious as to how long it's taken you guys to get to June '44 in your game. ;D
Pheeeew, my save-game folder says since August 8th, 2010.
We started out with an agreement to send, minimum, 1 turn pr day.
Aside from a few technical issues along the way (hardware, game updates etc), Holidays and whatnot. I'd say we have managed to keep that schedule.
Quote from: jejo68 on June 06, 2014, 12:54:19 AM
Oh and we made it to june 44 now and Atilla60 is screwed no matter what he might try and tell you Guys :)
Hey! It's 44.....I'm supposed to be screwed ;D
Ho-ry Crap! That's quite a PBEM commitment!
I could never do a WitP pbem game. There's absolutely no way. I just purchased it for playing the occasional turn against the AI, when the mood hits.
Quote from: Nefaro on June 06, 2014, 03:04:34 PM
Ho-ry Crap! That's quite a PBEM commitment!
I could never do a WitP pbem game. There's absolutely no way. I just purchased it for playing the occasional turn against the AI, when the mood hits.
I think it's pretty incredible too. Matrix should give Jejo68 and Attilla60 some form of Hall of Fame trophy, or similar. 8) That's dedication.
btw boggit did we ever tell you that when were done with this game we will switch side and start all over, just so I can kick his a... as Japan too :)
I decided to go ahead and pick this up. I've always wanted to try one of these monster games and I think the sale price is fair. Don't know when I'll get around to playing it but I eventually will.
ps - I blame panzerde and Nefaro for this purchase. Totally their fault. :P
Quote from: jejo68 on June 06, 2014, 05:28:52 PM
btw boggit did we ever tell you that when were done with this game we will switch side and start all over, just so I can kick his a... as Japan too :)
HA!
Quote from: jejo68 on June 06, 2014, 05:28:52 PM
btw boggit did we ever tell you that when were done with this game we will switch side and start all over, just so I can kick his a... as Japan too :)
So you're planning on playing up to about 2020 at the same rate?? You're both braver than me jejo! :-\ I imagine Attilla will give you a harder fight as a grudge match for the drubbing you've given him this time around? :coolsmiley:
Quote from: Nefaro on June 06, 2014, 03:04:34 PM
Ho-ry Crap! That's quite a PBEM commitment!
I could never do a WitP pbem game. There's absolutely no way. I just purchased it for playing the occasional turn against the AI, when the mood hits.
It takes me several months just to finish Guadalcanal PBEM. One turn a day and sometimes none...
You build long lasting friendships, rivalries, and "mistresses" in WITP.
Quote from: jomni on June 06, 2014, 07:54:36 PM
You build long lasting friendships, rivalries, and "mistresses" in WITP.
Sounds like you're playing the WitP CK2 mod! :D :2funny:
Quote from: Atilla60 on June 06, 2014, 03:01:15 PM
Quote from: Nefaro on June 06, 2014, 01:56:10 AM
I'm curious as to how long it's taken you guys to get to June '44 in your game. ;D
Pheeeew, my save-game folder says since August 8th, 2010.
We started out with an agreement to send, minimum, 1 turn pr day.
Aside from a few technical issues along the way (hardware, game updates etc), Holidays and whatnot. I'd say we have managed to keep that schedule.
So it's pretty much an RTS :)
Quote from: bbmike on June 06, 2014, 05:59:49 PM
I decided to go ahead and pick this up. I've always wanted to try one of these monster games and I think the sale price is fair. Don't know when I'll get around to playing it but I eventually will.
ps - I blame panzerde and Nefaro for this purchase. Totally their fault. :P
Alright, it only seems fair if I tempted you into doing it that I take my lumps. Caved and bought the damn thing! That's on top of having finally cashed in my coupon for Distant Worlds Universe and buying that last night too.
I had a better shot at resisting this stuff before Matrix started having sales and putting stuff on Steam!
Quote from: Wolfe1759 on June 07, 2014, 01:00:00 PM
Quote from: Atilla60 on June 06, 2014, 03:01:15 PM
Quote from: Nefaro on June 06, 2014, 01:56:10 AM
I'm curious as to how long it's taken you guys to get to June '44 in your game. ;D
Pheeeew, my save-game folder says since August 8th, 2010.
We started out with an agreement to send, minimum, 1 turn pr day.
Aside from a few technical issues along the way (hardware, game updates etc), Holidays and whatnot. I'd say we have managed to keep that schedule.
So it's pretty much an RTS :)
Yes, pretty much :)
Quote from: panzerde on June 07, 2014, 01:46:00 PM
Quote from: bbmike on June 06, 2014, 05:59:49 PM
I decided to go ahead and pick this up. I've always wanted to try one of these monster games and I think the sale price is fair. Don't know when I'll get around to playing it but I eventually will.
ps - I blame panzerde and Nefaro for this purchase. Totally their fault. :P
Alright, it only seems fair if I tempted you into doing it that I take my lumps. Caved and bought the damn thing! That's on top of having finally cashed in my coupon for Distant Worlds Universe and buying that last night too.
