Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

B-Mod, Last Update

 
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 >> B-Mod, Last Update Page: [1] 2 3 4   next >   >>
Login
Message << Older Topic   Newer Topic >>
B-Mod, Last Update - 2/12/2017 8:11:09 PM   
Big B

 

Posts: 4759
Joined: 6/1/2005
From: Old Los Angeles pre-1960
Status: offline
I believe I have gotten it where I always wanted it.

See READ ME file - here:


Maybe now I can see about an honest 'What-If?' someday

< Message edited by Big B -- 2/12/2017 8:31:01 PM >


_____________________________

Post #: 1
RE: B-Mod, Last Update - 2/12/2017 8:44:58 PM   
Falken


Posts: 199
Joined: 8/8/2007
From: ON, Canada
Status: offline
Thanks Brian.

Excellent Mod. I use this for my H2H Solitaire games. It will also be interesting to see how John's BTS Version, based on yours, will play differently from their existing DBB version.

I'm hoping that John will also be able to incorporate any last minute fixes that you have been able to update yours with.

Fan as always, Dave....

(in reply to Big B)
Post #: 2
RE: B-Mod, Last Update - 2/12/2017 8:55:23 PM   
Big B

 

Posts: 4759
Joined: 6/1/2005
From: Old Los Angeles pre-1960
Status: offline
quote:

ORIGINAL: Falken

Thanks Brian.

Excellent Mod. I use this for my H2H Solitaire games. It will also be interesting to see how John's BTS Version, based on yours, will play differently from their existing DBB version.

I'm hoping that John will also be able to incorporate any last minute fixes that you have been able to update yours with.

Fan as always, Dave....



Thanks Falken,
I don't know if John can update his massive work to this - he'll have to do quite a bit - essentially re-do China again. It would be nice but we'll see.

I am including below a couple graphics I included on my READ ME file, and last comments on modelling China...
By the way - I failed in THIS post to give a proper nod to the RHS Development Team - Acknowledged in pioneering where I took it.

quote:


[A last word about China: The main emphasis of this mod has been to drag this wonderful game into a more historical/realistic simulation of WW2 in Asia/Pacific.
The biggest challenge has proven to be recreating the situation in China. The engine is built on a system of supply that works well enough for the industrial nations of Japan and the Western Allies, but totally fails to represent China.
The point of redefining Chinese supply is a game decision made to still make the industrial powers work in the game, while allowing China to historically perform as she did in WW2. This has been accomplished mainly by giving China a large proportion of Daily Supply to suppliment the Japanese and Western styled supply system.
This problem has been acknowledged by the original developers since the first days of the original War In The Pacific - Struggle Against Japan 1941 - 1945
– when the developers decided to include China - mainly as a way to train Japanese air units.
Since then, the total war of Japan has taken a life of it's own, leaving China easy meat to be conquered in most competitive PBEM Games....altering any historical semblance to a recognizable simulation of WW2 against Japan.
For this reason – China has been radically altered (though fairly true to real Chinese OOB) as well as giving China it's means to carry on a war against Japan independent of Western Allied supply assistance (which on balance – was negligable).

Hopefully, historical minded players will appreciate the work done to make this happen.]







Attachment (1)

< Message edited by Big B -- 2/12/2017 9:25:57 PM >


_____________________________


(in reply to Falken)
Post #: 3
RE: B-Mod, Last Update - 2/12/2017 10:54:57 PM   
Hotei

 

Posts: 110
Joined: 1/30/2017
Status: offline
This seems very interesting, I will download this for sure, thank you for your work.

(in reply to Big B)
Post #: 4
RE: B-Mod, Last Update - 2/12/2017 11:43:11 PM   
Big B

 

Posts: 4759
Joined: 6/1/2005
From: Old Los Angeles pre-1960
Status: offline
Thank you,
Give it a try - you'll never go back if you want something realistic


_____________________________


(in reply to Hotei)
Post #: 5
RE: B-Mod, Last Update - 2/13/2017 12:30:23 AM   
Hotei

 

Posts: 110
Joined: 1/30/2017
Status: offline

quote:

ORIGINAL: Big B

Thank you,
Give it a try - you'll never go back if you want something realistic



First comments from the Japanese point of view.

