Matrix Games Forums

New information and screenshots for Pike & ShotDeal of the Week Pride of NationsTo End All Wars Releasing on Steam! Slitherine is recruiting: Programmers requiredPandora: Eclipse of Nashira gets release dateCommunity impressions of To End All WarsAgeod's To End All Wars is now availableTo End All Wars is now available!Deal of the Week: Field of GloryTo End All Wars: Video, AAR and Interview!
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: RA 5.0

 
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 >> RE: RA 5.0 Page: <<   < prev  8 9 10 [11] 12   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: RA 5.0 - 11/29/2012 7:40:44 PM   
FatR

 

Posts: 2516
Joined: 10/23/2009
From: St.Petersburg, Russia
Status: offline
Sorry for not posting this earlier. Spent several days setting up my new PC, and transferring information from the old while still trying to work (not sure if a PC with a near-perfect performance rating is a purchase worth boasing, when 90% of what I play is AE and old emulated games).

quote:

ORIGINAL: John 3rd
The more I look and think about this the more I like the idea. Could you go with 4 of the second design (you've got the triple turrets AND 3.9" in production so this is simple) starting with Circle 4 and have 2 built and two more due in early-42 THEN change to the new DL's (Destroyer Leaders) with the twin turrets for a further run of 4-6 ships in pairs (early-43/early-44/early-45)? They would be simpler, quicker, and less costly to build as a replacement for the old CLs. The initial four would serve as excellent CLAAs for the new CVs being built and the second class serve as more of a true DL. This would serve both the Kido Butai AND the more conservative elements of the Big Gun Kaigun...


Well, assuming $$$s are available available from somewhere, I think shipyards can handle this construction, assuming that the last pair arrives as late as the last Aganos IRL. The idea is worth exploring if we'll ever do another major update to RA. Meanwhile, I'll place the 5.3 update on the site now.

Either people do not have much entusiasm for this thread, or I and Bigred have the longest-running RA among regular posters. I need to update my damn AAR, but unfortunately, the longer I delay this, the harder it is to finally make an update, due to more events piling up.

_____________________________

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 #: 301
RE: RA 5.0 - 11/29/2012 8:08:26 PM   
John 3rd


Posts: 11071
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
Dan: 6.3 was when my thoughts were pertaining to using two Mod Files (one for the old extended map and one for the new). Not a big deal. You have the correct files and I decided to keep it just with RA Scen 70.

FatR: Concur with your thinking regarding the CLs. There are certainly a good number of RA Players they just don't all Post here!


_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to FatR)
Post #: 302
RE: RA 5.0 - 12/5/2012 2:11:10 AM   
Dan Nichols


Posts: 863
Joined: 8/30/2011
Status: offline
There is an error with all of the JNAF COY units.






Attachment (1)

(in reply to John 3rd)
Post #: 303
RE: RA 5.0 - 12/5/2012 6:59:40 AM   
John 3rd


Posts: 11071
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
That is OK. The device is a filler that JWE added into DBB. Shouldn't be an issue at all.

_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to Dan Nichols)
Post #: 304
RE: RA 5.0 - 12/5/2012 7:47:08 PM   
MateDow


Posts: 217
Joined: 8/6/2002
Status: offline

quote:

ORIGINAL: FatR

Either this:

10x152mm
8x76mm
12x25mm (initially)
8x610mm tordedoes (no reloads)
1 floatplane (maybe switch it for torpedo reloads?)

or this:

9x155mm
12x100mm
12x25mm (initially)
8x610mm torpedoes (with reloads) (It seems my worries about centerline TT placements were unfounded)
2 floatplanes
General data as for RL Oyodo class (note that Oyodo still had a significant reserve of stability even after late-war modernizations, that's why so many 100/65 twins)

Concepts and images (c) Eugen Pinak.



I would go with the first model. Assuming that you are looking for replacements for the early CLs, then I can see wanting to maintain the separate turrets. This shows a combination of the Mogami layout for turrets with the twin mounts that were developed for the Agano-class.

This makes sense if you are looking at building the mounts, which are the most time consuming part of the design. You are continuing the production of a mount rather than trying to restart production of the mounts that were used in the Mogami-class.

Where these are deck mounts, without the deck penetration, it makes for an easier to produce design that is more appropriate for a wartime construction project. These ships would combine a respectable amount of firepower, that is survivable because of the separate turrets, with a vessel that is easier to build. It also solves a lot of the stability issues that plagued the Mogami-class and forced their displacement up from the 9,000 ton range originally envisioned.

Just my thoughts on the matter.

