New Version of Ironman Nasty
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: New Version of Ironman Nasty
I want to chime in Andy. Your new abuse you have heaped upon us AI gamers is the best ever. I have never lost so many ships so early in the game. Old play styles go out the window. Thanks for making such a challange.
RE: New Version of Ironman Nasty
[:D][:D][:D] I need feedback always
ta guys
ta guys
- CaptBeefheart
- Posts: 2511
- Joined: Fri Jul 04, 2003 2:42 am
- Location: Seoul, Korea
RE: New Version of Ironman Nasty
Regarding those mine hits, two of those CV show up as sunk about 6 weeks later, although I doubt one mine hit would take out a CV, would it?
SPOILER ALERT [don't read on if you want to be surprised by this scenario]:
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I noticed the AI hasn't really supported or fully reinforced the Big Island or its British Columbia possessions. In BC, it withdrew from Bella Bella and Alliford (sp?) and USMC paras retook them easily as of mid-Feb. Once I get enough PPs it'll be easy to retake Kona/Hilo and Coal or Cold Harbor (the one on northern Vancouver Island that's invaded on 12/7), barring another strong reinforcement wave. By going deep into French Polynesia the AI has forced me to look at fighting in the Marquesas for the first time ever. I have reinforcements heading that way now. Also, the interdiction of convoy routes between Cape Town and Adelaide is causing enough losses that I will have to deal with the IJN using Brit and possible USN carriers.
Keep up the good work and looking forward to further surprises.
Cheers,
CC
SPOILER ALERT [don't read on if you want to be surprised by this scenario]:
.
.
.
.
.
.
I noticed the AI hasn't really supported or fully reinforced the Big Island or its British Columbia possessions. In BC, it withdrew from Bella Bella and Alliford (sp?) and USMC paras retook them easily as of mid-Feb. Once I get enough PPs it'll be easy to retake Kona/Hilo and Coal or Cold Harbor (the one on northern Vancouver Island that's invaded on 12/7), barring another strong reinforcement wave. By going deep into French Polynesia the AI has forced me to look at fighting in the Marquesas for the first time ever. I have reinforcements heading that way now. Also, the interdiction of convoy routes between Cape Town and Adelaide is causing enough losses that I will have to deal with the IJN using Brit and possible USN carriers.
Keep up the good work and looking forward to further surprises.
Cheers,
CC
Beer, because barley makes lousy bread.
- ny59giants
- Posts: 9881
- Joined: Mon Jan 10, 2005 12:02 pm
RE: New Version of Ironman Nasty
Allied adjustments made to date as I started this mod...
Slight increase in Allied production, mainly fighters and recon airframes, but small tweaks in device production.
13th Armored Division comes in Dec 42 and does NOT get withdrawn (she will need 6 months of Sherman production to fill out). She can be bought out!!
Added dedicated training groups (3 Army, 2 Marine, and 3 USN) in USA that we use in RA to give the Americans some better pilots.
4 full CV TF starting in mid-43 coming in every 6 months (2CV, 2CA, 2CL, 10 Fletcher DDs). I'm expecting some CV losses by then.
4 Porter Class DDs with Boise at start
3 at start fighters in Singapore and Rangoon get Hurricane Is vs Buffaloes
Force Z stays at Singapore
PP start at 300 with 60/day
Slight increase in Allied production, mainly fighters and recon airframes, but small tweaks in device production.
13th Armored Division comes in Dec 42 and does NOT get withdrawn (she will need 6 months of Sherman production to fill out). She can be bought out!!
Added dedicated training groups (3 Army, 2 Marine, and 3 USN) in USA that we use in RA to give the Americans some better pilots.
4 full CV TF starting in mid-43 coming in every 6 months (2CV, 2CA, 2CL, 10 Fletcher DDs). I'm expecting some CV losses by then.
4 Porter Class DDs with Boise at start
3 at start fighters in Singapore and Rangoon get Hurricane Is vs Buffaloes
Force Z stays at Singapore
PP start at 300 with 60/day
[center][/center]
RE: New Version of Ironman Nasty
I have had to do some adds, over all I am really enjoying this.
RE: New Version of Ironman Nasty
Good oh that was the intent remember I never really expect the AI to hold Canada just cause a little mayhem and slow down an allied reaction
If you leave it alone it will grow like a weed but its not a real threat in all the AI scripts no its not a threat at all <whistles innocently>
If you leave it alone it will grow like a weed but its not a real threat in all the AI scripts no its not a threat at all <whistles innocently>
RE: New Version of Ironman Nasty
this is about as tough as I can make it I would like to go further but its hard to see how I can make nastier
RE: New Version of Ironman Nasty
ORIGINAL: Andy Mac
this is about as tough as I can make it I would like to go further but its hard to see how I can make nastier
Give Japan an atomic bomb and hit LA?[:D]
RE: New Version of Ironman Nasty
ORIGINAL: Andy Mac
ps as always feedback if anyone is actually playing it is always welcome
Understanding that the Ironman Nasty is a fantasy world (wonderful game, and challenging, I am in Feb ’42 and loving it!) Just to make the nasty- NASTY. (Please note, I am not trying to make any political statements here, just adding more nasty to the nasty)
You could:
1-Have a brigade of German-American Bund appear on December 7 along the eastern US railroad route. Historically the German-American Bund was dying off before Pearl Harbor and the attack was its death knell before being outlawed at the end of the month. However, in 1939 there were over 2,000 members in the “security” (i.e. brown shirts) apparatus. For this game scenario it would be assumed they did not lose membership after the war had started in Europe, but instead got even more supportive of Germany and actively tried to start a partisan war to coincide with the Pearl Harbor attack.
