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Reluctant Admiral 3.0

 
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Reluctant Admiral 3.0 - 7/8/2011 2:44:54 PM   
John 3rd


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After a seemingly endless time, RA 3.0 is complete and released for anyone who is curious to check out a Mod that features a stronger Japanese Navy with little changes to the IJA. The Mod sort of fits between Scenario 1 and Scenario 2 when it comes to Japanese strength within the war. Instead of Scenario 70, we've placed into the 069 slot.

The Mod has not been upgraded to any of the Betas. Many people have strong opinions of these and so it was decided to leave the Mod as is. MichaelM has assured me that using a Beta Upgrade will NOT cause any issues.

This Thread will serve for questions, comments, and game play discussion. A website is being worked on similar to DaBabes and it should be finished fairly soon.

Scenario Description:
The Reluctant Admiral is a Japanese 'what if' scenario based upon a greater contribution by Adm. Yamamoto Isoroku. The premise of the Mod is that Yamamoto exerted a much greater influence first on the Japan Naval Aircraft Industry, then as Deputy Navy Minister, and finally as Navy Minister itself. Yamamoto chooses, at great risk to his life, to forego command of the Combined Fleet and dedicate himself to preparing Japan for a war he didn't want. He adds two new slipways for Fleet construction to facilitate a different, final pre-war expansion of the Kaigun.

In so choosing to do this Yamamoto then changes the 4th Circle Building plan replacing the 3rd and 4th Yamato-Class Battleships with three improved Shokaku-Class CVs and a pair of Kawachi-Class fast Battlecruisers, two Tone-Class CAs, an accelerated Agano-Class deployment, and additional destroyers. Quick, reasonably cheap carrier conversions are moved forward seeing all of the pre-war CVs/CVLs deploy by December 7th or at slightly earlier dates in 1942.

The Japan Naval Air Arm is changed so that everything is staked to the Zero Airframe with a specialization of the Zero into a Land-Based Interceptor as well as CV-Based Fighters. Research and production expansion is achieved by streamlining the air industry (cutting several models) while bringing forward second generation aircraft: Judy, Jill, etc… By great effort the IJNAF deploys nearly all new aircraft on December 7th.

Additional engineers and engineering vehicles are added to Naval Units better reflecting Yamamoto's foresight into base building and expansion needs. New and expanded Naval Yards, Heavy Industry, and Armaments are added at tremendous cost for the Japanese economy.

The foresight of the Admiral will payoff during 1942 and early-1943 as new ships and aircraft enter into the Japanese Order-of-Battle, however, the cost is steep. Though expanded and using modern aircraft many Japanese Naval Air units start with their experience lowered to reflect the dilution of the experienced pilots into new units. Supply and fuel reserves start at a much reduced state. The Japanese MUST take the DEI as fast as possible.

In a major change over the previous two versions of Reluctant Admiral, the 3.0 postulates more of Yamamoto’s influence upon the wartime Kaigun. First class destroyers are accelerated and emphasis is shifted to the AA Akizuki-Class at the expense of the more balanced Yugumo’s. Manpower is at a premium within the Fleet so Submarines, Escorts, and ASW forces all see a major retooling reflecting the Japanese quality over quantity belief. Yamamoto chooses the immediately useful projects, including 2nd-class destroyers, fast transports and coastal defense fleet, at the expense of large destroyers and subs offered by the stock, historical choice.

It should be noted that not all the changes are for the Japanese. The Allies see some major changes in their starting locations, new air units, several ground units, a CLAA conversion for the Omaha-CL, and a pair of additional CVLs, and options for nearly 10 CVEs. The added warships reflect a ‘stopgap’ counter to the increased Japanese strength found at war’s start.

How well can YOU do to use these new tools OR how well can you stop the Japanese Navy in its tracks as the Allies?