I opened up the game and could tell from the start that China is very difficult for Japan now, well done.
More PPs in play will actually benefit the allies more, most likely the Japanese wont get to buy many units from the Chinese front but might have to use them to move units in.
The pilots now available would change my previous strategies in using air power, Japan would have strong air superiority at the start.

I dont know what allied players think but I would be happy to play this scenario as it does seem to fix China.

Pacific War started in China and it was the main effort of Japan for most of the war, your scenario gives a new and historical challenge for the players.


(in reply to Big B)
Post #: 6
RE: B-Mod, Last Update - 2/13/2017 12:49:35 AM   
Big B

 

Posts: 4759
Joined: 6/1/2005
From: Old Los Angeles pre-1960
Status: offline
quote:

ORIGINAL: Hotei

First comments from the Japanese point of view.

I opened up the game and could tell from the start that China is very difficult for Japan now, well done.
More PPs in play will actually benefit the allies more, most likely the Japanese wont get to buy many units from the Chinese front but might have to use them to move units in.
The pilots now available would change my previous strategies in using air power, Japan would have strong air superiority at the start.

I dont know what allied players think but I would be happy to play this scenario as it does seem to fix China.

Pacific War started in China and it was the main effort of Japan for most of the war, your scenario gives a new and historical challenge for the players.





Thank you, I designed it as a double edged sword...
Experience in playing has shown me it is challenging for a Japanese player.
If a Japanese player insists on trying to conquer all of China - he will most likely entangle himself in a Tar-Baby he can't escape by freeing up Chinese units that could never otherwise move.
On the other hand, if a Japanese player ignores China - he will find himself reeling from counter attack eventually.
It should (as I have seen, and designed) be a headache for Japan...but a Japan with a stronger Air Force - than in stock.

Good Grief!

B

EDIT: It should prove to be very much - a player's game of judgement

< Message edited by Big B -- 2/13/2017 12:55:45 AM >


_____________________________


(in reply to Hotei)
Post #: 7
RE: B-Mod, Last Update - 2/13/2017 1:10:41 AM   
Hotei

 

Posts: 110
Joined: 1/30/2017
Status: offline

quote:

ORIGINAL: Big B

quote:

ORIGINAL: Hotei

First comments from the Japanese point of view.

I opened up the game and could tell from the start that China is very difficult for Japan now, well done.
More PPs in play will actually benefit the allies more, most likely the Japanese wont get to buy many units from the Chinese front but might have to use them to move units in.
The pilots now available would change my previous strategies in using air power, Japan would have strong air superiority at the start.

I dont know what allied players think but I would be happy to play this scenario as it does seem to fix China.

Pacific War started in China and it was the main effort of Japan for most of the war, your scenario gives a new and historical challenge for the players.





Thank you, I designed it as a double edged sword...
Experience in playing has shown me it is challenging for a Japanese player.
If a Japanese player insists on trying to conquer all of China - he will most likely entangle himself in a Tar-Baby he can't escape by freeing up Chinese units that could never otherwise move.
On the other hand, if a Japanese player ignores China - he will find himself reeling from counter attack eventually.
It should (as I have seen, and designed) be a headache for Japan...but a Japan with a stronger Air Force - than in stock.

Good Grief!

B

EDIT: It should prove to be very much - a player's game of judgement


I want to try this in my PBEM, I feel this is new sandbox where I want to play.

(in reply to Big B)
Post #: 8
RE: B-Mod, Last Update - 2/13/2017 1:16:13 AM   
Big B

 

Posts: 4759
Joined: 6/1/2005
From: Old Los Angeles pre-1960
Status: offline
Thanks Hotei,
Remember - there are NO NEW UNITS, Nor any units that didn't exist, but it's going to be real challenge for an experienced Japanese Player, and a real Challenge for an experienced ALLIED Player, because the IJA and IJN Air units are substantially stronger that stock.

