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RE: 6.4 Release

 
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RE: 6.4 Release - 1/15/2014 3:04:03 PM   
John 3rd


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If you find further gun issues, send me a PM/Email so I have it and will then go back through and correct.

Good to hear about life settling down job-wise. The RA Team holds you in highest regard. You were there when we first started this and helped SO MUCH. Will always greatly appreciate that Juan.


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Post #: 511
RE: 6.4 Release - 1/15/2014 3:06:37 PM   
JuanG


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quote:

ORIGINAL: John 3rd

Bet you will find that sort of issue on any of the 'changed/added' vessels within the Mod. The AA might be endemic since we did so much AA change within the Kaigun. Still...an easy fix though.


This seems to be true for some, but not others. CB Kawachi look alright, CVL Aso does not (triple 10cm/65 mounts and quad 25mm mounts).

Suggest combing through these at some point - its not exactly a game breaking issue, it will just change the way damage is dealt to the mounts mainly.

The gunnery issue though, is going to have some really nasty implications for surface combat.

EDIT:

quote:

ORIGINAL: John 3rd

If you find further gun issues, send me a PM/Email so I have it and will then go back through and correct.

Good to hear about life settling down job-wise. The RA Team holds you in highest regard. You were there when we first started this and helped SO MUCH. Will always greatly appreciate that Juan.



Will compile a report on what I find.

Thank you for your kind words. Great to see all the great work you and the team have done.

< Message edited by JuanG -- 1/15/2014 4:37:16 PM >


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Post #: 512
RE: 6.4 Release - 1/15/2014 3:23:48 PM   
JuanG


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John,

Here are the naval guns and other devices where your data differs from DBBs;

1509 5.25in/50 QF Mk I
1513 4.7in/40 HA Mk VIII
1514 4.5in/45 QF Mk V
1515 4.5in/45 QF Mk IV
1516 4.5in/45 QF Mk III
1517 4.5in/45 QF Mk IIId
1518 4in/45 QF HA Mk XVI
1519 4in/45 QF HA Mk XVI
1522 4in/45 QF HA Mk V
1529 12pdr/20cwt HA Mk I
1530 12pdr/12cwt HA Mk V
1531 12pdr/8cwt HA Mk I
1533 6pdr/8cwt QF Mk I
1535 2pdr HA Mk VIII
1571 5in/54 Mk 16 Gun
1577 5in/25 Mk 10 Gun
1579 3in/50 Mk 10 Gun
1580 3in/23 Mk 9 Gun
1583 21in Mk X Torpedo
1584 21in Mk IX Torpedo
1585 21in Mk VIII Torpedo
1586 21in Mk VIIc Torpedo
1587 21in MkII** Torpedo
1588 18in Mk XV Torpedo
1589 18in Mk XII Torpedo
1590 XT 21in Mk 14 Torp
1591 22.4in Mk 13 Torp.
1592 21in Mk 18 Torpedo
1593 21in Mk 15 Torpedo
1594 21in Mk 14 Torpedo
1595 21in Mk 10 Torpedo
1596 21in Mk 8 Torpedo
1598 SC AS Radar
1622 5in/38 Mk12 OP
1623 5in/38 Mk12 OP(S)
1624 5in/38 Mk 12 EBR
1625 5in/38 Mk12 SEBR
1626 5in/38 Mk12 OBR
1637 7.5cm/45 No6 AA
1638 53.3cm W1 Torpedo
1639 45cm H1 Torpedo
1640 8.8cm/45 23M No2
1654 46cm/45 T94 Gun
1655 40cm/45 3YT Gun
1656 36cm/45 41YT Gun
1657 20cm/50 3YT-II Gun
1658 20cm/50 3YT-I Gun
1660 15.5cm/60 3YT Gun
1661 15cm/50 41YT Single
1662 15cm/50 41YT Twin
1668 12.7cm/50 3YT T. A.
1669 12.7cm/50 T03 TB
1670 12.7cm/50 3YT T. C.
1671 12.7cm/50 T03 TD
1672 12.7cm/50 3YT S. A.
1673 12.7cm/50 3YT S. B.
1674 12.7cm/40 T89 DP
1675 12cm/45 T10 DP
1676 12cm/45 3YT Gun
1677 12cm/12 Short Gun
1678 10cm/65 T98 DP
1679 10cm/50 T88 DP
1680 8cm/60 T98 DP
1681 8cm/40 T88 DP
1682 25mm Type 96 AA Gun
1683 13.2mm Type 93 AAMG
1685 53cm Type 92 Torp
1686 61cm Type 93 Torp
1687 53cm Type 95 Torp
1688 45cm T91 Mod 1 Torp
1689 45cm T91 Mod 2 Torp
1690 45cm T91 Mod 3 Torp
1691 45cm T91 Mod 3 Imp.
1692 45cm T91 Mod3 Strng
1693 45cm T91 Mod 4 Torp
1694 45cm Type 97 Torp
1695 45cm Type 98 Torp
1696 45cm Type 4-2 Torp
1697 45cm Type 4-4 Torp
1698 Type 95 Depth Chrg
1699 Type 95 Mod-2 DC
1700 Type 2 Depth Chrg
1704 53cm Type 89 Torp
1707 Kaiten Type 1
1708 Kaiten Type 4
1709 12.7cm/40 T88 DP
1710 Type 4 Mine
1714 40mm Type 91 AA Gun
1721 155mm/50 mle 20
1722 152mm/55 mle 30
1725 100mm/45 Mle 30 DP
1726 90mm/50 Mle 26 DP
1727 550mm 23DT Torpedo
1728 75mm/50 Mle 22 DP
1729 13.2mm mle 29 AAMG
1730 DC Rack/200KG DC
1731 37mm/50 mle 33 AA
1732 DC Thrower/100KG DC
1742 100mm/56 P1940 DP
1743 76.2mm/55 P1935 DP
1744 45mm/46 41-K AA Gun
1748 533mm 53-38 Torpedo


