Matrix Games Forums

More Games are Coming to Steam! Deal of the Week: Combat Command Return to the Moon on October 31st! Commander: The Great War iPad Wallpapers Generals of the Great WarDeal of the Week Panzer CorpsNew Strategy Titles Join the FamilyTablet Version of Qvadriga gets new patchNew Command Ops: Battles from the Bulge UpdateCommand gets a huge update!
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Players?

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> Players? Page: <<   < prev  4 5 [6] 7 8   next >   >>
Login
Message << Older Topic   Newer Topic >>
Players? - 10/26/2011 3:55:24 PM   
John 3rd


Posts: 10878
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
I have lost my good opponent for our game of RA, 3.0 and Posted that notice over on the Opponents Wanted area. Since readers here are generally RA players or supporters, I would love to keep that game going if someone was interested in picking it up. Check the Posting over there for details.


_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to John 3rd)
Post #: 151
RE: Players? - 10/27/2011 5:31:17 PM   
AdmNelson


Posts: 483
Joined: 5/14/2001
From: New Mexico
Status: offline

quote:

ORIGINAL: John 3rd

I have lost my good opponent for our game of RA, 3.0 and Posted that notice over on the Opponents Wanted area. Since readers here are generally RA players or supporters, I would love to keep that game going if someone was interested in picking it up. Check the Posting over there for details.



John

Is this game getting converted over to the new mod? If so, if you need a fill in I can, till th new mod comes out. Or are needing an opponent to finish this mod?. Looks like I will need a new Allied opponent in the new mod myself.


Lew

_____________________________

Very Proud Marine Dad

(in reply to John 3rd)
Post #: 152
RE: Reluctant Admiral 3.0 - 10/27/2011 9:33:27 PM   
dirtyharry


Posts: 24
Joined: 8/18/2008
From: france
Status: offline
i'm close to give up for the first time i'm playing since the beginning of WIP !
no way for allies to resist against japanese who are to much powerful every where on the different frontlines .
in this mod , allies must keep main lands off the hands off japs and wait 1944 to try to move their navies under protection of dozains of CVs well equipped with good aircrafts and hundreds of big bombers well escorted

< Message edited by dirtyharry -- 10/27/2011 9:39:06 PM >


_____________________________

do you think you are Lucky punk?

(in reply to John 3rd)
Post #: 153
RE: Reluctant Admiral 3.0 - 10/28/2011 6:08:06 AM   
John 3rd


Posts: 10878
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
Dirty Harry: Am not sure about that. Bill stopped me cold in Hawaii and I THOUGHT I brought the kitchen sink. Lew and I's game is in mid-March 1943 and he is trying to rebuild his forces after the big CV Battle in the IO where I lost Hiryu/Soryu in exchange for SIX CVs. Just sort of depends on your opponent and how aggressive the Japanese player is...

Lew: Might take you up on that offer.


_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to dirtyharry)
Post #: 154
RE: Reluctant Admiral 3.0 - 11/23/2011 4:36:06 PM   
John 3rd


Posts: 10878
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
Just thought I might mention that I am seriously thinking of transferring RA into John's Babes format on an extended map. This will mean a crapload of copy/paste to get all the info transferred over. Have also been thinking of methods to improve or move the RA Mod forward into a 4.0 version. Since Stanislav is fully involved in developing the Perfect War Mod right now I doubt if this will move quickly but I thought I'd throw it out since I am thinking on it.

Lew and I are now in April 43 and things remain pretty wild and crazy now but it is providing a chance to move RA into mid-43 for play-testing purposes.

Does anyone have pertinent observations regarding RA 3.0? If there could be changes, tweaks, or additions to RA what might you like to see? Remember that things must be historically based for the Mod.

_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to John 3rd)
Post #: 155
RE: Reluctant Admiral 3.0 - 11/23/2011 4:50:45 PM   
FatR

 

Posts: 2511
Joined: 10/23/2009
From: St.Petersburg, Russia
Status: offline
I think quite a few things I've discovered when working on the Perfect War are worth porting to RA, if only for purposes of increasing its accuracy... Just for example of something I noticed basically today: the game is wrong equipping Ki-67 bomber with Nakajima Ha-45 engines and I was wrong trusting it. Historically, Ki-67 should use the much rarer, but represented in AE, Mitsubishi Ha-42.

_____________________________

The Reluctant Admiral mod team.

Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/

(in reply to John 3rd)
Post #: 156
RE: Reluctant Admiral 3.0 - 11/23/2011 4:51:16 PM   
JWE

 

Posts: 6576
Joined: 7/19/2005
Status: offline
Less copy/paste than you might think. Be glad to help in any way I can.