I had a better shot at resisting this stuff before Matrix started having sales and putting stuff on Steam!
Ha! Now how to figure out when/how to learn this beast.
Quote from: bbmike on June 08, 2014, 06:16:49 PM
Ha! Now how to figure out when/how to learn this beast.
I vaguely recall details of playing the tutorial in UV a couple times. While much has changed since then, the basics are still relevant so I'll just learn the rest as I go. I did watch a small tutorial series some guy did on YouTube. It wasn't terribly detailed but there were a few general pointers in there regarding hard numbers so it was better than nothing.
While you need to learn some of those hard numbers, I don't think the overall learning curve is the biggest hill to climb, but the interface and the sheer breadth of orders you must give every turn. It's probably most difficult in coordinating the massive amount of orders (and supplies) properly than anything else.
Quote from: Nefaro on June 08, 2014, 06:21:46 PM
Quote from: bbmike on June 08, 2014, 06:16:49 PM
Ha! Now how to figure out when/how to learn this beast.
I vaguely recall details of playing the tutorial in UV a couple times. While much has changed since then, the basics are still relevant so I'll just learn the rest as I go. I did watch a small tutorial series some guy did on YouTube. It wasn't terribly detailed but there were a few general pointers in there regarding hard numbers so it was better than nothing.
While you need to learn some of those hard numbers, I don't think the overall learning curve is the biggest hill to climb, but the interface and the sheer breadth of orders you must give every turn. It's probably most difficult in coordinating the massive amount of orders (and supplies) properly than anything else.
There was a tutorial in the original WITP, but I guess AE broke that. They initially talked about working on one for AE, but it never materialized.
Orders are persistent. It only takes a lot of time during the initial turns or when there's a lot going on in many theaters. But usually there are only one or two areas with major operations going on.
WITP Tracker is your friend. Look it up in the forums and install it.
Quote from: jomni on June 08, 2014, 07:55:36 PM
WITP Tracker is your friend. Look it up in the forums and install it.
I was wondering about this as I scanned through the forums today in a vain hope of finding anything to help learn this beast. I'll download Tracker before I take another shot at playing. Thanks.
Fired it up today for the first time and played a turn of the Coral Sea scenario.
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FxVyoSl.jpg&hash=4cc5f7a37ed3d98b4e57b78a1afd971a5adfe858)
You won't need Tracker for small scenarios.
It's more to track stuff in the Grand Campaign.
I jumped right into the Coral Sea scenario just fine. But I've had the benefit of playing the old Uncommon Valor tutorial in the past so I had a general idea of what I was doing.
Someone starting fresh is probably quite lost. I don't know if there are any good beginner guides on the 'net but I don't see how noobs can learn this thing without something which points out the basics and essentials. Even the tutorial in the old UV manual helped me learn it easily. Notably so since I can still remember this stuff so many years later.
:o I looked at WITP Tracker and all I can ask is where is the tutorial for THAT? I'm starting to think this game might have to be shelved until after retirement!
I played WITPAE quite a bit a few years ago. I only played shorter scenarios of a year or less. I thought it was a great engine for that. It is when you start getting into the real-time four year campaign that you lose me.
You're going to have to dig really deep for a start up guide for this.... they'll be in the war room section of matrix's forum..... short of that do what always works best.... read some of the aars most players will say what and why they're doing stuff
Quote from: undercovergeek on June 09, 2014, 03:25:07 PM
You're going to have to dig really deep for a start up guide for this.... they'll be in the war room section of matrix's forum..... short of that do what always works best.... read some of the aars most players will say what and why they're doing stuff
AARs seem to be the most useful. Ah well, plenty of time to learn the game, it isn't like there's a deadline or something...
Sure, but it's the little notable details that should be summarized to any new player, right in your face.
For example.. not being able to draw aircraft replacements (or something like that) unless you have 20k supplies at the base in question. Or needing to set your dive bombers between 10k and 15k feet altitude for them to properly dive bomb.
Such hard numbers should be listed in a quick summary of some kind. I'm sure there are many more. Even the ones with soft limits, like fatigue ratings, should have a generalized deficiency scale added to such a quick guide. I think such numbers, hard or soft, is where the real learning curve is.
But you really don't need to know all of those to play (unless you want to be a details freak or a competitive player). That's the problem with details, since they are presented, you focus on them even if it's not necessary. I would just pay the game based on standard tactical knowledge and go with the flow. Learn a few things along the way. Remember that there are countless turns in the game. Many chances to experiment and learn. In the real war, nobody had rule books...they just learn as they fight.
Here's a pretty comprehensive noob guide for WITP (not AE). Most of the stuff still applicable to AE. http://mathubert.free.fr
This looks to be a good collection of links from the Matrix forums for new players:
http://www.matrixgames.com/forums/tm.asp?m=2576157 (http://www.matrixgames.com/forums/tm.asp?m=2576157)
Quote from: panzerde on June 09, 2014, 08:02:24 PM
This looks to be a good collection of links from the Matrix forums for new players:
http://www.matrixgames.com/forums/tm.asp?m=2576157 (http://www.matrixgames.com/forums/tm.asp?m=2576157)
Nice, thanks for posting that!
