For all the newcomers (and the old ones too)

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

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Symon
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RE: For all the newcomers (and the old ones too)

Post by Symon »

ORIGINAL: HansBolter
I kind of figured the AI probably would ignore the stacking limits, but having them imposed on me is what really matters.

We who play the AI give it all the help it can get.
You get top marks, Hans.

When ya dig deep, Babes is a learning tool. A human will have limitations that the AI doesn't have. So a human must plan better and be aware that things might not be same on the other side of the hill. Having limits imposed on "you" that may not obtain for your opponent, does tend to sharpen one's expectations, yeah? [;)]
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Yaab
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RE: For all the newcomers (and the old ones too)

Post by Yaab »

ORIGINAL: HansBolter

ORIGINAL: Yaab

If you play against AI, you have to stick to DaBigBabes A or DaBabesLite, so you don't get the goodies from the C version (reduced cargo, hex stacking limits etc.)

Also, RHS mod is impressive, especially its "Ostfront" China.

That is not true. I am currently at May 1st 1942 in a Babes Ironman C against the AI with extended map and stacking limits.

This is from the Babes site:
"The C scenario set has been developed for the express purpose of reducing operational tempo and straining transport capability to limits that correspond more closely to those experienced by the historical combatants. As such, these scenarios are for play by true logistical grognards. These scenarios depart from the standard AE game model to such an extent that no AI files are included in the Scen.zips; they would be functionaly irrelevant. And there is no QuietChina variant; it would be functionaly irrelevant.

The C scenario set is for head-to-head, or PBEM play. It is a resonable basis for development of short map/short time scenarios in a CPX environment.

So there's no AI files, no QuietChina files, And since it's for the grogs out there, there ain't no special download instructions. If ya want to play it, then download it, unzip it, grip it and rip it. You are on your own as to numbering, but we assume a certain degree of comprehension of simple computer systems."

I thought there were no AI files for DaBigBabes C.

I see you are playing Iron version of DaBigBabes C. Maybe the Iron version has the AI files?
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ny59giants
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RE: For all the newcomers (and the old ones too)

Post by ny59giants »

Playing DBB 30 vs Olorin which is stock Scenario 2 with stacking limits using expanded map. Great thing as I'm still learning how to get Allied counter invasion moving faster with bases from bases that have smaller stacking limits.

Newest version of Reluctant Admiral 6.2 has the reduced cargo capacity by 1/3. The hardest point so far there is memorizing the new capacity ship classes. Using JWEs "Gnarly Roads" pwhex files, but haven't gotten far enough in to see its effects. Now, to get John 3rd to change the Allied land OOB over to DBBs. [;)]

Looking forward to the new air stuff. [&o][&o]
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HansBolter
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RE: For all the newcomers (and the old ones too)

Post by HansBolter »

I see you are playing Iron version of DaBigBabes C. Maybe the Iron version has the AI files?


I'm assuming that's the case.

However, the AI leaves a bit to be desired at the moment.

I'm hoping symon can give it some oomph.
Hans

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geofflambert
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RE: For all the newcomers (and the old ones too)

Post by geofflambert »

ORIGINAL: Mundy

I've been happy with DBB-C with stacking limits.  It really changes how you play.  Places like Noumea aren't an industrial strength dumping ground for US troops anymore.  In my new game, we're also trying the China slowdown mod.

Ed-


I knew someone (he's passed) who was in the quartermaster corps (or whatever they called it then, I forget) and was based at Noumea. He didn't give me a lot of detailed info but he did talk about the amazing huge fleet of just about everything that was parked there once, a thousand ships or more. I guess Helen was there and must've been pretty ugly by then. [:'(] It must have been really difficult to operate there, but he never got malaria or talked about it, so I guess the game is right about keeping it just barely out of the zone. I know wind is very bad for mosquitoes (not the planes) so I suppose that's why it was clear, without jungle to impede the wind.

