Author Topic: Assigning TG's with ports?  (Read 545 times)

Offline Denholm

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Assigning TG's with ports?
« on: March 22, 2007, 10:47:10 AM »
I've asked this before, and it's been answered to me many times before. Yet how do you assign a TG to a port so that when that port is captured while the Carrier is sunk that is attached to that port, the carrier will be captured along with the port when the carrier re-spawns?

Kind of confusing to explain, pretty much just wondering how to assign a Task Group to a port.:aok

EDIT: I think I just figured out the part of the TG being captured. Error report told me about the map rooms for the TG. So I placed some on the terrain. My question however is, do you have to destroy all the guns on all the ships of the TG? Or just sink the carrier before dropping troops on the map room?
« Last Edit: March 22, 2007, 11:08:14 AM by Denholm »
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Offline NHawk

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Assigning TG's with ports?
« Reply #1 on: March 22, 2007, 11:37:25 AM »
You attach the TG to the port by entering the port number in Object Data for the CV only (F##SHP000).

Dropping troops on the map room for the TG it does nothing.

Once the port is captured, you just need to sink the CV itself and when it respawns it will be captured automatically.
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Offline Dux

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Assigning TG's with ports?
« Reply #2 on: March 22, 2007, 11:38:01 AM »
You don't ever have to drop troops on a CV's maproom... it doesn't work that way.

When you attach a CV to a port... by selecting the CV object, opening the properties window,entering the number of the port in the Object Data field (there is a dropdown menu to the right of this field showing the available ports... you are connecting them in a way that when the port is captured, the CV follows suit as soon as it respawns.

You should always put the CV maprooms very far out of the way... into a corner of the map perhaps... just so that they don't interfere with normal strat.

Also, always make sure that the ports and CV are assigned different field numbers.

One more thing... we have found out the hard way that if you have TGs whose field numbers are higher than 100, it seems to mess up the TG list in the game. For example, TG101 will show up in the list before TG98, because numerically 1 comes before 9. This becomes a problem when you try to take command or Jump the TGs. So try to get all your TGs onto the map before you reach field #100. :)
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Offline Denholm

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Assigning TG's with ports?
« Reply #3 on: March 22, 2007, 12:20:10 PM »
Thanks for the info, off topic for a moment. I've been getting into strat recently. I just made a small terrain suitable enough for strat. I setup HQ for both countries, each country has 5 airfields and 1 TG, also, each country has every factory available. When I went to "Roads" and pressed "Create All" it made the roads as it was supposed to. Figuring that roads are not supposed to "intersect" I believed that the TE making the roads and trains go out into the ocean wasn't anything important. So I re-located the roads and train tracks onto the terrain making sure none of them "combined" through two roads of the same type (river, road, or train track) meeting. Yet the roads intersect all over the terrain.

Anyways, once I re-arranged all my roads, I placed a train group on one of the tracks and pressed "Animation" to see if it would run. No success. So I tried placing the train on a different end of the track so it's facing up the tracks the way it's supposed to. Still, no succes. I didn't mess with any of the track's properties. I let "Create All" set the correct properties. I just re-arranged the tracks.

Any ideas on why my strat is not working?
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Offline Dux

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Assigning TG's with ports?
« Reply #4 on: March 22, 2007, 12:34:30 PM »
The intersecting roads are probably the main problem; you can only have 1 section of road in any 1 given square mile. So start by redoing the roads so that none of them cross.

Also, roads need to be about 10 miles (squares) long... the trucks travel from start to finish in exactly 10 minutes, no matter what the distance. So (using a little math here) if you figure 10 miles in 10 minutes, that makes 60 mph that the trucks travel. If you want them to go slower, you need to shorten the track.

Once you have all of your roads redone, you need to hit the Redo Objects button... this places all the convoys, trains, etc., where they need to be, at the beginning of each track. Don't mess with the orientation of the group, the game takes care of that internally.

If you check "Visual Only" uder the road properties, you will have a road that has no strat function. No trucks will ever use it, it is only for scenery.

Also, make sure that all of your terrain elevation adjustment is done before making roads, or you will have to redo them.
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Offline Denholm

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Assigning TG's with ports?
« Reply #5 on: March 22, 2007, 12:52:40 PM »
Alright, one question however, can I use one strat road to supply all my bases? I noticed a feature that said "Supply: Field or Radius" If you selected radius, it asked you for a radius of miles that you wanted the convoy to supply. If I typed in the miles radius for where the majority of my fields are located would it automatically supply any fields that require supplies within that given radius?

Or does every field and factory / HQ need it's own road?
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Offline Dux

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Assigning TG's with ports?
« Reply #6 on: March 22, 2007, 02:38:58 PM »
LOL... that's a good question, I'm not sure anyone's ever tried it. :)

Theoretically... yes.