http://en.wikipedia.org/wiki/German_American_Bund
2-Have two Japanese infantry divisions, sans artillery, just “appear” on the west coast of the US in February 1942 anywhere from San Francisco to San Diego either in a group or driblets of brigades in various areas. This would reflect people refusing to be relocated and offering armed resistance to the US round-up of 100K plus of US citizens of Japanese ancestry. (Historically, there was no resistance, and these people were in fact exceptionally loyal US citizens, but heck, this is a fantasy scenario.)
http://en.wikipedia.org/wiki/Japanese_A ... internment
3-Indian National Army (INA). Have this organization set to “appear” in up to two division strength in India 90 days after the fall of Singapore. This would reflect an infiltration of troops that switched sides after the fall of Singapore (which is where the INA got its initial boost), but instead of forming a conventional army- they infiltrate back to India and organize partisan level army units. Didn’t happen in reality (duh), but, it’s within the concept of the fantasy scenario and what they hey, gives some of those restricted units in India something for the player to play with.
http://en.wikipedia.org/wiki/Indian_National_Army
Just some wild and wacky ideas, because you asked. No politics here, just some outlandish thoughts on how to explain some really weird places to have units show-up. Keep up the good work. Thank you for your efforts.
Why am I sharing my opinion? Because I am such a special snowflake that others need my knowledge. What…there are like a billion snowflakes? Oh, well isn't that special.
RE: New Version of Ironman Nasty
Great ideas unfortunately units cannot arrive on map after the game starts without having a base to arrive at so I would need to set a base to Axis control in North America.
I could increase the at start sabotage guys that begin in India.
In macro terms what I am trying to achieve is to make it more difficult for an allied player to early forward project force.
The AI is at its absolute weakest during the conquest of Malaya and the DEI lots of small dinky TF's get eaten alive by competent allied players so most of my enhanced Japan aids fall into 3 or 4 broad categories.
1. Things that give japan more redundancy - higher stockpiles, moreships, more aircraft, more LCU's etc
2. Things that create problems in ahistoric areas for the allies to force a player to respond to those threats thus not enabling some of the normal human v AI tactics
3. Things that strengthen the known AI weakneses - e.g the AI loves small dinky TF's that are never escorted enough and are vulnerable to small SCTF's - fixes add more DD's to make sure more are escorte, add Q ships so every now and then the allied TF's run into a buzzsaw, add better escorts that are more capapble to give some protection and reduce the tempo cause damage to allied SCTF's e.g. the AI is not great at covering by air vulnerable TF's hence the float zeros
4. Things just for the hell of it to annoy and surprise players - Hilo, German Raiders etc etc
I could increase the at start sabotage guys that begin in India.
In macro terms what I am trying to achieve is to make it more difficult for an allied player to early forward project force.
The AI is at its absolute weakest during the conquest of Malaya and the DEI lots of small dinky TF's get eaten alive by competent allied players so most of my enhanced Japan aids fall into 3 or 4 broad categories.
1. Things that give japan more redundancy - higher stockpiles, moreships, more aircraft, more LCU's etc
2. Things that create problems in ahistoric areas for the allies to force a player to respond to those threats thus not enabling some of the normal human v AI tactics
3. Things that strengthen the known AI weakneses - e.g the AI loves small dinky TF's that are never escorted enough and are vulnerable to small SCTF's - fixes add more DD's to make sure more are escorte, add Q ships so every now and then the allied TF's run into a buzzsaw, add better escorts that are more capapble to give some protection and reduce the tempo cause damage to allied SCTF's e.g. the AI is not great at covering by air vulnerable TF's hence the float zeros
4. Things just for the hell of it to annoy and surprise players - Hilo, German Raiders etc etc
RE: New Version of Ironman Nasty
Has anyone gotten a game to mid 42 yet ??
Very keen to understand how some of the AI easter eggs worked out....
Very keen to understand how some of the AI easter eggs worked out....
RE: New Version of Ironman Nasty
Like I said, I am only to Feb '42.