Quote from: panzerde on June 09, 2014, 08:02:24 PM
This looks to be a good collection of links from the Matrix forums for new players:
http://www.matrixgames.com/forums/tm.asp?m=2576157 (http://www.matrixgames.com/forums/tm.asp?m=2576157)
Just the stuff needed. Thanks!
print
toilet
read
This can't be any more difficult than learning an early Paradox game, right? :D
you can learn the mechanics, all of them but there are still a few things that bite your ass that nobody can explain
Quote from: undercovergeek on June 10, 2014, 04:45:11 AM
print
toilet
read
Pretty much the standard three steps for a manual that's worth reading.
Quote from: undercovergeek on June 10, 2014, 04:45:11 AM
print
toilet
read
1) Paste PDF manual to Kindle
2) Read
It looks like it would take a lot of time for #2, however. :))
^ That last comment bowled me over.
I think you were flush with excitement when you typed it.
Oh, shit. more crappy puns. There goes this thread down the toilet...
Darn, these threads do it to me every time...
I hit the install button again for my WitP AE copy... :o
Have done this dance several times now and I still have no clue what I am or should be doing in the game. O:-)
Quote from: Yskonyn on June 10, 2014, 02:47:05 PM
Darn, these threads do it to me every time...
I hit the install button again for my WitP AE copy... :o
Have done this dance several times now and I still have no clue what I am or should be doing in the game. O:-)
Those links Panzerde posted are helpful. I've been watching the vids. Although the recording quality isn't good, I can make it out enough to learn something.
This thread makes me want to start a new campaign and finally stick it through till the end.
Yeah the video's are helpful indeed.
What I struggle with is that the manual only explaines what this button and that button does in a technical way. It never discusses the bigger picture of how to combine all those options into a strategy or explain the why of things.
It's like an engineers manual for an aircraft rather than its flight manual for pilots. ;)
That type of manual is ok if have a bunch of scenarios that take an hour or so to play. But when typical scenarios can take months to finish, mistakes are not forgiving.
Quote from: Yskonyn on June 11, 2014, 01:18:16 AM
Yeah the video's are helpful indeed.
What I struggle with is that the manual only explaines what this button and that button does in a technical way. It never discusses the bigger picture of how to combine all those options into a strategy or explain the why of things.
It's like an engineers manual for an aircraft rather than its flight manual for pilots. ;)
I'm generally okay with that since that's what I need - a summation of what each command does. As long as it's reasonably definitive.
I've also read about some commands that are hidden a few layers down. For example, the way you reform an air unit is going through about three or four layers to finally get the option of spending political points to do so. I probably wouldn't have found that for a long time, and only if I had started clicking on all kinds of stuff out of curiosity (after saving).
As for strategies in combining all the disparate parts, that has always been something firmly in the realm of user-created guides, tutorials, and AARs with other games. It's a rare manual that offers much more than the most basic rules of thumb when it comes to strategies. I'm just glad a few people have committed some effort to doing so.
Quote from: Nefaro on June 11, 2014, 07:35:46 AM
As for strategies in combining all the disparate parts, that has always been something firmly in the realm of user-created guides, tutorials, and AARs with other games. It's a rare manual that offers much more than the most basic rules of thumb when it comes to strategies. I'm just glad a few people have committed some effort to doing so.
Coming from a simming background I disagree.
Nowadays it seems the case, indeed, but take a look at the manuals of 688i Hunter Killer or even the more recent Dangerous Waters naval sim. Look at many older flight simulators. Most of them were thick and contained a big part about maneuvers, tactics and background stuff. Harpoon 3's manual has a very nice section on tactics as well. I can name others.
With a game as extensive as WitP, I wouldn't have found it very odd to see a big part in the manual about tactics and / or background info about the war itself, its players and the equipment used. But alas. :)
One has to remember WITP AE was made for and by WITP players, think Grogs remaking a Grog game for other Grogs (it's like inbreeding ;))!
Ah right. That makes sense. C:-) :smitten:
Do you know if the original WitP had a tutorial or a tactics/background section in the manual or as an addendum? If so, would that still be usable for AE?
Quote from: Yskonyn on June 11, 2014, 01:02:50 PM
Ah right. That makes sense. C:-) :smitten:
Do you know if the original WitP had a tutorial or a tactics/background section in the manual or as an addendum? If so, would that still be usable for AE?
original did, AE changed the UI and functionality of somethings and it did not apply in AE
best thing i ever did was find a PBEM opponent as soon as i bought the game and we worked it out by trial and error
Quote from: undercovergeek on June 11, 2014, 04:08:12 PM
Quote from: Yskonyn on June 11, 2014, 01:02:50 PM
Ah right. That makes sense. C:-) :smitten:
Do you know if the original WitP had a tutorial or a tactics/background section in the manual or as an addendum? If so, would that still be usable for AE?
original did, AE changed the UI and functionality of somethings and it did not apply in AE
best thing i ever did was find a PBEM opponent as soon as i bought the game and we worked it out by trial and error
I'm hoping a few trys playing both sides in hotseat mode will also help.