(Designer's notes: Many of the Da Babe’s Modifications are included within the Mod. Production is 'on' for this scenario)

Scenario Designers: Stanislav Bartoshevitch (FatR), Michael Benoit (NY59Giants), John R. Cochran, III (John 3rd), Juan Gomez (JuanG), Ben Kloosterman (BK), John (JWE), EJ (SuluSea) and John Young (Red Lancer)


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< Message edited by John 3rd -- 7/8/2011 3:45:46 PM >


_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

Reluctant Admiral Mod:
https://sites.google.com/site/reluctantadmiral/

Post #: 1
RE: Reluctant Admiral 3.0 - 7/8/2011 2:46:11 PM   
John 3rd


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You may grab all the files from this site for the time being.

http://www.box.net/shared/9y45vr46mh474ztetud0

This is the 3.4.1 Version with fixes made by FatR.

< Message edited by John 3rd -- 9/29/2011 5:12:59 PM >


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Post #: 2
RE: Reluctant Admiral 3.0 - 7/8/2011 2:46:20 PM   
guctony


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many thanks for great effort.

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Post #: 3
RA Change List--Air - 7/8/2011 2:49:56 PM   
John 3rd


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So, the changes' descriptions (I've left description of DD changes, they, are a part of the main naval program and interconnected with changes to cruisers):

This scenario assumes, that with Yamamoto assuming the position of the Aeronautics Department's head in 1936 and becoming the Naval Minister later, he intensifies Japanese naval aviation development a bit, and attempts to optimize the utilization of limited engineering and production resourses. Chief engineers of aircraft design teams are given slightly greater input in formulating development directions and cooperation between various aircraft manufacturers is assumed to be somewhat improved.

In particular, the concept of dedicated land-based interceptor is abandoned and the Mitshubishi fighter design team under Jiro Horikoshi remains free to concentrate all of its efforts on modifying A6M and creating its successor A7M. Horikoshi's proposal to install the more powerful Mitsubishi Kinsei engine on Zero is approved in 1942, instead of late 1944, and A7M is developed to use Mitsubishi Ha-43 engine, as he desired, from the beginning. A6M3 is developed into a whole line of Zeros that sacrifice range in favor of superior armament and pilot protection, and eventually are officially designated as pure land-based models. IJN maintains the policy of sticking to just one single-engine fighter airframe, until Kawanishi team develops N1K1-J Shiden as a private initiative (this happens slighltly earlier than in RL, because alternative projects of land-based interceptors, that tied Kawanishi resourses, do not exist). It is adopted as a stopgap measure until availability of A7M.

As a side effect of greater effort put into development and production of Mitsubishi Kinsei (Ha-33) and Mitsubishi Ha-43 engines, several planes that historically used these engines are added to the mod (IJN planes that existed only as prototypes by the war's end), or accelerated.

Aircraft weapon development is streamlined, with a push for unification with IJAAF in this area (historically, IJN and IJA did cooperate in aircraft weapon production, in this scenario their cooperation becomes much broader). Instead of attempts to produce licensed German machine guns, that ultimately failed to provide the fleet with sufficient numbers of them, IJN switches to the more powerful Army 7.7 catridge and eventually adopts 12.7 Ho-103, the first aircraft HMG developed in Japan. This allows for improved armament on some planes, mostly 2E bombers.

This scenario also assumes mild overall boost to Japanese aircraft industry (at the cost of reduction in starting resources). As a result, several planes that historically faced severe problems with transition from prototypes to mass production, such as B6N, D4Y and G4M2, become available a bit earlier. G8N1, the Japanese 4E bomber that was successfuly tested but not mass-produced in real life, becomes available in 1945.

It's also important to mention, that A6M3 Zero is made carrier-capable in this mod, allowing Japanese players to freely upgrade IJN fighter groups from carrier-capable to land-based models through A6M3 -> A6M3b upgrade, if PDU ON is chosen. This enables greater flexibility in customizing IJN fighter force mid-war. Beware, though, that groups switched to land-based fighter models won't be able to use A7M2/A7M3.

