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Post by fredsanford on Feb 9, 2014 15:16:17 GMT -6
VP bug is still evident. Note that turn 19 save shows 271,560 Japanese VPs brought forward from last turn per the turn info tab. But the display on shows 152,060 VP. Previous turn also saved and attached-quit turn with just a ML run. Attachment Deleted
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Post by fredsanford on Feb 8, 2014 13:19:17 GMT -6
How about an interface revision? Personally, I'd like to get all the button controls that are on the top ribbon, the bottom left, AND all the Force-level and Division-level controls on other screens all consolidated to the lower left. And space bar pauses/unpauses. And a "form line ahead" Force-level command that is active only when near the enemy (similar to Flotilla attack).
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Post by fredsanford on Feb 8, 2014 13:13:03 GMT -6
If the game is paused, the game restarts automatically if you change the heading on a division using the red arrow button at bottom left, without waiting for the player to press 'go'.
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Post by fredsanford on Feb 5, 2014 9:06:06 GMT -6
The check tracks button is the one with two irregular red lines. It appears on the top row next to the submarines button AFTER the scenario is over only. The campaign manual isn't that big, and you can learn a lot about what the software can do by just hovering your mouse over each button and reading the tool tip.
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Post by fredsanford on Feb 4, 2014 15:53:57 GMT -6
Do you check the ship tracks after each turn? The points issue might be the Russians succeeding in their missions. The ship tracks can give you an insight into where they go to get their points.
I also use 3rd Fleet extensively for convoy runs. However, I usually detach the two 20-kt Suma class ships and send them to Fusan to help hunt cruisers. I leave them in 3rd Fleet, however, so that I can have two groups searching for cruisers (in Admiral mode). I also move 5th Division to Hakodate to guard the north against raiders. Put them on a patrol spot outside the western entrance of the channel between the two Japanese islands. I also will commonly use 7th Division to patrol north of Tsushima Island, in the middle of the TR traffic on automatic patrol.
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Post by fredsanford on Jan 30, 2014 12:50:23 GMT -6
I don't remember when it starts (end of December maybe?), I'm not at home right now. You get like 10 OPs per turn to save mainly, because subs are the only thing you can send out. But since the enemy is stuck in port also, the subs don't have much to do.
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Post by fredsanford on Jan 30, 2014 12:47:18 GMT -6
Try changing the mission profile for the cruisers from scout to support of the B div once you approach the coast such that your B's are the first ships to sight the shore batteries. That should keep them on the disengaged side of the B's (more or less). Same for the DD's, which I assume were attached to the scout cruisers. Overall, I avoid bringing DD's close to PA in daylight. RJW DD's are fragile, short ranged, and not generally worth the bother IMO.
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Post by fredsanford on Jan 30, 2014 12:34:17 GMT -6
Some things I'd like to see in an improved SAI-campaign, with an eye toward the mega campaign style game: Fleshed out commanders- ability to assign commanders, keep stats for promotion, etc. Ability to freely edit command structure- including AI commands. Include more VP 'deals' to increase variety- perhaps bulk OP infusions in lieu ship reinforcements. Consider a campaign game editor that allows the community to create campaigns, while NWS concentrates on engine improvements/expanded eras. Make doctrine-related AI behaviors (e.g. DD ASW screens) that are hard coded in particular campaigns researched, developed, and created by players and as improved technology warrants. Flesh out repair facilities-docks, cranes, workshops, labor. At the campaign level, maybe have ability to trade OPs/VPs for repair points to represent stockpiling of repair materials and labor. At the mega-campaign level, provide the ability to invest in repair facilities (and other facilities really).
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Post by fredsanford on Jan 27, 2014 7:52:51 GMT -6
It could be useful in shore bombardment situations
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Post by fredsanford on Jan 23, 2014 17:32:57 GMT -6
I'm another that prefers the campaigns. It gives the individual battles context, and you tend to fight with more of an eye on longer-term impacts on limited resources.
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Post by fredsanford on Jan 23, 2014 17:29:12 GMT -6
Perhaps some additional VP deals, such as one time OP awards options? i.e. "For 50k victory points, you've influenced the Tsar to approve a major fleet operation. Gain 200 OP".
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Post by fredsanford on Jan 23, 2014 14:13:04 GMT -6
Yes, I restarted a campaign post patch. Here's the first turn, saved 1/16. Attachment Deletededit: I did however save over the top of old save games using the same filename.
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Post by fredsanford on Jan 22, 2014 14:01:04 GMT -6
You'll find the Novik your fleet's MVP, and wish you had more of them. Feature request: Offer the Russian player a VP deal to expedite the reinforcement DD's.
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Post by fredsanford on Jan 22, 2014 10:03:27 GMT -6
It seems the Dalny and PA surrender events still have issues. The zip file attached has a sequence of saves starting on 5-18-04, when I got the "Dalny Falls" notice. The 6-15-04 save shows the overlapping ownership- I have a base with Russian divisions showing up. After PA fell 11-30-04, I got "ship missing from repair list" for a slew of Russian ships that scuttled upon the fall of PA. Got some "Ships of x organization fled to Dalny" notifications in the turn log as well. During the scenario turn, the formerly-Russian shore facilities are in the Combined Fleet OB. This is combined with other weird effects, like blue flags on Japanese ships, triplicate divisions and one save (errordeploy) had no ships or shore commands at all. I have a slew of other saves in addition to these, but I didn't save under any system, just 'sdjd.sav' typed to escape a corrupted scenario. Attachment Deleted
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Post by fredsanford on Jan 11, 2014 10:41:19 GMT -6
Be careful what you wish for. There's another Jutland game on the market that does allow collisions in a quote-unquote "true physics" environment. And the AI-controlled fleets are like a demolition derby of stupid. IMO a good design philosophy is "Don't include features the AI can't handle".
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