Just keep playing Guadalcanal. I has all the critical elements except Japanese aircraft production and pilot training.
I guess I should then. :)
The best tutorial is reading some the AAR's on the Matrix forums, also reading about what the Japanese & Allies did in the pacific war.
WITP-AE is worst game in the world to try to play hot seat both sides!
Quote from: undercovergeek on June 11, 2014, 04:08:12 PM
Quote from: Yskonyn on June 11, 2014, 01:02:50 PM
Ah right. That makes sense. C:-) :smitten:
Do you know if the original WitP had a tutorial or a tactics/background section in the manual or as an addendum? If so, would that still be usable for AE?
original did, AE changed the UI and functionality of somethings and it did not apply in AE
best thing i ever did was find a PBEM opponent as soon as i bought the game and we worked it out by trial and error
Very true. I have to say, though, in my case I've played all the iterations of this system (Guadalcanal(aka, Uncommon Valor), Witp and WitpAE) so a lot of stuff is second-nature. I still get crushed regularly in PBEM.
Quote from: SgtRock on June 12, 2014, 09:46:15 AM
WITP-AE is worst game in the world to try to play hot seat both sides!
Sweet baby DaJesus on a stick! I started the grand campaign (#1) as the allies and it has taken me two to three hours just to get the eastern Pacific forces ordered as I want. That's just the stuff near Hawaii and the west coast! I still have everything west of the meridian to do!
It's taking me the most time figuring out where and how strong everything is. The massive amount of clicking on all the orders options isn't helping either. Perhaps I should start my first grand campaign as Japan? ???
Quote from: Nefaro on June 12, 2014, 11:58:50 AM
Quote from: SgtRock on June 12, 2014, 09:46:15 AM
WITP-AE is worst game in the world to try to play hot seat both sides!
Sweet baby DaJesus on a stick! I started the grand campaign (#1) as the allies and it has taken me two to three hours just to get the eastern Pacific forces ordered as I want. That's just the stuff near Hawaii and the west coast! I still have everything west of the meridian to do!
It's taking me the most time figuring out where and how strong everything is. The massive amount of clicking on all the orders options isn't helping either. Perhaps I should start my first grand campaign as Japan? ???
I've found Japan to be much more difficult to play in the early part of the campaign. Every early move is absolutely crucial for the Japanese. they have to get to the oil production centers and retool their production while carrying on an offensive with a fairly fragile set of forces.
Quote from: Nefaro on June 12, 2014, 11:58:50 AM
Quote from: SgtRock on June 12, 2014, 09:46:15 AM
WITP-AE is worst game in the world to try to play hot seat both sides!
Sweet baby DaJesus on a stick! I started the grand campaign (#1) as the allies and it has taken me two to three hours just to get the eastern Pacific forces ordered as I want. That's just the stuff near Hawaii and the west coast! I still have everything west of the meridian to do!
It's taking me the most time figuring out where and how strong everything is. The massive amount of clicking on all the orders options isn't helping either. Perhaps I should start my first grand campaign as Japan? ???
Lol the opening sequences for Japan are twice as long.... if you play an ahistorical start it can take days to perfect the start
Quote from: undercovergeek on June 12, 2014, 01:58:44 PM
Quote from: Nefaro on June 12, 2014, 11:58:50 AM
Quote from: SgtRock on June 12, 2014, 09:46:15 AM
WITP-AE is worst game in the world to try to play hot seat both sides!
Sweet baby DaJesus on a stick! I started the grand campaign (#1) as the allies and it has taken me two to three hours just to get the eastern Pacific forces ordered as I want. That's just the stuff near Hawaii and the west coast! I still have everything west of the meridian to do!
It's taking me the most time figuring out where and how strong everything is. The massive amount of clicking on all the orders options isn't helping either. Perhaps I should start my first grand campaign as Japan? ???
Lol the opening sequences for Japan are twice as long.... if you play an ahistorical start it can take days to perfect the start
You have 6 months to capture everything you need as Japan, after that it's dig in and hang on for the next 3-1/3 years. Early carrier battles favor the Japanese the real trick is trying to keep things supplied as allied airpower and subs take their toll on shipping. It is possible to win as Japan if you can win the early carrier battles, I remember one game as Japan, one Japanese sub hit 2 carriers one at night and one the next morning, the next day did the same, sinking 4 allied carriers. After that I ran hit and run raids in the South Pacific and India ocean and destroyed allied shipping at will.
Thanks fellas, way to go. >:( Because of you guys I fired up WiTP:AE and am going to see if I can get past 1941. I might as well kiss summer good bye.
I'm tempted to see if anyone here wants to learn this thing together while playing PBEM.
Hi KyzBP, I am tempted to accept, but honestly I have doubts I will be able to see through to the end. :)
On a different note: what mods do you guys run your copy with?
I loaded up the Public Beta patch on mine.