Oh, and DaBigBabes C with stacking limits rocks.

rockmedic109
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RE: For all the newcomers (and the old ones too)

Post by rockmedic109 »

DaBigBabes C with stacking limits.....playable against the AI?!?!?!?? One more restart coming up. And I am looking forward to it.....my wife, not so much.
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SqzMyLemon
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RE: For all the newcomers (and the old ones too)

Post by SqzMyLemon »

I'd suggest Japanese players lower their expectations. There's a bit of culture shock that takes some getting used to, at least in my case.
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Jorge_Stanbury
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RE: For all the newcomers (and the old ones too)

Post by Jorge_Stanbury »

Even if it is a dumb AI, it would still be amazing to play DaBabes against it

I personally like the logistical challenges of the game more than the tactical ones
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Feltan
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RE: For all the newcomers (and the old ones too)

Post by Feltan »

I am in March 42 of DaIronBabes C, Allies against AI with the crappy Asian road mod.

To date, the AI is rather standard -- similar to what you would see in Scenario 1 and 2. I am not disappointed, nor elated.

The biggest difference one notes immediately is the reduced cargo capacity. However, for me, the biggest hit is in the reduced range of many AK/AP ships. This causes challenges. One cannot easily run a cargo convoy from San Francisco to Noumea and return. Often there isn't enough fuel for the return leg -- which requires a mid-Ocean refueling stop -- which stresses the limited TK capacity early in the game to create yet another fuel depot. Bases like Auckland, Pago Pago and French Tahiti all of a sudden have new importance. I think a more historical importance rather than just being another blob of land to be defended -- you actually need them now. This is a different experience than one has in vanilla.

Very pleased so far even early in the game.

Regards,
Feltan

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Barb
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RE: For all the newcomers (and the old ones too)

Post by Barb »

I am too trying out DaIronBabes-C with stacking limits against Jap.AI. And I really do love the stacking limits as well as reduced cargo capacity and other stuff. AI being what it is [:D]
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HansBolter
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RE: For all the newcomers (and the old ones too)

Post by HansBolter »

ORIGINAL: Feltan

I am in March 42 of DaIronBabes C, Allies against AI with the crappy Asian road mod.

To date, the AI is rather standard -- similar to what you would see in Scenario 1 and 2. I am not disappointed, nor elated.

The biggest difference one notes immediately is the reduced cargo capacity. However, for me, the biggest hit is in the reduced range of many AK/AP ships. This causes challenges. One cannot easily run a cargo convoy from San Francisco to Noumea and return. Often there isn't enough fuel for the return leg -- which requires a mid-Ocean refueling stop -- which stresses the limited TK capacity early in the game to create yet another fuel depot. Bases like Auckland, Pago Pago and French Tahiti all of a sudden have new importance. I think a more historical importance rather than just being another blob of land to be defended -- you actually need them now. This is a different experience than one has in vanilla.

Very pleased so far even early in the game.

Regards,
Feltan



I agree completely. It was the shortened legs of many of my ship classes, more than the reduced capacities that has caused me to alter my play significantly. The few really long legged ship classes (over 12k endurance)become extremely valuable and need to be prioritized for the longest routes.

To a degree it forces a higher level of micromanagement on the player as convoys that used to be able to be set to continuous supply no longer have the legs to be able to receive that setting. They have to make one way trips with the destination set as the home port forcing the player to pay attention to when the arrive and when they have unloaded so they can be manually sent back to the source port.

I don't mind this as I enjoy the logistical side of things and it forces me to pay closer and better attention to things.
Hans

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Mundy
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RE: For all the newcomers (and the old ones too)

Post by Mundy »

I tend to park YOs and such at Christmas Is and build it up in general to serve as a waypoint to Noumea et al.
 
Ed-
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PaxMondo
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RE: For all the newcomers (and the old ones too)

Post by PaxMondo »

ORIGINAL: HansBolter

I kind of figured the AI probably would ignore the stacking limits, but having them imposed on me is what really matters.

We who play the AI give it all the help it can get.
+1
Pax
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geofflambert
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RE: For all the newcomers (and the old ones too)

Post by geofflambert »

ORIGINAL: Feltan

I am in March 42 of DaIronBabes C, Allies against AI with the crappy Asian road mod.