I don't know if the I-400 subs are in the Nasty as of 1941. But, one could use the I-400's in a group to raid "safe bases". Kind of like creating a KB of submarine aircraft. I don't know if you can even use sub aircraft in that fashion? But, if you could, assuming all the I-400's Yamamoto wanted were built (LOL before he even thought to request them built) and in service on 7 December 1941, then you could have a very deep raiding force at start that should be survivable given early war Allied ASW assets.
Thanks for the note back with an explination!
I don't know if the I-400 subs are in the Nasty as of 1941. But, one could use the I-400's in a group to raid "safe bases". Kind of like creating a KB of submarine aircraft. I don't know if you can even use sub aircraft in that fashion? But, if you could, assuming all the I-400's Yamamoto wanted were built (LOL before he even thought to request them built) and in service on 7 December 1941, then you could have a very deep raiding force at start that should be survivable given early war Allied ASW assets.
Thanks for the note back with an explination!
Why am I sharing my opinion? Because I am such a special snowflake that others need my knowledge. What…there are like a billion snowflakes? Oh, well isn't that special.
RE: New Version of Ironman Nasty
I will see what I can do with enhanced sub raiders
There are a few surprises yet to come that may help cover off some of those ideas but I will take another look at the Ai's sub force
There are a few surprises yet to come that may help cover off some of those ideas but I will take another look at the Ai's sub force
RE: New Version of Ironman Nasty
I just want the AI to genuinely surprise someone and make a real game of it
RE: New Version of Ironman Nasty
What difficulty level do you recommend? Hard or Very Hard? I will try VH I think.[:D]
- CaptBeefheart
- Posts: 2511
- Joined: Fri Jul 04, 2003 2:42 am
- Location: Seoul, Korea
RE: New Version of Ironman Nasty
Those deadly floatplane-toting Q Ships and extra fictional CVLs are a real pain in the backside as they do a lot of damage to Oz-bound convoys. Andy, your objective #2 is being met, as I can hardly move anything without the full Allied CV complement escorting unless I accept 30% losses.
As with NY Giants, I added a few airplanes to the production, mainly US fighters and recon. I added three USN training squadrons, as those are seriously lacking in stock. I also added one extra Cleveland and Northampton to show up later with six DDs each. One thing I could not figure out was making them upgradable. It all looked good in the editor to me but no upgrade option in the ship screen (not a big deal, but I would want to figure that out before doing a serious mod).
Also, I didn't make any PP adjustments. That's really making life hard.
I am now in March and am completely unable to stop the AI where I normally do. Good fun!
EDIT: I should also mention I turned withdrawals off, which is a huge plus for the Allies. Would be great if you could turn off just RN ships, for instance, which was what I was really after. As it is, those squadrons I disbanded in the PI and Singers are coming back to life and will be usable.
EDIT 2: Andy, I'll let you know once I come across more Easter eggs. Of course I'll PM so as to not spoil the fun for others.
Cheers,
CC
As with NY Giants, I added a few airplanes to the production, mainly US fighters and recon. I added three USN training squadrons, as those are seriously lacking in stock. I also added one extra Cleveland and Northampton to show up later with six DDs each. One thing I could not figure out was making them upgradable. It all looked good in the editor to me but no upgrade option in the ship screen (not a big deal, but I would want to figure that out before doing a serious mod).
Also, I didn't make any PP adjustments. That's really making life hard.
I am now in March and am completely unable to stop the AI where I normally do. Good fun!
EDIT: I should also mention I turned withdrawals off, which is a huge plus for the Allies. Would be great if you could turn off just RN ships, for instance, which was what I was really after. As it is, those squadrons I disbanded in the PI and Singers are coming back to life and will be usable.
EDIT 2: Andy, I'll let you know once I come across more Easter eggs. Of course I'll PM so as to not spoil the fun for others.
Cheers,
CC
Beer, because barley makes lousy bread.
RE: New Version of Ironman Nasty
Cody, a couple of things;
You can go through the editor and remove the withdrawal date manually for the ships you want to keep.
The upgrades are already in the editor, so if you copy and paste a ship that is the "late war" version than all the upgrades are assumed to be completed. If you pick an earlier one you will get the up grades.
You can go through the editor and remove the withdrawal date manually for the ships you want to keep.
The upgrades are already in the editor, so if you copy and paste a ship that is the "late war" version than all the upgrades are assumed to be completed. If you pick an earlier one you will get the up grades.
RE: New Version of Ironman Nasty
Losing transports to Japanese cruisers in ports with coastal defense guns is getting pretty damn annoying.[:@][:@] I'm looking at you Sydney! Do coastal guns have no effect whatsoever in stopping surface action in their hex?
"Sergeant the Spanish bullet isn't made that will kill me," Bucky O'Neil seconds before receiving a fatal shot to the head at the battle of San Juan Hill.
RE: New Version of Ironman Nasty
Muhahahahah
RE: New Version of Ironman Nasty
But seriously if anyone gets a game to may/June could you send me a save please a.mcphie@btinternet.com