It fixed an issue with the black mouse-over tooltip backgrounds staying open when they shouldn't be, after I added the switch to run the game at my full resolution. So that's one immediate plus.
Quote from: Yskonyn on June 13, 2014, 02:48:15 AM
Hi KyzBP, I am tempted to accept, but honestly I have doubts I will be able to see through to the end. :)
On a different note: what mods do you guys run your copy with?
I hear ya. I'm still plodding my way through Dec. 8th. All the new ship types and bases make this game a bit daunting but I'm not going to give up this time.
I just found this: https://sites.google.com/site/n01487477/Home
It's pretty helpful. Much easier than reading through the manual. ;)
Quote from: KyzBP on June 15, 2014, 09:21:48 AM
I just found this: https://sites.google.com/site/n01487477/Home
It's pretty helpful. Much easier than reading through the manual. ;)
Panzerde posted that earlier. It's a good primer!
Over the years I played the original WiTP about 10 times to various degrees of completion. I always played as the Allies and I was always able to keep my original CVs safe until later in the game.
I just started a new game of WiTP:AE, as the Allies, and it's 12/13/41. Somewhere on the bottom of the Pacific, north of Johnson's Island, lies the watery grave of the USS Enterprise and 350 miles SE of Wake Island a giant plume of black smoke can be seen on the edge of the horizon. The column of smoke acts as a beacon for the carriers of the IJN. It marks the exact location of the Lady Lex as she limps slowly towards Johnson's Island. Her fate is no longer up to her but to the commander of the Japanese Fleet. Not only did the IJN fleet manage a successfully attack on Pearl Harbor but it also hunted down the Enterprise and the Lexington. I wasn't ready for the AI to be this aggressive.
Frustrating but fun.
Quote from: KyzBP on June 16, 2014, 02:00:01 PM
Over the years I played the original WiTP about 10 times to various degrees of completion. I always played as the Allies and I was always able to keep my original CVs safe until later in the game.
I just started a new game of WiTP:AE, as the Allies, and it's 12/13/41. Somewhere on the bottom of the Pacific, north of Johnson's Island, lies the watery grave of the USS Enterprise and 350 miles SE of Wake Island a giant plume of black smoke can be seen on the edge of the horizon. The column of smoke acts as a beacon for the carriers of the IJN. It marks the exact location of the Lady Lex as she limps slowly towards Johnson's Island. Her fate is no longer up to her but to the commander of the Japanese Fleet. Not only did the IJN fleet manage a successfully attack on Pearl Harbor but it also hunted down the Enterprise and the Lexington. I wasn't ready for the AI to be this aggressive.
Frustrating but fun.
That's one reason my current PBEM is using the May 01, 1942 start scenario (a mod, but an interesting one). All the ships start in port and the Japs get no special first move (and they really don't need it --in May 1942, they have all of the DEI and lots of other productive territory -- and they still have all their carriers). A Coral Sea Battle is quite possible since the Lexington and the Yorktown are in Noumea and three Imperial Carriers are in either Rabual or Truk. So there's less chaos early on.
Quote from: KyzBP on June 16, 2014, 02:00:01 PM
Over the years I played the original WiTP about 10 times to various degrees of completion. I always played as the Allies and I was always able to keep my original CVs safe until later in the game.
I just started a new game of WiTP:AE, as the Allies, and it's 12/13/41. Somewhere on the bottom of the Pacific, north of Johnson's Island, lies the watery grave of the USS Enterprise and 350 miles SE of Wake Island a giant plume of black smoke can be seen on the edge of the horizon. The column of smoke acts as a beacon for the carriers of the IJN. It marks the exact location of the Lady Lex as she limps slowly towards Johnson's Island. Her fate is no longer up to her but to the commander of the Japanese Fleet. Not only did the IJN fleet manage a successfully attack on Pearl Harbor but it also hunted down the Enterprise and the Lexington. I wasn't ready for the AI to be this aggressive.
Frustrating but fun.
After seeing the initial setup of the full campaign, with the historical first move on, I've also been concerned about the initial locations of my carriers. It wouldn't take much for the Japanese carrier fleet to search south/southeast and find them in short order.
Ok guys, a question in my learning Quest:
How do you gauge 'value' in this game? In other words, how do you decide which and how many of a given ship , plane or lcu you put into a task force?
Umm..
Most Warships by class. Carriers by how many planes they carry. Auxiliary Cargo/Transport/Etc by carry capacity.
As for aircraft, my main concern seems to be it's ideal Mission and Range.
Quote from: Yskonyn on June 16, 2014, 05:55:15 PM
Ok guys, a question in my learning Quest:
How do you gauge 'value' in this game? In other words, how do you decide which and how many of a given ship , plane or lcu you put into a task force?
Put in as many as you want. Monster fleets are the best.
Seriously, it is based on the task. Air combat? put a couple of carriers, escorts, ships with good AA. Bombardment? Use BB and escorts. Invasion? Use transports and escorts, a command ship helps as well as specialized landing ships (late war US) . Anti-sub? Use DD or smaller sold with depth charges. Support? Refuel and ammunition ships. Learn the ship classes and it will all make sense to you.