_____________________________

Home of DaBabes

(in reply to John 3rd)
Post #: 157
RE: Reluctant Admiral 3.0 - 11/23/2011 4:57:55 PM   
bk19@mweb.co.za

 

Posts: 258
Joined: 7/26/2011
Status: offline
On might also ask why are Dutch troops guarding facilities in neutral Portuguese East Timor?

(in reply to JWE)
Post #: 158
RE: Reluctant Admiral 3.0 - 11/23/2011 5:00:31 PM   
John 3rd


Posts: 10878
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
John: I say it a lot but THANK YOU!

FatR: Start a list of things we could move about from one to the other.

We focused our work on the Kaigun and IJN Air Force but did little on the IJN ground side. Let me throw out some starting ideas:
1. I am really interested in re-tooling the SNLF units to be able to form into larger Brigade-sized units. In return for this I think we could LOWER PP to a 'normal' level. It is somewhat higher in the Mod then regular scenarios.
2. As discussed earlier evolve the Naval Guard units into Atoll Defense Units that have small amounts of CD and AA.

Other ideas:
1. On the Allied side I think we should move the Pensacola TF farther along and, perhaps, have it in the Philippines like PW (Perfect War).
2. Perhaps slightly reinforce Force Z as in PW
3. Downgrade the Central Pacific bases so their AF don't start operational on Dec 7th. This would include: Canton, Palmyra, Christmas, and Pago Pago. Am following Racing the Sunrise here.



< Message edited by John 3rd -- 11/23/2011 5:03:19 PM >


_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to JWE)
Post #: 159
RE: Reluctant Admiral 3.0 - 11/23/2011 5:00:52 PM   
John 3rd


Posts: 10878
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline

quote:

ORIGINAL: bk19@mweb.co.za

On might also ask why are Dutch troops guarding facilities in neutral Portuguese East Timor?


TRUE!

_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to bk19@mweb.co.za)
Post #: 160
RE: Reluctant Admiral 3.0 - 11/24/2011 3:55:09 AM   
ny59giants


Posts: 6964
Joined: 1/10/2005
Status: online
Can Japan start out with at least Chutai (9 planes that can be broken up into 3 x 3) of Recon Zeros similar to the American Wildcat Recon?? Either the range is increased to be capable to what she would be able to go without guns or stay at the same range but the Zero be classified as Recon plane and come equipped with a camera.

What about having the weapons for a Jake change from carrying 4 x 60kg GP bombs to 1 x 250kg GP bomb?? If she can be trained up in ASW at least she can do some damage if she hits a sub. The Alf can go from 2 x 60kg bomb to 1 x 100kg bomb. I'm looking to help the Japanese ASW effort afloat.

_____________________________


(in reply to John 3rd)
Post #: 161
RE: Reluctant Admiral 3.0 - 11/24/2011 5:24:39 PM   
John 3rd


Posts: 10878
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
Michael and I spoke about this yesterday. Was there--EVER--a Recon version of the Zero? I shall look in my library after I eat a TON of Turkey this afternoon...



_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to ny59giants)
Post #: 162
RE: Reluctant Admiral 3.0 - 11/25/2011 3:21:13 PM   
bk19@mweb.co.za

 

Posts: 258
Joined: 7/26/2011
Status: offline

quote:

ORIGINAL: bk19@mweb.co.za

On might also ask why are Dutch troops guarding facilities in neutral Portuguese East Timor?


After posting this question I was trolling the web and came across information which indeed details that the Allied forces were concerned enough about East Timor that Dutch forces were in fact positioned there, and the Japanese dropped by later and booted them out.

Kudos to John...

(in reply to bk19@mweb.co.za)
Post #: 163
RE: Reluctant Admiral 3.0 - 11/26/2011 7:22:35 PM   
John 3rd


Posts: 10878
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
Nice that this is correctly done.

What do people think of combining the Japanese SNLF and allow them to form into larger, brigade-sized units. You might have the 1st, 2nd, and 3rd Sasebo SNLF be renamed 1st Sasebo SNLF Brigade-A, -B, -C. No NEW units would be added to the OOB. The new Brigade units would have some additional organic components when combined. This would create the possibility of a Shock Force within the Kaigun. As stated earlier the Naval Guards units will also evolve and become Atoll Defense units packing AA and CD.


_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to bk19@mweb.co.za)
Post #: 164
RE: Reluctant Admiral 3.0 - 11/26/2011 7:39:06 PM   
John 3rd


Posts: 10878
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline

quote:

ORIGINAL: JWE

Less copy/paste than you might think. Be glad to help in any way I can.


John: If I sent you the RA Files would you be willing to copy/paste (or whatever if needed) them into one of your Da Babes Templates? I want an extended map and probably the same Scenario Template we're using for Perfect War. If it helps, I am not in any form of RUSH here...


