I’ve received Reaction Fire message boxes when enemy fighters engage each other but so far I haven’t detected any damage to the attacking air unit. Does that seem right?
Well, it seems "in line with what I would expect when fighters engage fighters." Does it seem "right?" I'm not really sure about that yet. F4Fs and Zekes have a hard time going up against each other and shooting the other down with actual ammo or reaction. It might not be right where I want it (I really need people testing for that, so I appreciate your efforts), but it does seem to be "working as written."
How do you avoid basing too many planes on each carrier without running the risk of going over its city’s support limit? Do you have to check the city in question before landing a plane on the carrier?
Unless I have messed up the copy and paste, what Prof. Garfield did with OTR was he did not allow a unit to rehome if the city couldn't support it. So, I believe this is still in this scenario, unless I've messed up.
I’m not certain if it’s a consequence of my modifying the base scenario but when it was the Americans first turn, the game disbanded the PBY-5 based at Midway. This seems to be correct, as the city in question can only support 8 units but it starts with 9. Can you validate if I’m correct or not? (NOTE: For now, I simply increased the Airfield tile shield value from 4 to 5 in the rules.txt)
I'm playing as the Americans and haven't had this issue - I am uncertain why you would and can't think of a game mechanism that would cause this?
I was able to kill an American sub from a torpedo launched by a Japanese sub. Should that be allowed?
Well, it was probably pretty rare, but, I don't think I'll change it because you don't really want to use up a bomber's payload attacking them, and, in current state anyway, there aren't many vessels out there. I made a last minute decision to decimate both fleets to make it more cat and mouse as it really wasn't hard to find the fleets with accurate sizes for one, and secondly Japan would probably just pummel Midway in every game for two, but I'm not sure if this decision was good or not. I might allow a few more ships back in, or make more aircraft see x2. I also might need to add in a few more scouts for each side to compensate. I'm having a really hard time finding Fairline's forces.
As such, for now I came up with a simple solution by modifying the base scenario file in two ways (I've attached a screen shot below to give you an idea):
- I removed all the rectangles coordinates from the map (from A1 to S26), and
- I re-instituted the fog of war to the entire map (except a few tiles around Midway Island for the Americans and 1 tile around each home city).
In this manner, as I’m playing in hot seat mode and this is a fairly large map, without these map coordinates I’m finding I only have very a general idea of where the opposing forces are located at any given moment, especially since both forces are constantly moving. As I’ve mentioned in a post in OTR, when playing solo in a multiplayer game, I always try my best to win for each power when it’s their turn to play.
Though I’ve only played to turn 7 so far, I’ve already had a dozen or more air combats and even though the units are in close proximity I still have difficulty locating them (after each attack I typically still have 1 MP left and therefore move my air unit 1 tile away from the defending unit. Thus when it’s the other power’s turn, I don’t automatically see the enemy’s units and their exact location can be difficult to remember when you had multiple battles involving many units).
Would you mind sending me the save where you've done this? If you've taken the time, I could add in an option without the gridlines. I'd hate to duplicate what must have been a monumental effort
Line 1546 displays a 'secondFleetArrival' message on turn 8, but no fleet is created. Elsewhere, (starting at line 1266) there is code for the 2nd fleet to arrive with a 1 in 20 chance each turn, which seems to be the 'true' fleet arrival function. Personally, I would recommend that the fleet generation code is moved to the after production trigger (instead of the on turn trigger) so that the message to the Japanese will appear within the Japanese turn instead of 'between' turns.
Woops. Yes, originally I had the fleets show up at designated times and cut that back so that no two games would play the same. The Americans are pretty likely (1 in 4) to get their carriers quickly, though it did take several turns for one to show up for me. The Japanese are guaranteed to get their carriers on turn 1, but there's a real chance (maybe too high of a chance) that they won't get the rest of their fleet timely. 1 in 10 might be better. Anyway
@Fairline, it seems you got a "ghost" message, but your fleet should show up the second time you receive a message.
(edit) Sorry, I just checked and can see that you already have a grid marked on the map. Is that not enough? I think that's about all the aviators of the time would have available.
Well, it depends on how much time you want to spend with a piece of paper next to your game. It's enough if you write down coordinates, and for a scenario this small, that might be fine. I guess it depends how deeply everyone feels about it