I wanted it to be realistic and a headache for everyone. :-)


quote:

ORIGINAL: Hotei


quote:

ORIGINAL: Big B

quote:

ORIGINAL: Hotei

First comments from the Japanese point of view.

I opened up the game and could tell from the start that China is very difficult for Japan now, well done.
More PPs in play will actually benefit the allies more, most likely the Japanese wont get to buy many units from the Chinese front but might have to use them to move units in.
The pilots now available would change my previous strategies in using air power, Japan would have strong air superiority at the start.

I dont know what allied players think but I would be happy to play this scenario as it does seem to fix China.

Pacific War started in China and it was the main effort of Japan for most of the war, your scenario gives a new and historical challenge for the players.





Thank you, I designed it as a double edged sword...
Experience in playing has shown me it is challenging for a Japanese player.
If a Japanese player insists on trying to conquer all of China - he will most likely entangle himself in a Tar-Baby he can't escape by freeing up Chinese units that could never otherwise move.
On the other hand, if a Japanese player ignores China - he will find himself reeling from counter attack eventually.
It should (as I have seen, and designed) be a headache for Japan...but a Japan with a stronger Air Force - than in stock.

Good Grief!

B

EDIT: It should prove to be very much - a player's game of judgement


I want to try this in my PBEM, I feel this is new sandbox where I want to play.



_____________________________


(in reply to Hotei)
Post #: 9
RE: B-Mod, Last Update - 2/13/2017 1:26:04 AM   
Hotei

 

Posts: 110
Joined: 1/30/2017
Status: offline

quote:

ORIGINAL: Big B

Thanks Hotei,
Remember - there are NO NEW UNITS, Nor any units that didn't exist, but it's going to be real challenge for an experienced Japanese Player, and a real Challenge for an experienced ALLIED Player, because the IJA and IJN Air units are substantially stronger that stock.

I wanted it to be realistic and a headache for everyone. :-)






But USN does get working torpedoes sooner so these changes seem to go both directions.
Also allies get to buy more units from restricted commands and is also a boost for them.

Can this still be played PDU on in your opinion and not be an unfair jump start for Japan?
I am a novice player in PBEM, do you think this scenario is too difficult for a first time player?


(in reply to Big B)
Post #: 10
RE: B-Mod, Last Update - 2/13/2017 1:40:56 AM   
DOCUP


Posts: 2919
Joined: 7/7/2010
Status: offline
I would like to see a what if mod from you.

(in reply to Hotei)
Post #: 11
RE: B-Mod, Last Update - 2/13/2017 1:58:20 AM   
Big B

 

Posts: 4759
Joined: 6/1/2005
From: Old Los Angeles pre-1960
Status: offline
OK, you have gone where no one else has asked - Finally
I have explored the War time sub patrol records of most subs of 1942
Then I ran 24 test games of 13 months to see results - real time was some 625 hours.

Here is the results:

With USN Torpedoe Dud Rate On - Sinkings avg = (in game) 50.08 in 12 months (divided by 12 games)
With USN Dud Rate Off - (In 12 months) 149.5

Historical USN Fleet-boat rate for 1942= Warships 15, merchants 152.

So, with the USN MK 14 Torpedo adjustment, it should be dead on accurate. Figure below.


quote]ORIGINAL: Hotei


quote:

ORIGINAL: Big B

Thanks Hotei,
Remember - there are NO NEW UNITS, Nor any units that didn't exist, but it's going to be real challenge for an experienced Japanese Player, and a real Challenge for an experienced ALLIED Player, because the IJA and IJN Air units are substantially stronger that stock.

I wanted it to be realistic and a headache for everyone. :-)






But USN does get working torpedoes sooner so these changes seem to go both directions.
Also allies get to buy more units from restricted commands and is also a boost for them.