_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to JWE)
Post #: 165
RE: Reluctant Admiral 3.0 - 11/27/2011 2:46:11 PM   
JWE

 

Posts: 6576
Joined: 7/19/2005
Status: offline

quote:

ORIGINAL: John 3rd
John: If I sent you the RA Files would you be willing to copy/paste (or whatever if needed) them into one of your Da Babes Templates? I want an extended map and probably the same Scenario Template we're using for Perfect War. If it helps, I am not in any form of RUSH here...

Sure thing. I can do the Ext Map thing very quickly. Not quite sure what all you are thinking of when you say Template. Do you need anything else, like AAA, ASW, bombs?

_____________________________

Home of DaBabes

(in reply to John 3rd)
Post #: 166
RE: Reluctant Admiral 3.0 - 11/28/2011 5:18:47 AM   
John 3rd


Posts: 10878
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
If we copy the data, ships, aircraft from RA Scen 70 into one of your Da Babes Extended Map Scenarios wouldn't the AA, ASW, Bombs, etc...already be there?

_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to JWE)
Post #: 167
RE: Reluctant Admiral 3.0 - 11/28/2011 1:05:52 PM   
JWE

 

Posts: 6576
Joined: 7/19/2005
Status: offline
AAA and bombs are done with modifications to the Device file. ASW is modifications to Device and Class files. Mods to Classes are then updated in the Ship file.

[ed] To be fair, AAA and bombs are a very easy cut/paste to AA guns, DP guns, GP and AP bombs in the Device file. No-brainer. I'll be sure and check/update those.

ASW is very involved: changes to WeapNum and WeapAmmo for almost every DD, DE, E, many PG, PB, PC in the Class file. Changes to DC characteristics in Device file. Changes (additions) to "special" sub diving depths to work together with the DC mods when it gets to algorithm time. And then all these changes need to be run through "update weapons from class" for the individual ships in the Ship file.

It's not hard, but ya'll have changed out some gun type weapons as well, so it can't be done as a cut/paste, without ruining your other changes. If I can get a list of all the DD/DE/E classes ya'll have changed, I could update the DC weap suites manually. Should "update weapons from class" ok after that.

< Message edited by JWE -- 11/28/2011 1:50:07 PM >


_____________________________

Home of DaBabes

(in reply to John 3rd)
Post #: 168
RE: Reluctant Admiral 3.0 - 11/28/2011 4:16:09 PM   
John 3rd


Posts: 10878
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
OK. John you have yourself a deal. Since you have a good feel for RA do you think it should be transferred into a specific Da Babes Scenario? We'll go all out and import what you've described. There isn't much of anything you guys have done that I don't agree with. Well researched and implemented.

_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to JWE)
Post #: 169
RE: Reluctant Admiral 3.0 - 11/28/2011 4:42:55 PM   
JWE

 

Posts: 6576
Joined: 7/19/2005
Status: offline
Rather than trying to shoehorn RA into a Babes scenario, I think it will be much simpler to just put the Babes "stuff" into RA. So RA will be just like BabesLite, but it will be RA, keeping the AI playability and all. The AAA, ASW, Bomb, "stuff" is exactly the same for BigBabes and BabesLite, so you won't be missing out on anything.

Just send over the RA scenario files and I can do the updates rikki darn tik.

_____________________________

Home of DaBabes

(in reply to John 3rd)
Post #: 170
RE: Reluctant Admiral 3.0 - 11/29/2011 3:32:39 PM   
John 3rd


Posts: 10878
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
John: I will get the most current set of files from FatR and send them to you. Make the changes mentioned above and please place onto an Extended Map. Thanks--as always...


_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to JWE)
Post #: 171
RA 3.0 Errata - 12/1/2011 4:32:53 PM   
John 3rd


Posts: 10878
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
JWE: Still waiting on getting the files. Could just get them from the website but am not sure if FatR hasn't done any work to them 'unofficially' or not. Will send them when I have them. What is the status of your 'stacking limit' ideas/work?

Would like to start an Errata/Proposals list for the work we'll do once JWE makes his changes.

Here is the list that I have started:
1. Change the early American bases stats to better reflect information from Racing the Sunrise: Palmyra, Canton, Christmas, Johnston, and Pago Pago would be effected.
2. Evolve the SNLF and Naval Guards along the lines described earlier.
3. Lower Political Points to standard of Stock AE Campaigns.

Soli informed me that one or two units might be missing from the OOB and BB Oklahoma's art is missing. If anyone has noticed this or found an issue please Post below so this list can be folded into the work.

Ideas and problems are now being solicited. Anybody got anything to add to the list?

_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to John 3rd)
Post #: 172
RE: RA 3.0 Errata - 12/2/2011 4:54:29 PM   
John 3rd


Posts: 10878
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
JWE: Email sent to you.