Be mindful of the speed. You don't want to put an aging slow light cruiser in a TF that can move faster without it. You don't want to waste a fast ship escorting transports when you need it elsewhere. Speed is life especially if you play Japan doing hit and run defense.
Quote from: jomni on June 16, 2014, 07:41:16 PM
Quote from: Yskonyn on June 16, 2014, 05:55:15 PM
Ok guys, a question in my learning Quest:
How do you gauge 'value' in this game? In other words, how do you decide which and how many of a given ship , plane or lcu you put into a task force?
Put in as many as you want. Monster fleets are the best.
I thought there was some kind of disadvantage to having too many warships in one TF? As in some may not be involved with parts of the battle if it's too large.. or something. I've been trying to keep them at a dozen or less. The warships, anyway. The Auxiliaries aren't really armed enough to worry about making big convoys with them although supplying bases probably doesn't require huge Atlantic-style convoys.
AFAIK theres a cohesion penalty when TFs get too big
depends on what you want to do - i found a hunter TF for finding unescorted or lightly escorted convoys best made up of 3 of my fastest DDs and one fast cruiser
For escorting your carriers - i always used the composition of the KB's TF to guide what was needed
Quote from: Nefaro on June 17, 2014, 12:38:31 AMI thought there was some kind of disadvantage to having too many warships in one TF? As in some may not be involved with parts of the battle if it's too large.. or something. I've been trying to keep them at a dozen or less. The warships, anyway. The Auxiliaries aren't really armed enough to worry about making big convoys with them although supplying bases probably doesn't require huge Atlantic-style convoys.
I think that large CV TFs are less responsive in combat. I tend to keep them at about 15-20 ships even though the maximum is 25 possible vessels.
I also tend to find that the larger groups encourage more collisions between ships. I am not positive about the correlation, but it seems that way to me. Instead of one 100x ship convoy, I find that five 20x ship convoys yield fewer collisions.
Thanks for the input, but its not quite yet what I am after;
I understand 'stats' like speed, cargo capacity, support, etc. What I'd like the know is the more tactical / strategic decision.
Bombarding a small base; how many ships do I send in. Assaulting that base, how many boots on the ground?
I find it hard to gauge these things for value or effectiveness. Or am I asking the age old question here the Cmdrs of old had to find out by just trying as well? ;)
Quote from: Yskonyn on June 17, 2014, 03:14:52 AM
I find it hard to gauge these things for value or effectiveness. Or am I asking the age old question here the Cmdrs of old had to find out by just trying as well? ;)
thats pretty much it - on the forum itself they usually stick to the old addage that attack needs to be 3 times defence for boots on the ground - so you need your recon up and out before you land
same for shore bombardment - it will be more effective when you have reconned the site
as for numbers you may as well take as much as you can for shore bombardment - but then you need to figure what the best range is, destroyers need to be closer then BBs - its very very harsh on ammo numbers, youll need a good port nearby to restock
Quote from: Yskonyn on June 17, 2014, 03:14:52 AM
Bombarding a small base; how many ships do I send in. Assaulting that base, how many boots on the ground?
I agree with UGeek: Bring It ALL when bombarding. Also, the 3:1 invasion ratio is the minimum. I try to bring even more for Shock and Awe. All this is just personal experience.
Quote from: Yskonyn on June 17, 2014, 03:14:52 AM
I find it hard to gauge these things for value or effectiveness. Or am I asking the age old question here the Cmdrs of old had to find out by just trying as well? ;)
Unfortunately, I had to just figure out many of my tactics through trial and error. There just doesn't seem to be many places to find specific information. For example, if I try to assemble an Amphibious task force with ships that do not have amphibious capability (i.e. xAK & xAP), I generally gather 10x the required amount of cargo and personnel capacity required. This is the only way to get them to unload in any respectable time period. Otherwise, they sit at the target forever.
Also, when loading the Amphibious/Cargo TFs, you can hit the Verify Load command to see if you have sufficient capacity in the TF to load the unit(s) you selected. However, I find that it is not accurate. Even though the game says that all your units should load, I often find that there are (usually) motorized support elements that simply get left behind. My method for ensuring that an entire unit loads onto the ships is to have an additional 15-20% excess capacity or else things get left behind (and broken units do not fight as well as complete units.)
All of this is just learning it the hard way since I haven't found any specific source for details such as these. If you are the Allied side, you will have lots of time to practice small invasions and lose plenty of replaceable units.
Solid advice, thanks.
I am ploughing my way through the manual with the Coral Sea scenario to get stuff into my head in more bite-sized pieces. I will then continue with the Guadalcanal scenario and if I am still hanging in there after it, I will try the GC.
More questions will surely follow.
wuss, roll up sleeves and jump into GC - whats the worse that could happen?
Quote from: Yskonyn on June 17, 2014, 04:25:12 AM
I am ploughing my way through the manual with the Coral Sea scenario to get stuff into my head in more bite-sized pieces. I will then continue with the Guadalcanal scenario and if I am still hanging in there after it, I will try the GC.