In addition, there are many minor tweaks to various Japanese and Allied aircraft, intended to make their statblocks and performance closer to historical. The changes that can affect gameplay most noticeably include:
-G4M has slightly better durability, G3M sligtly worse, to give G4M an edge over the older plane it historically had.
-E16A1 Paul no longer has artificially reduced normal range.
-Late Ki-61 versions are slightly improved. Ki-100s are significantly improved. In RL they were supposed to be good, particularly Ki-100, but in AE they are very underwhelming. And Mitsubishi Kinsei engine, used by Ki-100s, gets widespread use earlier in this mod, allowing greater degree of improvement and polish by 1945.
-Ki-67-Ib does not lose the ability to carry torpedos.
-Later models of Ki-84 are faster. Ki-84b is no longer outside the normal upgrade line. Ki-84r is available later in the war.
-Old Russian fighters no longer have unparalelled MVR. Their clear superiority to Nate has to go.
-On Allied side stats (MVR and Durability) for all versions of Hurricanes and Corsairs are slightly toned down, stats for all versions of Hellcats are slightly increased. Late-war Corsair versions carry higher bombloads.
-Stats for heavy (30mm+) aircraft cannons on both sides are increased. This particularly benefits most models of 2E Japanese fighters, that carry these as their primary weapons (making said 2E fighters less than entirely worthless).


Following aircraft were added to this scenario (all but new Zeros and G3M4-Q existed in RL as prototypes or even production models):

-A6M3b Zero. Replaces A6M3a and emphasized armor and weapons instead of range.
-A6M4, A6M4-J, A6M8-J. Successors to A6M3b that follow the same design philosopshy but use Mitshubishi Ha-33 engine.
-A7M3. The historical successor to A7M2. Carrier-capable and features 6x20mm armament. A7M2 factory upgrades to it, instead of A7M3-J.
-B7A3. The historical armored successor to B7M2. Uses Mitsubishi Ha-43 engine.
-D4Y5. Mitshubishi Ha-43, armor.
-G3M4-Q. ASW patrol version of Nell.
-G8N1. Fast, tough, long-ranged 4E bomber.
-J6M1. IJN version of Ki-83.
-N1K4-A. Carrier-capable Shiden.
-N1K5-J. High-altitude interceptor Shiden. Uses Mitsubishi Ha-43 engine.
-Yasukuni. IJN version of Ki-67. "Yasukuni" might actually be the name of the naval unit, that employed these bombers in RL, but I can't find any other designation for them.



Subs

A call to standartize sub production is given by Yamamoto as the war approaches. As IJN already struggled with shortages of trained personnel for its submarine arm IRL, and this situation is only going to be aggravated by expansions in other areas, postulated by Scen 70, the decision to stick to the best available projects, even at the cost of significantly reducing the number of produced subs is made. As a result, with the exception of a few sub carriers and transport subs, only C2 and KD7 (later replaced by an improved KD8 type) subs are built before and during the war, with emphasis on KD subs. K6 and KS subs are eliminated from the queue, and the number of B/C subs built during the war is reduced, due to only constructing the most advanced type of large boats. However, upgrades to newer Japanese subs become available earlier.

All non-midget late-war sub types are eliminated from the queue, freeing resources for small surface combatants and fast transports.

Large transport subs have their carrying capacity increased, while durability of small transport subs is drastically reduced, making them far cheaper to build, so that there will be greater incentive for building either.


Smaller Combatants and Auxilaries

A lot of work is done in this area. A number of historical late-war ships absent from AE was added to to Scen 70, including several LSDs, minelayers and small transports.

Escort production is streamlined, with Ukuru-class escorts replaced with a slightly greater number of C/D-class escorts. However, all escort ships and Japanese Type 2 depth charges are downgraded to DaBabes standard (while late-war USN subs are improved accordingly), to eliminate extreme efficiency of Japanese ASW in 1944-45, that was observed before.

In addition, Japanese building priorities late in the war are shifted from submarines to fast transport craft (APDs and LSTs) and PT boats. Building programs for these ships are expanded and extended to the end of the scenario, at the expence of all late-war subs, except for Type D Koryu midgets. Alongside with Tachibana-class destroyers, those are only warships which construction will continue in autumn of 1945 and in 1946. This will give Japanese players significantly expanded fast transport capabilities late in the war, and a significant number of cheaply-built surface combatants for final defensive battles.

