View Full Version : Landlocked taskforce
Philbill
01-08-2009, 04:58 PM
I created a new task force from ships I built, told them to sail from Brisbane to San Fran.
However they end up landlocked in the top corner of the map and I cannot do anything with them?
Phil
DiFool6
01-08-2009, 05:19 PM
I also had that happen with a single sub formation that I made-it should have sailed from Truk but instead had apparently teleported to Mongolia after I made it.
tony_glazebrook
01-08-2009, 05:53 PM
OK, sounds like a bug in the screen either where you create fleets manually, or where you plot their moves manually.
Can you send me some more data to go on - screen shot?, description of what you did exactly, what you get when you try to locate the fleet and ship on the theatre map.
I am playing the Atlantic scenario as the Germans, turns set at 2wks/2wks. I created a TF (Scharnhorst & Gneisenau) with ROE of Hit and Run. Ships orders are Cautious. During the manual plotting of the TF I switched many times between Numbers and Hours as I plotted them to move North and hug Norway and then to scream at full speed between Iceland and Britian at night then to move here and there in the Atlantic looking for Maritime shipping. As the turn was run, all started as plotted. The TF reached the Atlantic and around move 50 (hrs 320) the TF disappeared. I thought "OH NO my babies have been sunk and I missed the message", but soon I noticed that the TF had warped back to Kiel. I immediately hit the "X" to stop the turn and went to look at the plot to see if I made an error. I noticed I had not given the TF enough moves to last the complete turn so I went in and added a plot which would take the TF to Brest to refuel. I ran the turn and the TF made it to Brest but then warped back to Kiel. It appears that whatever the plot would have been, the TF would warp back to the beginning when it reached the end of the plot.
DiFool6
01-08-2009, 07:18 PM
Intro Pacific here, monthly turns both ways, first turn. My 2IC had created a wolfpack of 6 subs operating out of Truk, but I wanted to split them up individually. All SF's I created were fine, identical doctrine (Suicidal), except the one which ended up in Mongolia in the extreme upper left corner of the map, which was the last one I made out of 6 total. I noticed he was there on the main map, when I clicked on his designation (SF07), and noticed that I couldn't give him any sailing plots, and eventually followed the line up to Mongolia. I tried to reform the SF, and it did it again. I eventually just stuck him in with one of the other guys and sent them on their way.
Saffron
01-08-2009, 08:16 PM
And here I thought I was seeing things, but I experienced teleporting ships too.
I had the Iowa damaged due to mines, so I sent it from Townville to Pearl for repairs. The Iowa was 2 or 3 hexes from Pearl when I received the message that the Iowa had suffered too much damage and the mission was being cancelled ... returning to nearest port. That port turned out to be Townville ... the Iowa teleported all the way back there.
Not only did the Iowa not receive any more damage between Townville and Pearl, the Iowa immediately left Townville again and sailed to Pearl, making it to port the second time.
Philbill
01-09-2009, 01:34 AM
I have also had convoys that now appear in the main roster but have jumped to places where I cant access them. They are named convoy 1 and 2 the ships are in them but they are just a grey line pointing to where they are but no icon and no way to control them. This is frustrating as a lot of my merchant ships now appear to be bugged and cannot be retreived
Phil
tony_glazebrook
01-09-2009, 01:10 PM
All - I will play around with fleet creation screen and the controls for giving orders to see if I can replicate some of this. In the meantime, be aware that when you have selected a fleet on the theatre map and the drag tick box is not ticked, every time you click on the map, it is an instruction to send the fleet there. It should be impossible to send the fleet to a land hex or enemy port hex or a hex that is out of bounds (ie unreachable - such as any hex in the Black Sea in the Med scenario). Eveything else is fair game
Wrt the hexes that the fleets 'warped/teleported to', can you tell me more clearly:
a. if by warping/teleporting you mean that the fleet moved there at the speed of light across some distance rather than sailing there
b. wrt the hex the fleet moved to (other than Townsville) - what was the hex position - was it always very top left of the map
c. which scenario you were playing at the time.
Thanks
Saffron
01-09-2009, 02:04 PM
For me, the Iowa literally teleported from Hawaii to Australia. We're talking serious Philidelphia Experiment here ... or perhaps the Iowa has Montgomery Scott's great great great great grandfather as a boiler tech.