Can this still be played PDU on in your opinion and not be an unfair jump start for Japan?
I am a novice player in PBEM, do you think this scenario is too difficult for a first time player?








Attachment (1)

< Message edited by Big B -- 2/13/2017 2:31:18 AM >


_____________________________


(in reply to Hotei)
Post #: 12
RE: B-Mod, Last Update - 2/13/2017 2:08:03 AM   
Big B

 

Posts: 4759
Joined: 6/1/2005
From: Old Los Angeles pre-1960
Status: offline
Historical 1942 sinkings by USN Fleetboats as counted by JANAC Summary = https://www.ibiblio.org/hyperwar/Japan/IJN/JANAC-Losses/JANAC-Losses-6.html

Sorry but the summary is not easily viewible, but the real record is:
Historical USN Fleet-boat rate for 1942= Warships 15, merchants 152.

SO - if you want real historical effect - leave USN Sub torpedoes Dud rate OFF in game terms


< Message edited by Big B -- 2/13/2017 2:20:54 AM >


_____________________________


(in reply to Big B)
Post #: 13
RE: B-Mod, Last Update - 2/13/2017 2:30:01 AM   
Hotei

 

Posts: 110
Joined: 1/30/2017
Status: offline

quote:

ORIGINAL: Big B

Historical 1942 sinkings by USN Fleetboats as counted by JANAC Summary = https://www.ibiblio.org/hyperwar/Japan/IJN/JANAC-Losses/JANAC-Losses-6.html

Sorry but the summary is not easily viewible, but the real record is:
Historical USN Fleet-boat rate for 1942= Warships 15, merchants 152.

SO - if you want real historical effect - leave USN Sub torpedoes Dud rate OFF in game terms



Good to know, I did not understand that the setting had to be off.

(in reply to Big B)
Post #: 14
RE: B-Mod, Last Update - 2/13/2017 2:35:12 AM   
Big B

 

Posts: 4759
Joined: 6/1/2005
From: Old Los Angeles pre-1960
Status: offline
Well, I only tell anyone what I have researched and found.
Most Japanese Players want an expanded Japanese Start...cool enough... but no where near real...... makes me wonder what the heck some folks want in an historical game.

But I digress - please play and have fun.


B

quote:

ORIGINAL: Hotei


quote:

ORIGINAL: Big B

Historical 1942 sinkings by USN Fleetboats as counted by JANAC Summary = https://www.ibiblio.org/hyperwar/Japan/IJN/JANAC-Losses/JANAC-Losses-6.html

Sorry but the summary is not easily viewible, but the real record is:
Historical USN Fleet-boat rate for 1942= Warships 15, merchants 152.

SO - if you want real historical effect - leave USN Sub torpedoes Dud rate OFF in game terms



Good to know, I did not understand that the setting had to be off.



_____________________________


(in reply to Hotei)
Post #: 15
RE: B-Mod, Last Update - 2/13/2017 2:49:30 AM   
Big B

 

Posts: 4759
Joined: 6/1/2005
From: Old Los Angeles pre-1960
Status: offline
quote:

ORIGINAL: DOCUP

I would like to see a what if mod from you.



Thanks DOCUP... now that I feel I have a realistic baseline - I'll work on that. ;)


< Message edited by Big B -- 2/13/2017 2:47:44 PM >


_____________________________


(in reply to DOCUP)
Post #: 16
RE: B-Mod, Last Update - 2/13/2017 3:31:36 PM   
Hotei

 

Posts: 110
Joined: 1/30/2017
Status: offline

quote:

ORIGINAL: Big B

Well, I only tell anyone what I have researched and found.
Most Japanese Players want an expanded Japanese Start...cool enough... but no where near real...... makes me wonder what the heck some folks want in an historical game.

But I digress - please play and have fun.


B






Can you confirm what preferences and game settings should be used with your mod?