< Message edited by FatR -- 6/19/2011 9:39:14 PM >

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Reluctant Admiral Mod:
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(in reply to guctony)
Post #: 4
Detailed RA Change List - 7/8/2011 2:51:01 PM   
John 3rd


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Detailed Change Log
Reluctant Admiral 3.0


The Kaigun
4th Circle Building Plan
3 Shokaku-Kai CVs (Ryukaku, Taikaku, Renkaku) 81 Planes: 33 Zero, 24 DB, 24 TB
2 Kawachi-Class Command Cruisers (Kawachi, Ikoma)
2 Tone-Kai CAs (Iwaki, Hikari)
6 Agano-Class CLs

IJN Carriers are ‘tweaked’ regarding carrying capacity and starting aircraft numbers

Submarine Arm is limited to C2 and KD7 (with an improved KD8 deploying during the war) with only a few Sub Carriers and Transport SS being created. Fewer SS are built with several classes eliminated entirely but upgrades come earlier for them.

Kitakami and Oi are not converted to Torpedo Cruisers while three of their class do get converted to ‘Training Cruisers’

CV, CVL, BB, BC, and CA have their 5” Secondary Guns replaced by 3.9” AA in 1942/1943

1st Class DD building priorities are shifted to building more Akizuki AA DDs instead of the balanced Yugumo’s. The last DDs of these classes deploy in early-1944 with Japanese production then shifting to the cheaper Matsu design.

Escort production is changed with the Ukuru-Class being deleted and replaced by slightly more C/D-Class ships. Japanese Type-2 DC is changed to Da Babes standard to eliminate a-historical Japanese ASW abilities in 1944/1945.

A thorough retooling of Auxilaries occurs with the addition of several Fleet Train vessels as well as LSDs, Minelayers, small Transports.

Dec 7th Naval Additions to the OOB: CVL Shoho, CLs Agano and Noshiro, and the first couple of Akizuki DDs.


LCU Changes:
The IJA takes near exclusive control of China freeing up IJN units to redeploy to 5th Fleet, 4th Fleet, and other commands. Several IJA units have their experience adjusted reflecting recent fighting in China.

Starting locations of some IJA units as well as many IJN are changed

The 88MM AA gun is adopted as a heavier choice for several units

All engineers and engineer vehicles are brought in line with Da Babe’s standard. Once this is completed, there are slight additions made to IJN Construction, Base Force, and HQ units.

Several smaller SNLF and Base Force units are added to the OOB to reflect small garrison requirements throughout the Pacific.

The guns taken off of the CLs converted to ‘Training Cruiser’ are turned into several small CD units that are then added to the OOB at war’s start.

The large number of DP 5” guns taken off of the CVs, BBs, BCs, and CAs during upgrade to 3.9” AA are then changed into CD units that deploy to various bases in 1943/1944.

A major new command is added with the creation of the 9th Air Fleet in Kyushu. This command has an Air HQ, 3 Flotillas, and 3 large Base Force units. They all start at cadre strength (20-25%) and are mobile Day One of the war.

Several Bases start in a more developed state at war’s beginning. Saipan is the greatest beneficiary of this development.


Air:
Specific details already provided by FatR regarding aircraft changes

All forward IJN air units start with modern aircraft and full strength

A Training and Cadre Program is instituted in 1940 by Yamamoto which causes nearly all IJNAF units to see a net reduction of 10-15 points in experience on December 7th. The benefit to this change is later IJN pilots start with higher experience in 1942 and 1943.

The air complement to the ground units of the 9th Air Fleet also starts at cadre strength with minimal experience and older aircraft (Claudes, Nells, Mavis) in Kyushu on Dec 7th. When fully trained and filled out this powerful unit provides 3 Daitai of Fighters, 2 Daitai of Level Bombers, 1 Daitai of Dive-Bombers, 1 Daitai of Torpedo Bombers, 3 Chutai of Short-Range Air Search and 3 Chutai of Long-Range Air Search.