I had manually ordered the Iowa to sail to Pearl for repairs, and it managed to get all the way to Hawaii before the game cancelled my mission and automatically sent it to the nearest port for repairs. At that point the Iowa teleported back to Townville and automatically sailed back to Hawaii.
This was the Intro campaign.
Philbill
01-09-2009, 03:36 PM
For me I set a fleet to assault an enemy island only. When it got there it jumped back to its home port in an instant even though it wasent told to. I have also played for a year as the Americans now Vs Japan and have not seen a single air attack from either side :confused:
Phil
For me, I sent TF from Kiel to mid Atlantic. At conclusion of turn TF was warped back to Kiel
tony_glazebrook
01-09-2009, 11:41 PM
I have also had convoys that now appear in the main roster but have jumped to places where I cant access them. They are named convoy 1 and 2 the ships are in them but they are just a grey line pointing to where they are but no icon and no way to control them. This is frustrating as a lot of my merchant ships now appear to be bugged and cannot be retreived
Phil
Phil - where is the line pointing to on the map - can you give me a location or hex reference?
tony_glazebrook
01-09-2009, 11:45 PM
All - I will be reviewing these instances of warping, but can I ask you to make doubly sure that in any future reports that the warping is not a case of the fleet actually moving properly, say for emergency reasons, to head back for re-fuelling, and this movement was not noticed until the end of the turn?
I can add some code pretty easily to prevent any warping, but it will slow the hour-by-hour calcs down just a smidgeon.
Saffron
01-10-2009, 02:59 AM
I can honestly say, in the case of my Iowa, that it wasn't a proper move. The distance between Hawaii and Townville is pretty far, the Iowa was creeping along at 8 knots due to damage, and the Iowa symbol on the map was the largest thing there. It was bigger than Hawaii, so I definitely noticed when it moved. ;)
I keep a tight watch on my ships. Since sending the Iowa back to Hawaii was my very first manually created fleet and manually created order, I was watching it intently to make sure I had done it right.
tony_glazebrook
01-10-2009, 03:12 AM
I can honestly say, in the case of my Iowa, that it wasn't a proper move. The distance between Hawaii and Townville is pretty far, the Iowa was creeping along at 8 knots due to damage, and the Iowa symbol on the map was the largest thing there. It was bigger than Hawaii, so I definitely noticed when it moved. ;)
I keep a tight watch on my ships. Since sending the Iowa back to Hawaii was my very first manually created fleet and manually created order, I was watching it intently to make sure I had done it right.
No probs Saffron - I just had to check ;)
PS - have you used the map zoom and drag function and turned hexes on? It may help in times when you're not sure where fleets are moving to.
I can add a checking function to avoid warping - I actually used to have it and then disabled it because it created a bit of an overhead and I was confident (obviously overly so!) that it wasn't needed any more.:eek:
Philbill
01-10-2009, 09:05 PM
Hi Tony,
Its certainly not a detachment issue. The warping I describe is as I go through the turn I see my fleet approach their target and when they get there the fleet suddenly jumped back to its starting base at advanced port. Which is a long way back from the target a South Western held Japanese atoll to the East of australia and below Guadalcanal, not sure of the name. A jump of about 60 hexes in one hour is not an emergency detachment
The fleet was loaded with troops and supplies for an assault mission, however I noticed when i gave it orders It dosent tell u if assault has been accepted? I never told it to come back either so it should have just stayed there.
Phil.
tony_glazebrook
01-11-2009, 12:09 AM
Hi Tony,
Its certainly not a detachment issue. The warping I describe is as I go through the turn I see my fleet approach their target and when they get there the fleet suddenly jumped back to its starting base at advanced port. Which is a long way back from the target a South Western held Japanese atoll to the East of australia and below Guadalcanal, not sure of the name. A jump of about 60 hexes in one hour is not an emergency detachment
The fleet was loaded with troops and supplies for an assault mission, however I noticed when i gave it orders It dosent tell u if assault has been accepted? I never told it to come back either so it should have just stayed there.
Phil.
OK, thanks Phil. Sounds like I am definitely going to have to re-enable my anti-warping code!
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