(in reply to FatR)
Post #: 305
RE: RA 5.0 - 12/9/2012 12:37:03 AM   
HMSImperator

 

Posts: 33
Joined: 6/18/2009
Status: offline
Is this mod at all compatable with AI play, either with Japanese or the Allies? Seems ilke it might be easier for AI play as the Japanese considering i don't see much in the way of changes for Allied ground units or such.

(in reply to FatR)
Post #: 306
RE: Reluctant Admiral 4.1 - 12/9/2012 2:24:22 AM   
General Patton


Posts: 1094
Joined: 1/23/2010
From: Mass. USA. now in OHIO
Status: online
John 3rd I have a small problem with RA 5.3. I followed the instructions, i thought, and the game started fine. after working on my orders phase for 12/8/41 i discovered a map issue; The top edge from hex colume 1 to about 57 and down to hex row 3 is messed up. For example the Aden base is at 20,3 (where its always been) but the attributes and info for the base are at 7,3. Similar story for Abadan. Also there are some base locations that are kind of out in the middle of these areas. This is the only area i have this problem with. Please Help. Thanks, Patton

PS I dont know how to upload a picture of this area but i suspect you will most likely know what i did wrong. the computer is running win 7 and i have the latest official upgrade.

(in reply to John 3rd)
Post #: 307
RE: Reluctant Admiral 4.1 - 12/9/2012 3:23:23 AM   
John 3rd


Posts: 11071
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
Uh--Oh. I am NOT technically proficient. Michael---I see you on the thread. Any ideas?

EDIT: Make sure you have all the current files downloaded correctly from DBB. Definitely sounds like a map issue.


< Message edited by John 3rd -- 12/9/2012 3:24:48 AM >


_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to General Patton)
Post #: 308
RE: RA 5.0 - 12/9/2012 3:24:06 AM   
John 3rd


Posts: 11071
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline

quote:

ORIGINAL: HMSImperator

Is this mod at all compatable with AI play, either with Japanese or the Allies? Seems ilke it might be easier for AI play as the Japanese considering i don't see much in the way of changes for Allied ground units or such.


It might be but I would not recommend it. Pretty sure the AI will get massively lost/confused.



_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to HMSImperator)
Post #: 309
RE: RA 5.0 - 12/9/2012 5:06:19 AM   
ny59giants


Posts: 7066
Joined: 1/10/2005
Status: offline
For the map issue, I would re-copy & paste the map panels for that area. In the past, I've had new and old map panels get messed up. Looks like this happened for you as DBB and RA use the extended maps and Aden and other bases along the northern map edge towards the west have changed.

_____________________________


(in reply to John 3rd)
Post #: 310
RE: RA 5.0 - 12/9/2012 7:17:37 AM   
John 3rd


Posts: 11071
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
Thanks Michael. This is my thinking too...


_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to ny59giants)
Post #: 311
RE: RA 5.0 - 12/9/2012 3:36:33 PM   
General Patton


Posts: 1094
Joined: 1/23/2010
From: Mass. USA. now in OHIO
Status: online
Thanks guys. I'll give it a try. Will this messup the game in progress? After reading above, the mod is NOT good with the AI?

(in reply to John 3rd)
Post #: 312
RE: RA 5.0 - 12/9/2012 4:31:46 PM   
John 3rd


Posts: 11071
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
It is a map change. You SHOULD be OK. I hope...


_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to General Patton)
Post #: 313
RE: RA 5.0 - 12/15/2012 6:51:25 PM   
MAurelius


Posts: 198
Joined: 6/28/2012
Status: offline
ahm - question for John, or anyone who knows the answer to it :) :

you did post a beautiful thread with exact instructions on how to install the RA Mod with DBB-Map included etc....

I used the search option but didn't find it...

do you have by any chance the link available to it? - I mostly know how to do it, but a friend of mine would like to install it as well - and in order to avoid any mistakes it would cool to have that as a reference :)

thx a lot in advance

_____________________________

formerly known as SoliInvictus202

(in reply to John 3rd)
Post #: 314
RE: RA 5.0 - 12/18/2012 3:42:34 AM   
John 3rd


Posts: 11071
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline

quote:

ORIGINAL: MAurelius

ahm - question for John, or anyone who knows the answer to it :) :

you did post a beautiful thread with exact instructions on how to install the RA Mod with DBB-Map included etc....

I used the search option but didn't find it...

do you have by any chance the link available to it? - I mostly know how to do it, but a friend of mine would like to install it as well - and in order to avoid any mistakes it would cool to have that as a reference :)

thx a lot in advance


Sorry about not responding earlier. I have a step-by-step Thread in the War Room. Will bump it up so you can see it and use it. It works without issue.