The need for improved Carrier Air Search is recognized at the start of the war and a later sees the addition of five Chutai-Sized Judy units.

Several Air Units start in different locations for the beginning of the war.


Kaigun Starting Disposition:
The two oldest BB (Fuso/Yamashiro) in the Fleet start in Indochina to support operations there freeing up the 4 BC to provide heavy support to the KB.

KB begins in 2 speed bonus TF for additional flexibility on Port Attacks

The Mini-KB is strengthened with the addition of CVL Shoho giving it a solid punch of over 100 aircraft. The TF begins at Babeldoap and does not get the speed bonus.

Naval units at Truk and Kwajalein are slightly strengthened by units from the west

The remaining Japanese BB and CVE start at Hiroshima in Port.

IJN SS are completely redeployed with the concentration around Pearl Harbor being lessoned.

3 Speed Bonus Cargo TF are added to reflect the ability of the Japanese to have TF moving to their forward bases at war’s start.


Japanese Economy:
An additional major naval shipyard is added at Shanghai with several others expanded where space allows

Merchant shipyards are slightly reduced reflecting the total war approach

Heavy Industry is slightly expanded to reflect new factories created

Armaments and Vehicles are increased

A major refinery is added in Manchuria reflecting the Japanese work there during the war

The Home Islands see a net reduction of over 30% to their starting fuel and supply stocks forcing the player to grab the resources and oil centers in the DEI as quickly as possible.




Allied Changes:
Two reinforcement convoys are added with one unloading at Pago Pago and the other preparing to reinforce Port Moresby from Townsville.

The ANZAC cruisers are concentrated to escort the Townville Convoy.

CV Lexington (carrying the Vindicator Squadron) with a strengthened Escort covers the Pago Pago Convoy

A small Sub Base is established at Pago Pago where an AS and 4 S-Boats currently reside

3 USN Training Squadrons (VF, VB, and VT) are established on the West Coast to allow a Japanese style pilot training program. These units cannot be moved from the West Coast.

A number of Wildcat-Recon Sections are added to better facilitate USN recon and air search.

Several AOs are allowed to convert to CVE

The Kittyhawk-Class of 2 ships are allowed to convert into a Long Island-Class CVE

The 3 Tangier-Class vessels also can be converted into Boque-Class CVE with organic air units aboard.

The CVL’s Belleau Wood and Chateau Thierry are added to the American OOB for early-1944. Two CLs are deleted for compensation to this change.

A number of Chinese LCU have their starting experience tweaked upward reflecting recent fighting in China.

All Omaha-Class CLs are allowed to immediately begin conversion to a CLAA variant.

Several small Allied units added to Dec 7th starting OOB


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Member: Reluctant Admiral and Perfect War Mod Team.

Reluctant Admiral Mod:
https://sites.google.com/site/reluctantadmiral/


(in reply to John 3rd)
Post #: 5
RE: Reluctant Admiral 3.0 - 7/10/2011 2:14:55 AM   
Halsey


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bump...

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RE: Reluctant Admiral 3.0 - 7/10/2011 2:43:57 AM   
John 3rd


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I have it on good authority that the Mod is downloading without any major issue. Looks like things are certainly up and running!

If people have questions, ideas, issues, observations, please Post them here.


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Post #: 7
RE: Reluctant Admiral 3.0 - 7/10/2011 3:47:12 AM   
LST Express


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I think I need a little step by step instruction on getting the files loaded in to the game. Thanks in advance.

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Post #: 8
RE: Reluctant Admiral 3.0 - 7/10/2011 5:01:48 PM   
John 3rd


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1. Download the Zip File
2. Open
3. The Scenario Files (end in 069) go into the Scenario Folder
4. Art is more complicated:
--Click and drag into the Art Folder (replacements will ask if you want to replace--Click YES)
--About 50% will have to be replaced
--The new Ship Art (there is one for each the Japanese and Americans) go into the appropriate ship art folders. They will get the copy and replace note.