(in reply to Big B)
Post #: 17
RE: B-Mod, Last Update - 2/13/2017 3:45:31 PM   
Big B

 

Posts: 4759
Joined: 6/1/2005
From: Old Los Angeles pre-1960
Status: offline

Any settings you like really....

quote:

ORIGINAL: Hotei



Can you confirm what preferences and game settings should be used with your mod?





_____________________________


(in reply to Hotei)
Post #: 18
RE: B-Mod, Last Update - 2/13/2017 3:55:00 PM   
Hotei

 

Posts: 110
Joined: 1/30/2017
Status: offline

quote:

ORIGINAL: Big B


Any settings you like really....





I like these.

Fog of War: On
Adv. Weather Effects: On
Allied Damage Control: On
Player Def. Upgrades: On
Historical First Turn: Off
Dec. 7th Surprise: On
Reliable USN Torpedoes: Off
Realistic R&D: On
No Unit Withdrawals: Off
Reinforcement: +/-15
Auto Sub OPS: Off
Set All Factories to Expand at Start: Off
Auto upgrade Ships and Air Groups: Off
Accept Air & Ground Replacements: Off
Turn Cycle: 1

(in reply to Big B)
Post #: 19
RE: B-Mod, Last Update - 2/14/2017 3:16:31 AM   
TOMLABEL


Posts: 5101
Joined: 1/27/2006
From: Alabama - ROLL TIDE!!!!!
Status: offline

quote:

ORIGINAL: Big B
I believe I have gotten it where I always wanted it.


You never cease to amaze!!!

Thanks again, Brian!!

TOMLABEL

_____________________________


Art by the Rogue-USMC

WITP Admiral's Edition - Ship & Sub Art - Base Unit Art - Map Icon Art

"If destruction be our lot - it will come from within"...Abraham Lincoln

(in reply to Big B)
Post #: 20
RE: B-Mod, Last Update - 2/18/2017 11:30:42 PM   
Big B

 

Posts: 4759
Joined: 6/1/2005
From: Old Los Angeles pre-1960
Status: offline
Thanks Kelley,
I and a friend are embroiled in a PBEM with a very aggressive opponent now... it's quite bloody for everyone...who knows where this is headed.. :)


quote:

ORIGINAL: TOMLABEL


quote:

ORIGINAL: Big B
I believe I have gotten it where I always wanted it.


You never cease to amaze!!!

Thanks again, Brian!!

TOMLABEL



< Message edited by Big B -- 2/18/2017 11:33:25 PM >


_____________________________


(in reply to TOMLABEL)
Post #: 21
RE: B-Mod, Last Update - 3/4/2017 1:15:05 AM   
Reg


Posts: 2717
Joined: 5/26/2000
From: Victoria, Australia
Status: offline
Hi Brian,

Do the China OOB changes and extended map break the AI??

(Since you made no wholesale changes to the rest of the OOB imply the AI scripts may work...)

You don't explicitly state this aspect in the doco (as far as I can see).

Thanks,


< Message edited by Reg -- 3/4/2017 1:17:04 AM >


_____________________________

Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!

(in reply to Big B)
Post #: 22
RE: B-Mod, Last Update - 3/4/2017 4:42:35 PM   
Big B

 

Posts: 4759
Joined: 6/1/2005
From: Old Los Angeles pre-1960
Status: offline
The AI seems to work as normal, the locations scripted haven't changed, and their data base slots still reference their locations.

Thanks

quote:

ORIGINAL: Reg

Hi Brian,

Do the China OOB changes and extended map break the AI??

(Since you made no wholesale changes to the rest of the OOB imply the AI scripts may work...)

You don't explicitly state this aspect in the doco (as far as I can see).

Thanks,




_____________________________


(in reply to Reg)
Post #: 23
RE: B-Mod, Last Update - 3/28/2017 10:02:53 PM   
AlessandroD


Posts: 362
Joined: 12/28/2014
From: Italy
Status: offline
Hello Big B,

thanks for your mod

I and a friend want to start a game and we are more interested to follow an historical perspective (or whatever that means after the first mouse click!) that trying to win at all cost, therefore after reading your update we are willing to give it a try.