For some of these (the DCs and the like), its simple a matter of different load costs or the like, nothing major.

The torpedoes are differenct as from what I can see RA does not implement the DBB torpedo changes, so I presume these are intended.

The allied (mainly above #1640) AA and smaller caliber guns mainly have differences in ceilings and some differences in AA accuracy. Notable, but not a massive issue.

The issue is the Japanese guns 15cm and up - they are anywhere from 1.5-2x more accurate than in DBB, and this is going to have some nasty effects on surface combat.

EDIT:

Here is a report with the aforementioned devices, comparing DBB values (above) and RA value (below) for each device. It is in html format.

http://www.mediafire.com/?cokn12cocz6ulcp

Differences are highlighted in red text.


< Message edited by JuanG -- 1/15/2014 4:37:33 PM >


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Post #: 513
RE: 6.4 Release - 1/15/2014 4:00:49 PM   
John 3rd


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GREAT! Thanks for the info and help here. Catching this is fantastic.

There is no consistency within the differences on that chart. Some things are changed while others are not. I know we fiddled a few of the guns but nothing too bad. FatR caught a bit of this prior to 6.0 going out and we corrected what he found. THIS CHART provides an excellent, printable worksheet so I can do the corrections. Problem is I don't know which are honest mistakes, which are purposefully done, and which come from JWE's work/help

I know RA is an amalgum of DaBabes and our work. There have been a number of times where John (JWE) has taken the RA work and merged it with Babes or vice versa. Might account for some of the weirdness. We'll get to work on this when I get home from work tonight.

Thanks Again!


< Message edited by John 3rd -- 1/15/2014 5:01:20 PM >


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Post #: 514
RE: 6.4 Release - 1/16/2014 12:09:05 AM   
John 3rd


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Juan has the current game files and is updating the database to fit along the Babes standard. Should fix all issues there.

Once he has done that and sent the files back I shall go through the entire Kaigun and new Allied ship additions and fix the number of guns/turret problem.

Everything can be done without interfering with existing games (Thanks Goodness).