The actual real first step is to take your 'vanilla' AE Folder and COPY it. Rename the new folder to whatever you want. I have AE---RA 3.0. Once you have accomplished this then do the steps above.

Did I miss anything?


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Post #: 9
RE: Reluctant Admiral 3.0 - 7/10/2011 10:02:46 PM   
LST Express


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Sounds good to me.

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Post #: 10
RE: Reluctant Admiral 3.0 - 7/12/2011 6:40:48 PM   
John 3rd


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I'm planning to start a slow-paced Campaign to test the changes within the Mod. Once the boys start school then we'll be able to accelerate the pace. We'll also have a pair of AARs going...

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Post #: 11
RE: Reluctant Admiral 3.0 - 7/12/2011 11:06:28 PM   
khyberbill


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So far, "slow paced" is the right description!

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Post #: 12
RE: Reluctant Admiral 3.0 - 7/13/2011 3:46:08 AM   
John 3rd


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OK--OK. Working on the Turn!

My opponent asked about more details regarding the Japanese ASW changes. FatR--Could you respond to that? The Mod has made significant changes to mid-to-late war ASW ships by consolidating and seeing a net reduction in new construction ships. We also have incorporated most of DaBabes changes in this area as well.


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Post #: 13
RE: Reluctant Admiral 3.0 - 7/13/2011 10:52:48 AM   
FatR

 

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quote:

ORIGINAL: John 3rd
I'm planning to start a slow-paced Campaign to test the changes within the Mod. Once the boys start school then we'll be able to accelerate the pace. We'll also have a pair of AARs going...

I would have started a new Scen 70 campaign too, but unfortunately my two existing PBEMs already are a bit too much for me.

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Post #: 14
RE: Reluctant Admiral 3.0 - 7/13/2011 12:25:27 PM   
SuluSea


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Congrats guys on finishing this up and getting the mod out.

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Post #: 15
RE: Reluctant Admiral 3.0 - 7/13/2011 8:18:33 PM   
John 3rd


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Hey Sir! Thanks for all your fine art work.

I've gotten several PM requests for something comparable for the Allied side. Might you be interested in a small one-page project?

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Post #: 16
RE: Reluctant Admiral 3.0 - 7/14/2011 2:52:33 PM   
Itdepends

 

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Why is there a Japanese amphibious TF moving to Guam on turn 1 without LCU on board? (and no units that I can see prepped for Guam).

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Post #: 17
RE: Reluctant Admiral 3.0 - 7/14/2011 3:56:41 PM   
John 3rd


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Are you speaking of the TF at Saipan? There are several SNLF present on the island that can be loaded to land at Guam if desired. Additionally they have naval cover of a CL and 4 DD as well.

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Post #: 18
RE: Reluctant Admiral 3.0 - 7/14/2011 11:34:57 PM   
Itdepends

 

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Yep that's the one- I thought it might be destined to have some of the Saipan units loaded onto them but I notice none of them were prepped for Guam. I'm not a Japanese player so I assume the amphib bonus goes a long way to negating the need for prep (RE disablements) but you'd still lose the AV advantage. Just seemed a bit strange thats all.

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Post #: 19
RE: Reluctant Admiral 3.0 - 7/15/2011 1:07:56 AM   
John 3rd


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Glad to clarify. We wanted to leave the players maximum choice so nothing there is prepped for anything. Same can be said for many of the IJN LCUs just moved into the Pacific or Kuriles. They are there and available but not READY! Sort of helps negate the extra firepower and YES the landing bonus is quite forgiving at start.


< Message edited by John 3rd -- 7/15/2011 1:15:05 AM >


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Post #: 20
RE: Detailed RA Change List - 7/15/2011 4:08:49 AM   
mikemike

 

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I've recently started to build a number of those 1/700 waterline IJN models, mostly by Fujimi. The instruction sheets have a side view and deck plan, I think for painting instructions (I don't read Japanese). In view of the discussion about what modifications to do on the old CL's, here is the plan of the RL conversion of Isuzu:







It doesn't seem as if there would be space enough for a fourth 127mm mount without major surgery at least to the main mast.