Quick question: in the B-MOD: AE site you suggest to play with the 1.7.11.24 patch, why the open beta patch is escluded?
No complaint at all, just asking

Also, do you think some HRs will be needed?

Edit: are some DBB features included in this mod? (i.e flak, ASW, etc.)

Thanks

Btw: we really like your China changes and the new ships durability!

< Message edited by AlessandroD -- 3/29/2017 11:15:23 AM >


_____________________________


(in reply to Big B)
Post #: 24
RE: B-Mod, Last Update - 3/29/2017 7:43:37 PM   
Big B

 

Posts: 4759
Joined: 6/1/2005
From: Old Los Angeles pre-1960
Status: offline
Hello AlessandroD,

I didn't mean to exclude the open beta patch, I merely wanted players to patch up to the latest official version - but the beta patch is fine also if both use it.
House rules? I can't think of any that are necessary, but that's really up to you and your opponent - so long as you both get a game you can enjoy

Thank you, and enjoy!


quote:

ORIGINAL: AlessandroD

Hello Big B,

thanks for your mod

I and a friend want to start a game and we are more interested to follow an historical perspective (or whatever that means after the first mouse click!) that trying to win at all cost, therefore after reading your update we are willing to give it a try.

Quick question: in the B-MOD: AE site you suggest to play with the 1.7.11.24 patch, why the open beta patch is escluded?
No complaint at all, just asking

Also, do you think some HRs will be needed?

Edit: are some DBB features included in this mod? (i.e flak, ASW, etc.)

Thanks

Btw: we really like your China changes and the new ships durability!



_____________________________


(in reply to AlessandroD)
Post #: 25
RE: B-Mod, Last Update - 3/30/2017 6:59:51 PM   
AlessandroD


Posts: 362
Joined: 12/28/2014
From: Italy
Status: offline
Thanks you too, an AAR is underway

_____________________________


(in reply to Big B)
Post #: 26
RE: B-Mod, Last Update - 4/11/2017 6:51:29 PM   
AlessandroD


Posts: 362
Joined: 12/28/2014
From: Italy
Status: offline
Hello Big B,

I'm having trouble running WitP Tracker for your mod, do you have any hint how to resolve this issue?
See this post for further details.

Thanks in advance

_____________________________


(in reply to AlessandroD)
Post #: 27
RE: B-Mod, Last Update - 4/11/2017 6:53:22 PM   
sanderz

 

Posts: 820
Joined: 1/8/2009
From: Devon, England
Status: online
BigB

As Japan there seems to be no production of resources and other stuff - see AlessandroD's post in the Tracker section of this forum.

Not sure if this is a mod problem or a bad install - please could you check

many thanks

(in reply to AlessandroD)
Post #: 28
RE: B-Mod, Last Update - 4/11/2017 7:21:19 PM   
Big B

 

Posts: 4759
Joined: 6/1/2005
From: Old Los Angeles pre-1960
Status: offline
I don't see any problems with Japanese production...nothing was touched that would affect that.
I'm not sure what the Tracker issues is, I'm currently 7 months into a PBEM with the same scenario and there have been no production issues in this game (I have several games under the belt amounting to several years and have never seen an issue here).

I do not use Tracker, so I'm not familiar with it - but maybe someone who knows Tracker can take a look?

quote:

ORIGINAL: sanderz

BigB

As Japan there seems to be no production of resources and other stuff - see AlessandroD's post in the Tracker section of this forum.

Not sure if this is a mod problem or a bad install - please could you check

many thanks



_____________________________


(in reply to sanderz)
Post #: 29
RE: B-Mod, Last Update - 4/11/2017 7:29:08 PM   
BillBrown


Posts: 1525
Joined: 6/15/2002
Status: offline
I looked and there does not seem to be any problem. There is the expected production listed in Tracker.

(in reply to Big B)
Post #: 30
Page:   [1] 2 3 4   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> B-Mod, Last Update Page: [1] 2 3 4   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

0.188