A New 'Treaty' Grand Campaign
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: Treaty Mod Description
Hi everyone. I have just finished a test with the Treaty Mod to see if the AI would use the new Allied Air Frame purchase system developed by JuanG correctly. the findings are that it will not. The AI introduces the new aircraft at Karachi instead of a base that would be more Historically accurate. Also the AI was not using PP's for the purchase of these aircraft. Juan also looked into this and could not fine a way to get the AI to use the System correctly. So these three new mods will function as PBEM Only. The AI does seem to handle the Japanese side OK. John will post soon on expected release date. We do need artwork for a Aussie and NZ Buffalo. If you have any, please PM John3rd with the file so he can add it in. Thanks....GP
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RE: Treaty Mod Description
Thought I'd also comment on the above.
Essentially, I was hoping that because the bases the airgroups arrive at by default are entirely removed from play (being not only disconnected from the on-map area, but also the off-map area too), that any of the purchaseable airgroups would simply be left there by the AI.
Sadly this does not seem to be the case, though I am not entirely certain as to the exact mechanism by which they move them - it could be an 'AI friendly' version of the 'Transfer to Base' command, or it could be via withdrawing and returning them (this latter one also technically allows a player to move them to on map as well, but is obviously not intended in the system and thus can be HR'd out - sadly the AI doesn't respect HR's).
I attempted several different approaches to tackling this problem, from trying to change them to Replenisment or Training groups in hopes that the AI would ignore these as 'rear area' units, to trying to move the bases to no less than 5 different locations, both off-map and on-map, to trying different combinations of restricted HQs and nationalities. Nothing seems to prevent it, so for the moment I am out of ideas. I do think there might be a way to do it by editing the pwhexe files for the map, but as RA is intended to run off the extended map and I do not want to break that compatibility, I have left this avenue alone for now.
Many thanks to General Patton for catching this, as I had only playtested it from the allied side against the AI and so this behaviour and the unfortunate incompatibility was something I had overlooked entirely.
Essentially, I was hoping that because the bases the airgroups arrive at by default are entirely removed from play (being not only disconnected from the on-map area, but also the off-map area too), that any of the purchaseable airgroups would simply be left there by the AI.
Sadly this does not seem to be the case, though I am not entirely certain as to the exact mechanism by which they move them - it could be an 'AI friendly' version of the 'Transfer to Base' command, or it could be via withdrawing and returning them (this latter one also technically allows a player to move them to on map as well, but is obviously not intended in the system and thus can be HR'd out - sadly the AI doesn't respect HR's).
I attempted several different approaches to tackling this problem, from trying to change them to Replenisment or Training groups in hopes that the AI would ignore these as 'rear area' units, to trying to move the bases to no less than 5 different locations, both off-map and on-map, to trying different combinations of restricted HQs and nationalities. Nothing seems to prevent it, so for the moment I am out of ideas. I do think there might be a way to do it by editing the pwhexe files for the map, but as RA is intended to run off the extended map and I do not want to break that compatibility, I have left this avenue alone for now.
Many thanks to General Patton for catching this, as I had only playtested it from the allied side against the AI and so this behaviour and the unfortunate incompatibility was something I had overlooked entirely.
RE: Treaty Mod Description
It is an 'AI friendly' version of the 'Transfer to Base' command. It is the internal exe derived AI, not the script derived AI. [;)]
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RE: Treaty Mod Description
ORIGINAL: Symon
It is an 'AI friendly' version of the 'Transfer to Base' command. It is the internal exe derived AI, not the script derived AI. [;)]
I figured it would be something in that direction, and hence out of my control. Thank you for the confirmation.
RE: Treaty Mod Description
Hello All.
Have been crazy---busy with working on the caboose and getting ready for LaSalle Days weekend. This is busiest weekend of the year for my little Subway so it has been pretty crazy. We did something very COOL last Thursday. We got to ride the Heritage Union Pacific train from Cheyenne to Denver. Got to ride in an incredibly plush, comfyy, and GORGEOUS Pullman Dome car. It ROCKED! Will Post pictures once Paula downloads them.
The question from what Good Mister Patton found is this. Do we make a variant of all three Mods without the Off-Map aircraft system or just accept that Treaty, RA and BTS is PBEM only? Would like some comment here from the readership and other developers.