Attachment (1)

< Message edited by mikemike -- 7/15/2011 4:11:29 AM >


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Post #: 21
RE: Detailed RA Change List - 7/15/2011 4:15:42 AM   
mikemike

 

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As I was building the model of Tone, I started to think about the huge free deck space you would get if all of the aviation gear was dispensed with, so I played around a bit with the drawings:







I drew in four additional 127mm mounts, the forward pair in place of the catapults, the aft pair on an extended main deck, spaced to avoid the hull cutouts for the torpedo tubes. It might be possible to squeeze in an additional pair of mounts if at least the after torpedo tubes were eliminated. In my opinion this would be a more worthwhile modification to the Tone design than increasing the number of planes carried, at least for the later part of the war, even if this put more of the recce load on the carriers. I'm certain that reconnaissance JUDYs and especially Saiuns had a far better survivability than any float plane, and the carrier task forces could well use all the AA guns they could get.

Attachment (1)

< Message edited by mikemike -- 7/15/2011 4:28:29 AM >


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RE: Detailed RA Change List - 7/15/2011 4:19:00 AM   
John 3rd


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That is COOL work. I built a bunch of those 1/700 when I was a kid. Would love to have the kits now and truly enjoy building them as well as KEEPING them!

Your renering of the Tone is fascinating to see and think on. Concur with the notes about the CLAA upgrade for the old CLs.

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Post #: 23
RE: Detailed RA Change List - 7/15/2011 2:20:00 PM   
SuluSea


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I'll make one and get it to you when I'm finished helping another modder with his artwork. My help has been slow because I've been playing and studying with all my free time plus battling depression.
I do have a couple cool ideas but it would probably be sometime this fall.

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Post #: 24
RE: Detailed RA Change List - 7/15/2011 5:48:37 PM   
John 3rd


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I can certainly understand being busy Sir. Whenever you can get to it that will be great! Your work for RA is outstanding and I'm glad to hear you're working with another Mod. Which one? What are you doing with it? Would love to see that work too...


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Post #: 25
RE: Detailed RA Change List - 7/16/2011 12:38:25 PM   
FatR

 

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From: St.Petersburg, Russia
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It looks like at least July changes in KB airgroup sizes are hardcoded now... I don't like this and hope USN gets similarly hardcoded limits. So posting this observation in case if anyone wonders. Scen 69 by itself does not mandate carrier airgroup resizing/restrict size customization.

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Post #: 26
RE: Reluctant Admiral 3.0 - 7/17/2011 6:21:42 PM   
Falken


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From: ON, Canada
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Hi,

Sorry if this has been asked before, but.....

I've just started my first turn on the RA3 mod vs JAI, and I didn't even check to see if this mod will even work on Japanese AI.

So, before I go too far, is RA3 built to work w/JAI or is it strickly PBEM / H2H?

Thanks....

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Post #: 27
RE: Reluctant Admiral 3.0 - 7/20/2011 12:21:15 AM   
FatR

 

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As far as I know, normal scripts inherited from Scen 1, should generally work for AI... As about changes to production, I believe AI just gives itself planes starting from their availability dates, so the scenario should work, but I'm not totally sure.

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Post #: 28
RE: Reluctant Admiral 3.0 - 7/21/2011 1:26:08 AM   
FatR

 

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One thing I wanted to note: if anyone intends to play this scenario with 2-day turns, I can strongly recommend to make the first turn 1-day. A mandatory second day of attacks on Pearl was potentially quite punishing to Japanese even in stock. With new and improved flak it will wipe out KB airgroups. Playing the first turn as 1-day probably should be a recommended houserule now.

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Post #: 29
RE: Reluctant Admiral 3.0 - 7/21/2011 2:02:52 AM   
khyberbill


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From: new milford, ct
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I was not aware that you could change the number of days in a turn once the game was started. When did this change?

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Post #: 30
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