I found some strange behavior, so I would like to report that. Also, I'm adding some my ideas, but those are not that important.
Strange things:
[bug] (valid for 1.9.3c) Loading infantry in air transport during the deployment phase costs RP. These RP are not returned when you un-deploy (move to reserve during deployment phase) the infantry. This means that you can waste precious RP in the deployment phase without knowing.
[feature] (valid for 1.9.3c) Reinforcements waste RP when you don't make full use of it. There are two reinforcements options - small (up to 2 strength (when on unit already moved) and up to 5 strength (when unit didn't move)). For example if you use small reinforcement option on a unit which is at 9 strength or you use large reinforcement on a unit which is at 6 strength, you are wasting RP. If this behavior is intentional, I'm absolutely fine with that, because it places more focus on unit management.
There is an issue with this however, because imagine that you have a unit at 8 strength which has low efficiency. If you don't move the unit and choose to reinforce it, you will get large reinforcements and waste RP. If you move it and then reinforce, you will get small reinforcement (which is optimal for RP), but the unit efficiency will not recover. I wish I could decide when to use small and large reinforcements explicitly, while keeping the reinforcement usage restrictions (large reinforcements only on units that did not move).
[exploit] (valid for 1.9.3c) When deploying a carrier in the deployment phase, it creates air deployment fields around it. When you deploy some planes in the newly created fields, you can remove the carrier and keep the planes deployed on those fields that were not available to you. I used this to deploy planes in the south in the Midway battle (as Japan).
[exploit] (valid for 1.9.3c) You can use fighters or bombers to push away enemy fighters that are above ships. This means that you can effectively remove fighter interceptors from specific target under right conditions. AI did this to me in battle of Midway (as Japan). Not sure if bug or feature.
Ideas / requests:
- all paratrooper infantry should be supply immune (they are still limited by reinforce)
-> I found their use very limited (only at hit and run (Road to Manila) or taking empty cities (Battle of Java))
-> dropping paratroopers should grant experience for the unit
- please make transport vehicles attachable / detachable unit that can be stored in the reserves when not used
-> I found myself capped at low supply with 1 supply missing to deploy another unit. I had to remove the transport only to buy it later (wasted RP).
Thanks for reading, looking forward to your feedback.
Don't waste my RP! and stuff
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Don't waste my RP! and stuff
Last edited by Mojko on Thu Oct 01, 2015 9:50 am, edited 4 times in total.
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KeinGeneral
- Sergeant - 7.5 cm FK 16 nA

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Re: Don't waste my RP! and stuff
These problems have been known and already addressed moreMojko wrote: [feature] Reinforcements wastes RP when you don't make full use of it. There are two reinforcements options - small (up to 2 strength (when on unit already moved) and up to 5 strength (when unit didn't move)). For example if you use small reinforcement option on a unit which is at 9 strength or you use large reinforcement on a unit which is at 6 strength, you are wasting RP. If this behavior is intentional, I'm absolutely fine with that, because it places more focus on unit management.
There is an issue with this however, because imagine that you have a unit at 8 strength which has low efficiency. If you don't move the unit and choose to reinforce it, you will get large reinforcements and waste RP. If you move it and then reinforce, you will get small reinforcement (which is optimal for RP), but the unit efficiency will not recover. I wish I could decide when to use small and large reinforcements explicitly, while keeping the reinforcement usage restrictions (large reinforcements only on units that did not move).
If you find mistakes may keep them or send to Google, the Google there are errors
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BiteNibbleChomp
- Lieutenant-General - Do 217E

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Re: Don't waste my RP! and stuff
What version of the game have you been using? I've heard of some of these before and thought they were fixed by 1.93
- BNC
- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
Re: Don't waste my RP! and stuff
Currently, I'm using 1.9.3c (with 1.9.3d hotfix). However, I'm unable to confirm that all issues are still relevant within this version. I will try to reproduce every one and add version relevancy to the opening thread.BiteNibbleChomp wrote:What version of the game have you been using? I've heard of some of these before and thought they were fixed by 1.93
- BNC
Author and maintainer of Unit Navigator Tool for Order Of Battle (http://mfendek.byethost16.com/)
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BiteNibbleChomp
- Lieutenant-General - Do 217E

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Re: Don't waste my RP! and stuff
The final issue you have listed:
Hopefully the devs see this thread and can fix up the other 3 for you
- BNC
Is a feature that can be used repetitively to create a bit of an unfair condition.Mojko wrote:[exploit] You can use fighters or bombers to push away enemy fighters that are above ships. This means that you can effectively remove fighter interceptors from specific target under right conditions. AI did this to me in battle of Midway (as Japan). Not sure if bug or feature.
Hopefully the devs see this thread and can fix up the other 3 for you
- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
Re: Don't waste my RP! and stuff
How would you suggest this to be fixed though?[exploit] You can use fighters or bombers to push away enemy fighters that are above ships.
I also think it requires a substantial effect to exploit this. I mean to push a fighter off a target completely you have to use 1 bomber to push it off the target's hex and - assuming there is another valid bomber target on the hex it's pushed to - a second bomber to push it away yet again. Only now it will no longer cover the initial target. So you need 2+ bombers before being able to "discart" the fighter. Or am I missing something?
Re: Don't waste my RP! and stuff
I completely agree. It's fine, because the situation is quite specific. It actually makes sense to use when you have multiple damaged bombers that are not worth using for an attack. Please, focus on the other issues (RP related), I think they are more important.adherbal wrote:How would you suggest this to be fixed though?[exploit] You can use fighters or bombers to push away enemy fighters that are above ships.
I also think it requires a substantial effect to exploit this. I mean to push a fighter off a target completely you have to use 1 bomber to push it off the target's hex and - assuming there is another valid bomber target on the hex it's pushed to - a second bomber to push it away yet again. Only now it will no longer cover the initial target. So you need 2+ bombers before being able to "discart" the fighter. Or am I missing something?
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