Have been crazy---busy with working on the caboose and getting ready for LaSalle Days weekend. This is busiest weekend of the year for my little Subway so it has been pretty crazy. We did something very COOL last Thursday. We got to ride the Heritage Union Pacific train from Cheyenne to Denver. Got to ride in an incredibly plush, comfyy, and GORGEOUS Pullman Dome car. It ROCKED! Will Post pictures once Paula downloads them.
The question from what Good Mister Patton found is this. Do we make a variant of all three Mods without the Off-Map aircraft system or just accept that Treaty, RA and BTS is PBEM only? Would like some comment here from the readership and other developers.
Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
RE: Treaty Mod Description
I would leave it as is and put a disclaimer in that you can only play Allies against the AI.
RE: Treaty Mod Description
Is there suppose to be a difference in Dutch forces between the Treaty mod and RA 7? I have also found some other differences. I don't know if these are suppose to be here or not. Just something that caught my eye.
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RE: Treaty Mod Description
Docup, There are some additional OOB changes for the Dutch in these mods. Don't know all the details. Should be clearer in BTS....GP
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RE: Treaty Mod Description
Treaty Mod = Stock + new warships
RA = DBB + new warships, airframes, and some LCUs (Japan only)
This is why you are seeing the difference.
RA = DBB + new warships, airframes, and some LCUs (Japan only)
This is why you are seeing the difference.
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RE: Treaty Mod Description
I'm home and will be jumping on getting Treaty, RA and BTS out. To add to Michael's comment:
Treaty Mod: DBB-C with all changes by Symon/JWE.
RA: Same as above with "RA Variations"
Between the Storms: Links BOTH Mods into one ALTNAV History from 1922-1941.
All three Mods play with extended map, Juan's Allied off-map aircraft purchase system, and stacking limitations.
Treaty Mod: DBB-C with all changes by Symon/JWE.
RA: Same as above with "RA Variations"
Between the Storms: Links BOTH Mods into one ALTNAV History from 1922-1941.
All three Mods play with extended map, Juan's Allied off-map aircraft purchase system, and stacking limitations.
Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
RE: Treaty Mod Description
Getting back to work here.
For BTS:
I plan to scale the French back to just a CL, 2-3 DD, and place an AS with 3 SS at Tahiti.
The Aussies will gain 3-4 DDs, 2 SS, and an AS as we have talked about earlier. The DDs make a lot of sense since the Ausiies would have certainly wanted some form of escort to go with CAV Melbourne.
RA:
Scale the French to what is described but add the other ships to become a TF centered on the 2 BC when they arrive.
No additional Aussie stuff in RA.
For BTS:
I plan to scale the French back to just a CL, 2-3 DD, and place an AS with 3 SS at Tahiti.
The Aussies will gain 3-4 DDs, 2 SS, and an AS as we have talked about earlier. The DDs make a lot of sense since the Ausiies would have certainly wanted some form of escort to go with CAV Melbourne.
RA:
Scale the French to what is described but add the other ships to become a TF centered on the 2 BC when they arrive.
No additional Aussie stuff in RA.
Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
RE: Treaty Mod Description
RA 7.0 is complete and ready for action. Will Post it on the website tomorrow...
Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
RE: Treaty Mod Description
John, I'm have been having some e-mail trouble the past few days. I looked at the Aussie and Dutch ground units and as DOCUP pointed out a lot of Aussie and Dutch ground units are restricted. I understand why that might be. However some Dutch Base unit are not. If you wanted to move them, I think you might want to have some infantry to defend them. Also, about 3 or 4 dutch bases have both naval and air units but no base units. Those locations are Sorong, Ternate, Sambas and Singkep. Also Koepang has air but lost its Base unit. Have you looked at these items for RA 7.0? I'm happy to see the Aussie's getting some escorts for Melbourne. Great work to you and everyone who worked on these mods....GP
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RE: Treaty Mod Description
I have not. I've simply been interested in making sure the that 7.0 was up and running. John's (JWE's) new OOB is something I have hardly even glanced at. I know everything there is done in as historical a manner as possible. The one thing I did replace is putting those small additional CD units back into Cocos, Pt. Blair and Port Moresby.
Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.