_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to MAurelius)
Post #: 315
RE: RA 5.0 - 12/18/2012 3:46:29 AM   
John 3rd


Posts: 11071
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
Done.


_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to John 3rd)
Post #: 316
RE: RA 5.0 - 12/18/2012 4:19:16 PM   
Lecivius


Posts: 1503
Joined: 8/5/2007
From: Denver
Status: offline
FWIW, I'm playing as Allies against the Japanese AI, hard setting. I'm into May '43 and so far it is a lot more fun than vanilla. AI keeps it's carriers grouped in 2-4 CV TF's, and has snuck a few sucker punches in on me

One thing I did notice was task forces coming out of the Balboa worm hole would just randomly pop up somewhwere in a triangle Christmas Island to Hawaii to Los Angeles, and with no orders. It took the Indiana a full month to travel from Balboa to PH travelling solo, she almost ran outta gas. Not sure if this is a game bug, or a mod bug due to the map. In any event it's minor, just something to be aware of.

< Message edited by Lecivius -- 12/18/2012 4:20:02 PM >

(in reply to John 3rd)
Post #: 317
RE: RA 5.0 - 12/18/2012 4:29:10 PM   
John 3rd


Posts: 11071
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
It is encouraging to here that the AI can at least work the scenario! Don't know about that TF popping up in the middle of nowhere issue!

_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to Lecivius)
Post #: 318
RE: RA 5.0 - 1/16/2013 5:03:06 PM   
AkomoE

 

Posts: 1
Joined: 10/8/2012
Status: offline
Hello John!

Im trying to download the latest version but it wont download via google.Nothing happens when i save or save as and stays stuck there.Got another location?

_____________________________

"There's a difference between knowing the path and walking the path."

(in reply to John 3rd)
Post #: 319
RE: RA 5.0 - 1/17/2013 2:45:01 AM   
Lecivius


Posts: 1503
Joined: 8/5/2007
From: Denver
Status: offline
Another artwork issue...

Sub attack near Aogashima at 113,66

Japanese Ships
CV Taikaku, Torpedo hits 2, heavy damage
CA Chokai
DD Onami
DD Mutsuki
DD Isonami

Allied Ships
SS Dace

SS Dace launches 6 torpedoes at CV Taikaku
DD Mutsuki fails to find sub, continues to search...
DD Isonami fails to find sub and abandons search
DD Mutsuki fails to find sub, continues to search...
DD Mutsuki fails to find sub, continues to search...
DD Mutsuki fails to find sub, continues to search...
DD Mutsuki fails to find sub, continues to search...
Escort abandons search for sub


I hit it 2 times, had the smoke etc, no ship in the artwork.

(in reply to AkomoE)
Post #: 320
RE: RA 5.0 - 2/6/2013 5:32:24 PM   
FatR

 

Posts: 2516
Joined: 10/23/2009
From: St.Petersburg, Russia
Status: offline

quote:

ORIGINAL: Lecivius

Another artwork issue...

Sub attack near Aogashima at 113,66

Japanese Ships
CV Taikaku, Torpedo hits 2, heavy damage
CA Chokai
DD Onami
DD Mutsuki
DD Isonami

Allied Ships
SS Dace

SS Dace launches 6 torpedoes at CV Taikaku
DD Mutsuki fails to find sub, continues to search...
DD Isonami fails to find sub and abandons search
DD Mutsuki fails to find sub, continues to search...
DD Mutsuki fails to find sub, continues to search...
DD Mutsuki fails to find sub, continues to search...
DD Mutsuki fails to find sub, continues to search...
Escort abandons search for sub


I hit it 2 times, had the smoke etc, no ship in the artwork.


Regarding this: I've packed art files for Shokaku-kai class separately, try adding them to the art folder:

http://www.sendspace.com/file/ouenfd

They are present in the art download on RA site, though. Please pheck if you have copied art files into correct folders...

_____________________________

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 Lecivius)
Post #: 321
RE: RA 5.0 - 2/6/2013 5:33:42 PM   
FatR

 

Posts: 2516
Joined: 10/23/2009
From: St.Petersburg, Russia
Status: offline

quote:

ORIGINAL: AkomoE

Hello John!

Im trying to download the latest version but it wont download via google.Nothing happens when i save or save as and stays stuck there.Got another location?


Here's the scenario files:
http://www.sendspace.com/file/u8cw6k

_____________________________

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 AkomoE)
Post #: 322
RE: RA 5.0 - 2/10/2013 1:43:51 AM   
Cpt Sherwood

 

Posts: 837
Joined: 12/1/2005
From: A Very Nice Place in the USA
Status: offline
I think there is going to be a problem here. I have Essex class CVs that come with a 4 plane unit of the F4F-7 recon
aircraft, but it isn't CV capable.