To date, the AI is rather standard -- similar to what you would see in Scenario 1 and 2. I am not disappointed, nor elated.

The biggest difference one notes immediately is the reduced cargo capacity. However, for me, the biggest hit is in the reduced range of many AK/AP ships. This causes challenges. One cannot easily run a cargo convoy from San Francisco to Noumea and return. Often there isn't enough fuel for the return leg -- which requires a mid-Ocean refueling stop -- which stresses the limited TK capacity early in the game to create yet another fuel depot. Bases like Auckland, Pago Pago and French Tahiti all of a sudden have new importance. I think a more historical importance rather than just being another blob of land to be defended -- you actually need them now. This is a different experience than one has in vanilla.

Very pleased so far even early in the game.

Regards,
Feltan



Pick a uniform rendezvous point midway but safely away from raiders (well back of your search zones, say around Starbuck Island) and keep cycling in oilers to refuel your convoys. Base the oilers at Pearl and keep plenty of fuel there. You'll have no problems with fuel then. When the convoy is reaching its destination, have it set to "no refuel". It will have enough to get back to the oilers, and this will save fuel at your destination and be much more efficient. Thus all the fuel required for these round trips need only be shipped to Pearl and transferred to oilers and it won't take many tankers to do that, freeing the rest to ship fuel to OZ and Auk. When approaching the oilers, your TFs should be set to "minimal refuel", both ways. I keep spare oilers at a nearby holding point waiting to take their turn, just in case a Jap sub discovers your refuel spot. Eventually you can set up Christmas Island as a back up fueling station.

edit: Keep your refuel TFs with 2 to 4 oilers each. Don't use the fast oilers (18kt), save them for your carriers.

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Major Shane
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RE: For all the newcomers (and the old ones too)

Post by Major Shane »

GreyJoy,

I'm a newbie still. Where do I find this MOD. I've not successfully searched for it...too many hits.
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Feltan
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RE: For all the newcomers (and the old ones too)

Post by Feltan »

I am playing around with a few solutions, but you offer sound advice.

I'd rather keep my practice confidential for now -- you never know who you'll be in a PBEM with, and no need to give advice on where to put IJN subs on patrol!

Regards,
Feltan
HexHead
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RE: For all the newcomers (and the old ones too)

Post by HexHead »

ORIGINAL: m_shane_perkins

GreyJoy,

I'm a newbie still. Where do I find this MOD. I've not successfully searched for it...too many hits.

https://sites.google.com/site/dababeswitpae/

is the homepage you want.
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cohimbra
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RE: For all the newcomers (and the old ones too)

Post by cohimbra »

I agree with GreyJoy, I'm playing a pbem (circa 200 turns in game) with DaBabes Lite-B and
I enjoy it very much, especially flack effectiveness and stacking limits everywhere. If you
try this mod, you never go back to stock.
Thanks to all the developers [&o]
Xargun
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RE: For all the newcomers (and the old ones too)

Post by Xargun »

I am also in the beginning stages of a PBeM game (mid may 42) with DaBigBabes B with Stacking limits. It is a big difference from stock and I agreed to 2day turns - what an eye opener that is. Highly recommend DaBigBabes line and the stacking limit map - not so sure on the 2day turns though.
Andy Mac
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RE: For all the newcomers (and the old ones too)

Post by Andy Mac »

The hardest thing about doing an Allied AI for DaBabes is not the change to location of LCU's thats manageable more or less its the changes to Engineering units

You cannot now just categorise Engineer Units into the 4 basic groups when writing the AI

When I wrote the original Engineer Units were split into 4 basic types

1. Balanced Base Forces with Garrison, AA, Eng and Support (L/M/S)
2. Aviation Units
3. Construction Units (L/M/S)
4. Army Support (Basically just support units like the RIASC Base Forces designed to improve allied support level)

Once you have these 4 basic types you split them by theatre based initially on the HQ or historical usage but modified to match the AI's goals and then allocated them to the various scripts as needed.

The issue with the Allied Babes AI will be the sheer number of specialist units it makes the AI more difficult because balance base forces no longer really exist and each one has a different function
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