Seem that mystery of german coastal subs, disappearing at 0.0 coordinates in Baltic campaign has been revealed! In editor I can't see any submarine locations in distance below 150 nm from Danzig. As Memel is not submarine base, german SSC's can't reach any destination, so they appear in Guinea bay, killing each other and failing to return.
Seem that mystery of german coastal subs, disappearing at 0.0 coordinates in Baltic campaign has been revealed!
In editor I can't see any submarine locations in distance below 150 nm from Danzig. As Memel is not submarine base, german SSC's can't reach any destination, so they appear in Guinea bay, killing each other and failing to return.
Thanks for the report...Fredrik is away for a few days but he will see this report when he returns.
I'm playing RJW as russians, hard difficulty 1 week turns
I've noticed a problem with VP /objectives.
I've selected "Sink 1 TR" objective, and during scenario I have been able to to get 2 TR, and I've sink them. But the objective remains "pending" through the whole scenario, and after the end I don't receive victory points.
And the same will happen with other turns and scenarios.
I've tried to sink TRs as request, and then reach objective point, too. But no way.
Post by randomizer on Jul 23, 2014 10:19:40 GMT -5
The Sink TR objectives are geographically limited. If you look at the planning map with the objective selected you will see the centre of the VP trigger area shown as a red dot and the objective requirements are only met when ships are sunk within about 100 nm (as I recall) of the dot. Transport and merchant ships sunk outside this area do not count towards fulfilling the objective but do still count as VP for being sunk.
You do not have to actually reach the red dot when pursuing a Sink TR objective as long as your victims are sunk within the trigger area.
The rationale here is that the High Command want trouble stirred up in a particular area and so the objectives here are working as intended.
Here is another strange situation ... Minelaying Division home base is Reval. I sent division to mission and returned back to Reval. When turn ends game asked me, If I want return Minelaying Division to Helsingfors (why when I started at Reval?). I choiced Not to all ... And here is a result: game created all other groups like xxx II ... Why?
I've had a similar issue recently: lone Rurik is doing some merchant-hunting, no other ships are at sea. When Rurik returns to its base at Reval, the game asks me *4 times*, if I want to return it to Helsingfors. I answer No 4 times. Next turn, I get message that Reval base capacity is exceeded. And indeed it is, because the entire 2nd Battleship Brigade is suddenly relocated there. If you want to have a look at it, I have .sca with the battleships at Reval. Unfortunately, I haven't kept the autosave from that turn.
Saw this problem too. When you move division to new base during mission, after it ends all divisions, which are higher in OB of this force, try to rebase as well. If they can't do this, their "staff" (empty division names) move to new base, and their initial division get number II. For some issue, II divisions can't change their base-they teleport back after entering port.
Before FW correct this issue, I propose some temporary solutions to solve most of problems with base changing:
1) Most simple: All divisions you need to rebase in one mission should be moved to the top of force OB before this mission. Restrictions: Sometimes doesn't work for unknown reason; sometimes there are "hidden" divisions in the top of OB, which appear later (1-st Battleship Brigade in Baltic campaign, divisions of 2-nd Squadron in RJW). They will be corrupt, when appear.
2)More complex, may have problems I don't find yet: -Open #campaign name#.CAM file in scenarios/campaigns folder with notepad (It would be wise to make reserve copy before); -find [neutral] section in it; -add text from attached file just before this section and save file (so you should get additional force, named "Rebasement force", for both sides);
WARNING: home and startpoint coordinates are from RJW campaign, for other you may need to change them
-In game, before mission, reassign divisions you want to rebase to this force and move them to port you want; -After mission don't forget to reassign them back to their parent force. Restrictions: All divisions should be full activated (no ships resting/repairing/training/appearing after); all should enter one port (I think).
3) Only for single CL/DD or their small squadrons: -Find and sink as many enemy ships as number of your cruisers/DDs in daylight, at one place (best group targets-German convoys in Baltic, armed trawlers). -Detach all ships to find survivors. -Once all ships detached, division will disappear, and all of them become independent (in game terms-every ship create her own division). -Now move them to port you want. -After mission, reassign them to one division. Restrictions: Difficult to create the necessary conditions for more than 2 ships, especially for British & Japanese fleet; name of division changes to name of flagship; can't be used for big ships; independent ships enter port without question message, so careful manoeuvring need.
Post by randomizer on Aug 21, 2014 18:45:11 GMT -5
Thanks for this.
My solution is just to edit the saved game file so that the offending forces return to their correct base.
This is certainly an irritating bug but it does not seem to happen all the time or on every turn and as you have demonstrated, there are work-around's that are not too onerous. Obviously the solution is a fix but finding the cause is proving a challenge.