Attachment (1)

(in reply to FatR)
Post #: 323
RE: RA 5.0 - 2/10/2013 2:15:04 PM   
John 3rd


Posts: 11071
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
Hey Sir. Just saw this and will look. I know we added a large amount of small units like this for the USN to add some Air Search/Recon ability. I'll check it out.

What date are you at in the game? What is your operational Version for RA?


_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to Cpt Sherwood)
Post #: 324
RE: RA 5.0 - 2/10/2013 2:17:04 PM   
John 3rd


Posts: 11071
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline

quote:

ORIGINAL: FatR


quote:

ORIGINAL: Lecivius

Another artwork issue...

Sub attack near Aogashima at 113,66

Japanese Ships
CV Taikaku, Torpedo hits 2, heavy damage
CA Chokai
DD Onami
DD Mutsuki
DD Isonami

Allied Ships
SS Dace

SS Dace launches 6 torpedoes at CV Taikaku
DD Mutsuki fails to find sub, continues to search...
DD Isonami fails to find sub and abandons search
DD Mutsuki fails to find sub, continues to search...
DD Mutsuki fails to find sub, continues to search...
DD Mutsuki fails to find sub, continues to search...
DD Mutsuki fails to find sub, continues to search...
Escort abandons search for sub


I hit it 2 times, had the smoke etc, no ship in the artwork.


Regarding this: I've packed art files for Shokaku-kai class separately, try adding them to the art folder:

http://www.sendspace.com/file/ouenfd

They are present in the art download on RA site, though. Please pheck if you have copied art files into correct folders...



Thanks Stanislav.

I didn't even see this. Since moving up to manager of my store, my hours have doubled and time spent on the Forum has been spotty at best. Sorry about that.


_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to FatR)
Post #: 325
RE: RA 5.0 - 2/10/2013 3:45:14 PM   
Cpt Sherwood

 

Posts: 837
Joined: 12/1/2005
From: A Very Nice Place in the USA
Status: offline

quote:

ORIGINAL: John 3rd

Hey Sir. Just saw this and will look. I know we added a large amount of small units like this for the USN to add some Air Search/Recon ability. I'll check it out.

What date are you at in the game? What is your operational Version for RA?



PBEM, December 25, 1941, version 5.3

(in reply to John 3rd)
Post #: 326
RE: RA 5.0 - 2/11/2013 7:42:17 AM   
John 3rd


Posts: 11071
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
Will look into it tomorrow and Post here when I find anything out.


_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to Cpt Sherwood)
Post #: 327
RE: RA 5.0 - 2/27/2013 1:44:25 PM   
FatR

 

Posts: 2516
Joined: 10/23/2009
From: St.Petersburg, Russia
Status: offline
Was the problem with F4F-7 recons above successfully solved?

Also, a question to you, John. While it doesn't seem like this, I still work on the Perfect War scenario files, when I have time. Besides new stuff, I've adding some fixes, bringing statistics for various less-glamorous Japanese ships, like LSTs, in line with Jentschura's data and Navypedia, where it doesn't conflict with the former. I'd like to transfer these fixes to RA, making another update some time in the future. What do you think about it?

_____________________________

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 #: 328
RE: RA 5.0 - 2/27/2013 2:45:38 PM   
John 3rd


Posts: 11071
Joined: 9/8/2005
From: La Salle, Colorado
Status: offline
Good to see you Posting Stanislav!

I have so busy with the running the store here in La Salle, I haven't had time for much of anything then to keep my games slowly moving and have my AAR with Dan on life support.

Thoughts:
1. What changes are you thinking about within RA?
2. The F4F-7 hasn't been looked at.
3. I'm glad you are still working Perfect War. Still want to help with that but simply haven't had the time for a major commitment.

Hope you're well!


_____________________________



Member: Reluctant Admiral and Perfect War Mod Team.

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


(in reply to FatR)
Post #: 329
RE: RA 5.0 - 2/28/2013 1:07:08 PM   
FatR

 

Posts: 2516
Joined: 10/23/2009
From: St.Petersburg, Russia
Status: offline
Thanks for your well-wishing.

1)Changes to minor stuff like LSTs, minesweepers and the like. Usual stuff, like the game using normal displacement for them (Allied ships the game uses standard displacement), correcting flak and DC upgrades to the best of my ability (while making them available slightly earlier, due to changes in the mod, and so on).

2)I can investigate the F4F-7 problem, if you wish.

_____________________________

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 #: 330
Page:   <<   < prev  8 9 10 [11] 12   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> RE: RA 5.0 Page: <<   < prev  8 9 10 [11] 12   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

0.109