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Post #: 515
RE: 6.4 Release - 1/16/2014 12:27:23 AM   
General Patton


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Thanks John. And Thank Goodness is right. I'm at feb 2,1942. don't wish to go back. Oh, bye the way, I have a two sub TF of IJN subs sitting off the coast of OZ and they have been there for about 6 to 7 weeks, in the same spot. Just wondering if this could be an issue. Let me know if you need a save or picture or whatever. I have emptied 4 destroyers and several aussie aircraft on them.
Cheers

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Post #: 516
RE: 6.4 Release - 1/16/2014 3:18:36 AM   
John 3rd


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Your playing the AI: right?

Probably the computer just being stupid...


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Post #: 517
RE: 6.4 Release - 1/16/2014 2:10:53 PM   
John 3rd


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Got the merged files from Juan. THANKS!

Will go through the Ship Classes tonight and should have RA 6.6 ready tomorrow and on the website.


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Post #: 518
RE: 6.4 Release - 1/16/2014 2:40:00 PM   
General Patton


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John, It probably is the AI being dumb. Thats ok though. will look for 6.6 when I get home tonight.
Cheers

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Post #: 519
RE: 6.4 Release - 1/18/2014 9:27:01 PM   
John 3rd


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OK. I've got the merged files from Juan and I am now gonna go through and check out the classes. Will Post when I've done the upload to the RA Site.


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Post #: 520
6.6 Release - 1/19/2014 12:22:58 AM   
John 3rd


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OK. Got the work done. Files are uploaded to the RA Site.

Changes:
1. All guns 6" and higher are brought fully into Babes standard.
2. FIXED some Design issues with Ship Classes (as detailed earlier).
3. Moved the French around A BUNCH!

It seemed to me with how the French were initially placed that many of them served as nothing but extra targets for the Japanese advance. With Michael's help we moved shipping around and placed a lot of ships at Balboa, some at Tahiti, and a few to Mombasa.

The French Naval Squadron now begins at Balboa where it can be sent to Tahiti and arrive without issue. This makes it less of a sacrificial lamb while at the same time handling complaints from some of the Japanese players about a huge increase in warships in the South Pacific. There ARE lots of ships in the South Pacific but we've chosen to move the surface ships while leaving the AS and 5 French SS.

Moved the Free French HQ down to a Corps style HQ and it is now Tahiti. Tahiti gets a bump of the Port going to Sz-2 and we've added some fuel and supply. This place can now rapidly become a major base in the South Pacific. The tools are provided for your use gentlemen.

All existing games can have this change made without causing issues.

THANKS go to Juan and Michael for their help!


< Message edited by John 3rd -- 1/19/2014 1:24:27 AM >


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Post #: 521
RE: 6.6 Release - 1/20/2014 9:36:41 PM   
DOCUP


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Sounds pretty good guys.  Nice pic J3. What ship is it?

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Post #: 522
RE: 6.6 Release - 1/21/2014 1:11:30 AM   
John 3rd


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Thanks Sir, I downloaded it from the General Forum's recent PAINTINGS by Skyros Thread. It is Nagato! NICE Picture...



< Message edited by John 3rd -- 1/21/2014 2:14:17 AM >


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Post #: 523
RE: 6.6 Release - 1/23/2014 3:11:56 PM   
General Patton


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Just unzip over existing game? I am at feb 42 and have deployed the french already. will that change?
Cheers

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Post #: 524
RE: 6.6 Release - 1/24/2014 2:49:01 AM   
1EyedJacks


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quote:

ORIGINAL: John 3rd

Thanks Sir, I downloaded it from the General Forum's recent PAINTINGS by Skyros Thread. It is Nagato! NICE Picture...




Totally awesome. Gotta play with the toyz!

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TTFN,

Mike

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Post #: 525
RE: 6.6 Release - 1/25/2014 2:16:34 AM   
John 3rd


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I LOVE the artwork. Picked three different paintings to rotate my avatar with over the next few months.

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Post #: 526
RE: 6.6 Release - 1/30/2014 4:06:48 PM   
General Patton


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John, Please see post 524 above. Also, would it be possible to merge RA with IronBabes (30c). I really like your Extras, and the aggressiveness of Ironbabes. The two would be GREAT.
Cheers

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Post #: 527
RE: 6.6 Release - 1/31/2014 8:15:18 PM   
thinman

 

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Hi John,

the french shiparts

830 "CM Pluton"
831 "DD LeFier"
832 "AS Jules Verne"
833 "BC Dunkerque"

are still missing.