After Guadalcanal, you might like to try slightly bigger scenarios like Marianas and then Operation Downfall. Downfall is a bear, but only lasts one year. It includes lots of invasion planning and logistics, but is smaller (one step below, IMO) than a grand campaign.
Quote from: undercovergeek on June 17, 2014, 01:55:23 AM
depends on what you want to do - i found a hunter TF for finding unescorted or lightly escorted convoys best made up of 3 of my fastest DDs and one fast cruiser
You send such little surface attack TFs to attack enemy shipping?! How do they not get attacked and destroyed by enemy aircraft regularly? Or is that far less likely since AE has these new-fangled search zones that restrict the direction they can can cover every day?
i always played the IJN - 3 of these TFs circulating round the Phillipines and Borneo would decimate any evacuation attempts and any convoys trying to get reinforcements into balikpapan and palembang
Quote from: Nefaro on June 17, 2014, 08:45:23 AM
Quote from: undercovergeek on June 17, 2014, 01:55:23 AM
depends on what you want to do - i found a hunter TF for finding unescorted or lightly escorted convoys best made up of 3 of my fastest DDs and one fast cruiser
You send such little surface attack TFs to attack enemy shipping?! How do they not get attacked and destroyed by enemy aircraft regularly? Or is that far less likely since AE has these new-fangled search zones that restrict the direction they can can cover every day?
early in the War, most Allied air squadrons are so under-trained that they rarely spot anything and if they do they rarely locate, coordinate and attack and if they attack they rarely hit anything.
Of course there are eventually exceptions, but even then CLs and DDs are not likely to be the victims -- I can recall a B-17 hitting a Japanese CVL off the Phillipines and maybe a Dutch torpedo plane hitting a cargo ship. Allied Submarines are relatively effective (even the S-class uses the Mark 10 torp and so can get hits as can the Dutch) and allied surface forces in the DEI will eventually do some serious damage, I've always found.
Quote from: undercovergeek on June 17, 2014, 08:55:00 AM
i always played the IJN - 3 of these TFs circulating round the Phillipines and Borneo would decimate any evacuation attempts and any convoys trying to get reinforcements into balikpapan and palembang
That explains it. You're playing the Japanese. I thought you were sending Allied ones in to raid their convoys, like subs. :o
Pilot training has become a major factor in WITP campaigns, it's almost a game onto itself.
You can also ignore it just like search arcs.
Quote from: jomni on June 17, 2014, 11:52:47 PM
You can also ignore it just like search arcs.
this,
i havent been down there for years (matrix witp forum) but the last time i was there were quite a few threads saying micromanaged arcs and training had very little advantage over just leaving it be
Quote from: undercovergeek on June 18, 2014, 01:41:41 AM
Quote from: jomni on June 17, 2014, 11:52:47 PM
You can also ignore it just like search arcs.
this,
i havent been down there for years (matrix witp forum) but the last time i was there were quite a few threads saying micromanaged arcs and training had very little advantage over just leaving it be
In my experience training has a huge impact. Early on when my fighterpilots had 40 skills in air they got shot Down regulary, now that they are in the 70+ with def. also in atleast top 60' I rarely Loose a plane.
Also as Allied army pilot you have 2 types of bombers, twin and four engine. I usually train my twin engine for low level naval attack and they are devastating if you dont have fighter cover for your ships, but the key is to get them to skill 70+. Four engines rarely hit due to flying higher but sometimes they do and boom :).
As Japan you have some really good naval bombers also. I especially hate the torp carrying types. nasty critters although if you get some fightercover up they are dead dead dead :)
Next question;
How do I observe range for weapons and aircraft on the map?
So, for example I want to use TF1 to intercept an enemy TF, but at standoff range. How can I translate weapon range and / or aircraft attack range in relation to the hexes on the map?
Do ranges on the aircraft info screen include heading back to base? E.g. if the shown endurance is 12 hexes, the effective range from ship to target and back is 5 or 6 (I am not sure if the game accounts for operational errors, making effective range a little less then max divided by two?)?
Quote from: Yskonyn on June 18, 2014, 04:11:59 AM
Next question;
How do I observe range for weapons and aircraft on the map?
So, for example I want to use TF1 to intercept an enemy TF, but at standoff range. How can I translate weapon range and / or aircraft attack range in relation to the hexes on the map?
i dont think its worked out like this - a TF intercepts and then within the battle itself the AI sorts the ranges itself, BBs will open up from afar and DDs will close to launch torpedos etc - IIRC the ranges are just for bombardment TFs - i may be wrong, its been a while and may have changed
as for aircraft ranges i think the fuel and range always takes into account the plane getting back, you will never lose planes to out of fuel as long as there was enough for them to take off with
So ship to ship combat only ever triggers when there are enemy ships in the same hex?
Another thing I find vague; the Coast watcher network.
The game seems to jump over the map willy nilly telling my that coast watchers have spotted x amount of ships in y location. What are these coast watchers? Are they my Catalina's running recon ops?