_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to John 3rd)
Post #: 173
RE: RA 3.0 Errata - 12/3/2011 3:40:04 PM   
JWE

 

Posts: 6576
Joined: 7/19/2005
Status: offline
Got it. It's being done. You should get it back very soon.

Ciao. John

_____________________________

Home of DaBabes

(in reply to John 3rd)
Post #: 174
RE: RA 3.0 Errata - 12/4/2011 4:00:52 AM   
John 3rd


Posts: 10878
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
THANKS!


_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to JWE)
Post #: 175
RE: RA 3.0 Errata - 12/4/2011 10:08:38 AM   
FatR

 

Posts: 2511
Joined: 10/23/2009
From: St.Petersburg, Russia
Status: offline
I'm late to the discussion, but a question to JWE: will your fixes involve overwriting the entire devices file, or only parts of it (if the latter, which)?

_____________________________

The Reluctant Admiral mod team.

Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/

(in reply to John 3rd)
Post #: 176
RE: RA 3.0 Errata - 12/4/2011 10:23:20 AM   
FatR

 

Posts: 2511
Joined: 10/23/2009
From: St.Petersburg, Russia
Status: offline
quote:

ORIGINAL: John 3rd

Ideas and problems are now being solicited. Anybody got anything to add to the list?


- Earlier introduction of Irving/Nick as nightfighters and earlier availability of night fighting units. Technology was there earlier, at least for their initial models, need was lesser than it is in AE. Although if the night A2A will remain as skewed towards bombers as it is, this will help little.
On the other hand, what I read since then suggests that Zero and Judy nightfighter versions were just (unsuccessful) field modifications, which shouldn't even be in the game.

- Ki-67 should use Ha-42 engine.

- A7M maneurability seems a bit underrated in the game, its power loading was relatively poor, justifying unimpressive topspeed, but its wing loading was the best among late-war Japanese planes. Test pilots too reported that it can beat late A6Ms in maneurabilility. A7M3 should not be carrier-capable, though, it was not supposed to have folding wings.

- Maybe making planes like Ki-51 and Ki-36 consume no engines, if this won't break them. The historical reason for building them was cheapness, but in AE you just can crank out more Oscars at the same price, which do ground support and kamikaze missions better.

- Tone down the number of 100/65 DP guns installed during upgrades a bit. In particular, none of them on old battleships, CVEs, Aobas and Furutakas (the old cruisers don't even have space for their installation, and this might be true for CVEs as well), and wait until 1944 to use them on Kongos/Nagatos. The current scale of IJN rearmament is too tremendous.

- Corrections to displacements and speeds of Japanese ships, like those I'm doing for the Perfect War)

< Message edited by FatR -- 12/4/2011 12:20:28 PM >


_____________________________

The Reluctant Admiral mod team.

Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/

(in reply to John 3rd)
Post #: 177
RE: RA 3.0 Errata - 12/4/2011 1:21:14 PM   
JWE

 

Posts: 6576
Joined: 7/19/2005
Status: offline
quote:

ORIGINAL: FatR
I'm late to the discussion, but a question to JWE: will your fixes involve overwriting the entire devices file, or only parts of it (if the latter, which)?

I see you have done your own AA, so will only update bombs and DCs in the device file.

[ed] whoops, mispoke. Will tweak some standard values for a few guns (not your Sec_AA numbers though). There's some errors to fix and stuff like that. Will have complete changelog.

Specifically, there's some (I imagine typos) confusion between and among the Brit 4.5in/45 QF MkV, 4in/45 QF HA MkV, 4in/40 QF MkIV. I really don't think ya'll want War-I relics armed with a gun that wasn't developed till '45-'46, yeah?

< Message edited by JWE -- 12/4/2011 3:16:11 PM >


_____________________________

Home of DaBabes

(in reply to FatR)
Post #: 178
RE: RA 3.0 Errata - 12/4/2011 4:11:47 PM   
John 3rd


Posts: 10878
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
...only if those are JAPANESE ships!

Thanks--seriously--for the corrections.

FatR: Good to have you in the discussion. Like your comments. I concur on the Secondary re-arming being too great. My priority list would be:

1. CVs (1942)
2. CVLs (late-42/early-43)
3. CAs (some in late-42/most in early-43)
4. BCs (early/mid-43)
5. BBs (late-43/early-44))

_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to JWE)
Post #: 179
RE: RA 3.0 Errata - 12/5/2011 3:13:40 PM   
John 3rd


Posts: 10878
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
OK. Working Mod day for the Cochran House. Am going to put together a set of changes to be done on the Mod once Good Sir John has completed his work.


_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to John 3rd)
Post #: 180
Page:   <<   < prev  4 5 [6] 7 8   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> Players? Page: <<   < prev  4 5 [6] 7 8   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.150