Cheers

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Post #: 528
RE: 6.6 Release - 1/31/2014 11:43:05 PM   
John 3rd


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quote:

ORIGINAL: General Patton

Just unzip over existing game? I am at feb 42 and have deployed the french already. will that change?
Cheers


Just replace the files. Your EXISTING game will not change.


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Post #: 529
RE: 6.6 Release - 1/31/2014 11:43:37 PM   
John 3rd


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quote:

ORIGINAL: thinman

Hi John,

the french shiparts

830 "CM Pluton"
831 "DD LeFier"
832 "AS Jules Verne"
833 "BC Dunkerque"

are still missing.

Cheers


Grrrrr...checking...


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Post #: 530
RE: 6.6 Release - 2/1/2014 4:39:38 PM   
General Patton


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Grrrrrrrrrrrrrrrrrrrrr, Thanks John.
These things happen
Cheers

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Post #: 531
RE: 6.6 Release - 2/3/2014 10:22:38 PM   
BigBadWolf


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John, can you take a look at Toho xAk class? Either I'm missing something or it is impossible to convert cargo to troop capacity.

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Post #: 532
RE: 6.6 Release - 2/4/2014 9:52:48 AM   
BigBadWolf


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I think I got it.

quote:

works with any Japanese xAK or AK with 3000 tons or more of bulk cargo capacity.


Toho now has 2626 capacity, hence no -t conversion. Which is a bit of a bother for Japanese players, because the only 14kn class that can be converted to troop carriers is Husimi and you only get 25 of them. Perhaps Toho can be increased to 3001 in the next edition?

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Post #: 533
RE: 6.6 Release - 2/5/2014 6:53:31 AM   
John 3rd


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The reduction across the board on shipping is TOUGH! I do not have enough to take the entire world now and I don't like it. Just have to settle for HALF the world.

Seriously though...BBW it does take some serious getting used to in using the merchies for supply--resources--transport work. Takes some real planning. Thankfully your opponent is my Economics Minister and he helps when I get a wee bit carried away in this area.


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Post #: 534
RE: 6.6 Release - 2/8/2014 2:16:12 PM   
General Patton


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John, Small issue with what I thought was a static base force unit. See picture. There are no Engineer units in this unit. I thought there was.
Cheers




Attachment (1)

< Message edited by General Patton -- 2/8/2014 3:20:28 PM >


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Post #: 535
RE: 6.6 Release - 2/8/2014 5:18:41 PM   
Symon


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quote:

ORIGINAL: General Patton
John, Small issue with what I thought was a static base force unit. See picture. There are no Engineer units in this unit. I thought there was.
Cheers

Port Hueneme is designed as the training base for the Seabees in Babes. I believe John has kept that paradigm in RA. Soon, you will have more engineer units at Port Hueneme than you will know what to do with.

You ever been to Port Hueneme? Even today I think you might possibly be able to sqeeze 4 or 5 VC2 alongside Port Road, but there still ain't no cranes, and no tracks, and not much for roads, and Channel Islands Harbor was a looong way into the future.

Ciao. JWE

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Post #: 536
RE: 6.6 Release - 2/13/2014 2:51:51 PM   
General Patton


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John, Sorry to put this, but you need to know. The art is also missing for BC Strasbourg and DD L'agile. Along with the ones indicated in post 528 above. All french. Also, I know the Port Hueneme is a training base for See Bee's, but there use to be a static unit with engineers in it. not a big deal but was just wondering about that. Also, please read post 527. Thanks for your hard work.
Cheers

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Post #: 537
RE: 6.6 Release - 2/15/2014 1:35:57 PM   
John 3rd


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I'll et it fixed when I get a chance.


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Post #: 538
RE: 6.6 Release - 2/15/2014 4:03:36 PM   
General Patton


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John, Take your time. works fine
Cheers

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Post #: 539
RE: 6.6 Release - 2/18/2014 5:30:35 PM   
ny59giants


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quote:

833 "BC Dunkerque"


This ship art is STILL MIA!!!

I just got the two BCs at Panama and no ART. Get on it!

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Post #: 540
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