It may not be kosher for an MA terrain, but it might work H2H... give it a try, let me know. :)
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Offline Denholm

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Assigning TG's with ports?
« Reply #7 on: March 22, 2007, 02:51:12 PM »
Will do :aok
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Offline Denholm

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Assigning TG's with ports?
« Reply #8 on: March 22, 2007, 03:45:19 PM »
Well, the trains are moving, yet the bishop's train (track 2 named: bishops) is rather buggy. I'm thinking it's because it was asked to supply a "radius", yet I'm not so sure. I detonated an object, was looking for the trains, then I noticed the knight's locomotive was off the tracks moving towards the tracks. The cargo compartments were on the tracks magically accelerating and met with the locomotive simultaneously as the locomotive steered onto the tracks. The only other odd thing after that was when the locomotive reached the depot. It ran into the depot, made a circle, then warped back to the starting point to head back down the track.

Yet there were some much much worse bugs with the bishop's train. All over the track it warped back and forth for no apparent reason, when it reached the depot it steered out of the depot, traveled for 1/4 of a mile, then turned around and went back into the depot. After it ran back up the tracks for two miles it warped back to the starting point.

I figured it was because I asked it to "supply a radius" and not a specified location. So I ignored it, still waiting however to discover if the train will repair two towers I detonated on the knight's side. I placed the "PlayerResupplyTime" to 10 hoping to reduce repair time, yet I don't think that will happen. since 10 minutes have already passed.
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Offline Dux

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Assigning TG's with ports?
« Reply #9 on: March 22, 2007, 05:03:52 PM »
Could be one of a few things causing that... can't say really.

Let me repost a thread made by Skuzzy a long time ago, but it still holds true, about building new terrains:

Originally posted by Skuzzy
Ok, here is a rough/broad list of tips to help keep terrain building trouble free.

1)  Get all your elevations and tiles laid into the terrain.  Elevations are important to get right early.  If you change an elevation, you will need to rebuild the road system or find the roads effected by elevation changes, delete them, and manually add them back.
You cannot have a zone master in zones 1, 2, or 3.  These zones are special and must contain the HQ for each country.  Field 1 must be Bishop and must be in Zone 1.
Now hit the "Water not 0" button in the terrains tab.  Fix any of these.  Important to do as this will involve altering the elevation.

2)  Next, lay in your field/towns/objects.  Note:  Make sure you set the elevation of objects to the same, if they share any vertex points int the terrain.  This especially true for fields sharing any vertex points in the terrain.

3)  Now, run the "Obj. Report" in the "Objects" tab.  NOTE:  You no longer have to close this window as long as you do not delete an object.  Correct any errors that pop up.

4)  Now, go to the "Roads" tab and hit the "Create All" button.  This will lay in all the roads/convoys/tracks/trains for your terrain, running from South to North.  You can and will need to move them around after this.

5)  Repeat #3 and fix any problems.  At this point the only issues you may have will occur when a starting or ending point of a road is too close to another object.

6)  Now, lay in your task groups and all your spawn points.  Be sure to set a waypoint for each task group.  The CV in each task group must be the first ship in the list.

7)  Now, run the "Check Entry" in the "Objects" tab.  This button will check all your spawn points for correctness, visually showing you each one it is checking.  It will stop on any offending spawn point.  If it does, then fix the spawn point, and hit the button again.
Repeat until you get the "Checking Complete" dialog box.

8)  Now run #3 again.  Fix any errors.

9)  Now would be a good time to hit the "Redo" button in the "Roads" tab.  You can hit this anytime you like.  What it does is put all the convoys/trains at the correct starting point and sets thier end point.
If you change elevations, you have to do this again.  If you move a road, you have to do this again.
Do not attempt to manually add the convoys/trains to the terrain.  You will make a mistake doing this and this will be a source of some bizarre side-effects.

10)  Now you can setup your fields.  Just be concerned about getting the country assignments done.  Once done, hit the "Standard" button and it will correctly setup the planes, boats, vehicles, and so on, for each field.
Then make any custom changes you want.

NOTES:
a)  Do not rotate the ships.  Leave them at thier default orientation.
Detail wise, there are many things to be concerned about, but the above design flow should help reduce the effort in getting terrains completed and pretty error free.

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Notice how many times he says to rebuild the roads, or redo objects... this can be a very critical thing for properly-working strat.
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Offline Denholm

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Assigning TG's with ports?
« Reply #10 on: March 22, 2007, 05:03:53 PM »
After waiting one hour in my terrain to see if the object would be repaired, it was not. Either I setup the strat wrong, or "radius" does not work.
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