Quote from: Yskonyn on June 18, 2014, 04:55:38 AM
So ship to ship combat only ever triggers when there are enemy ships in the same hex?
Another thing I find vague; the Coast watcher network.
The game seems to jump over the map willy nilly telling my that coast watchers have spotted x amount of ships in y location. What are these coast watchers? Are they my Catalina's running recon ops?
Yes surface combat happens when two TFs meet in a hex.
Ground based intelligence.
http://en.m.wikipedia.org/wiki/Coastwatchers
Quote from: Yskonyn on June 18, 2014, 04:55:38 AM
So ship to ship combat only ever triggers when there are enemy ships in the same hex?
Another thing I find vague; the Coast watcher network.
The game seems to jump over the map willy nilly telling my that coast watchers have spotted x amount of ships in y location. What are these coast watchers? Are they my Catalina's running recon ops?
yes, more often than not you have to navigate your own interception. IIRC if you place an aggressive commander in charge and he has enough range he will actually move to intercept
coastwatchers are simply little fellas tasked on telling on the other side what theyve seen go past the jungle - dont rely on it - i think its scripted in that a civilian isnt going to know the difference between a cruiser and a dd etc
Quote from: undercovergeek on June 18, 2014, 05:05:16 AM
Quote from: Yskonyn on June 18, 2014, 04:55:38 AM
So ship to ship combat only ever triggers when there are enemy ships in the same hex?
Another thing I find vague; the Coast watcher network.
The game seems to jump over the map willy nilly telling my that coast watchers have spotted x amount of ships in y location. What are these coast watchers? Are they my Catalina's running recon ops?
yes, more often than not you have to navigate your own interception. IIRC if you place an aggressive commander in charge and he has enough range he will actually move to intercept
coastwatchers are simply little fellas tasked on telling on the other side what theyve seen go past the jungle - dont rely on it - i think its scripted in that a civilian isnt going to know the difference between a cruiser and a dd etc
You can also play with the reaction ranges of your TF. 0 to keep the assigned path, any other number to intercept and seek combat.
Quote from: jomni on June 17, 2014, 11:52:47 PM
You can also ignore it just like search arcs.
Really? Doesn't that cut down your search range dramatically?
I mean.. they're a pain in the ass and I would rather not dick with them. So if it's negligible then good riddance. That stuff is okay at the scale of a game like CAW but in this one it's just a pain in the ass (to include the extra pain in the ass with it's UI).
That's a lot of ass pain I'd rather avoid.
Quote from: Nefaro on June 18, 2014, 01:01:04 PM
Quote from: jomni on June 17, 2014, 11:52:47 PM
You can also ignore it just like search arcs.
Really? Doesn't that cut down your search range dramatically?
I mean.. they're a pain in the ass and I would rather not dick with them. So if it's negligible then good riddance. That stuff is okay at the scale of a game like CAW but in this one it's just a pain in the ass (to include the extra pain in the ass with it's UI).
That's a lot of ass pain I'd rather avoid.
On thing I use search arcs for is to search areas I need to search and still keep the pilot fatigue low and morale high and leave time for training. After a few years of play, this stuff all becomes second nature. I always check fatigue and training on all squadrons in advanced bases or before I move them up or back. Having a good squadron in the right place at the right time with good training levels and low fatigue and so on can spell the difference between defending a region or loosing it. But everything is a gamble in this game. So you just do what you can to edge the odds in your favor.
Quote from: undercovergeek on June 18, 2014, 01:41:41 AM
Quote from: jomni on June 17, 2014, 11:52:47 PM
You can also ignore it just like search arcs.
this,
i havent been down there for years (matrix witp forum) but the last time i was there were quite a few threads saying micromanaged arcs and training had very little advantage over just leaving it be
That's not true for pilot training, there's a big difference between Air combat with pilot at 70 vs < 60.
Am I correct to say that the Coral Sea scenario is pretty hands-off or am I missing something?
I designate my TF's towards an area, alter CAP and Search missions and then pretty much see what happens?
Quote from: Yskonyn on June 20, 2014, 01:17:18 AM
Am I correct to say that the Coral Sea scenario is pretty hands-off or am I missing something?
I designate my TF's towards an area, alter CAP and Search missions and then pretty much see what happens?
Yeah, it's pretty much just a battle scenario. It's not long enough, nor does it have the proper ships to present the logistics and grand strategy side of things.
Use it to learn the warfare side. Then move on to the next one (Marianas?) to start getting into supply & such.
Yeah nothing to do there. Nothing much to do but do a carrier battle. Guadalcanal has more meat. Its basically an updated Uncommon Valor.
Quote from: jomni on June 20, 2014, 03:13:40 AM
Yeah nothing to do there. Nothing much to do but do a carrier battle. Guadalcanal has more meat. Its basically an updated Uncommon Valor.
To be fair, UV also included a full Guadalcanal campaign. But yeah, close enough.
I'm glad they've improved the interface performance since UV. That sluggish thing drove me nuts. Although WitP-AE still isn't as fast as I'd like.