From: Devon, England
I have been having a look through your mod documentaion, an amazing piece of work, must have taken you endless hours. I do however have a few questions/comments that i hope you can help with.
1) How did you set the new repair costs for engines? I see from the editor that there is a value for "load cost" that ties in with the values you mention, does the game use this "load cost" as the repair cost or is there another field somewhere that defines this? Reason for asking is that in my DBB-C game the editor shows a load cost for engines of zero and i had assumed the repair cost was hard coded.
Yes, the "load cost" governs the supply expenditure for repairing industries and engines.
2) How have your new rules for supply production worked out? How far into the game have you played using this mod?
Frankly, I don't know - therefore the disclaimer in the changelog that it is a seat-of-the pants approach. I have only played two full months, the rest of my testing was done by changing the start date of the scenario in order to see how late-coming units look and behave. The at-start supplies production for Japan has not changed much, so I do not expect major issues. It will just be slower to increase production, since only LI repairs will add supply generation (and not HI and LI repairs simultaneously).
3) Did you ever create the alternative version of your mod with standard engine production and standard HI / supplies production?
Not yet, but summer holidays are coming...
4) I think your your changes to the plane upgrade paths for the Zero actually make it very much easier (rather than harder) to beeline for the later model Zeros.
Don't think so. in stock, the Rufe shortcut allows to start M5 research with fully repaired factories in 4/42. In my mod, M5 cannot be researched before M3 6/42 and M3a 12/42 have been researched. Should slow it, assuming no "jumping the queue" takes place (i.e. all models of a line need to be researched).
5) You say "It is recommended to ship excess resources from Australia / India / Aden/ Cape Town etc. to CONUS and UK to feed the industries there." Does this mean Oil/Fuel as well? I have no idea how allied production works and assumed they just got fixed amounts of everything. Do you mean that the Allies also need Fuel and Resources for HI and that then affects their production? Or are you saying to do it for historical reasons?
UK and CONUS have huge amount of industries but do not generate equivalent resources, so will face a deficit. UK has LI only, so needs resources only. CONUS has HI as well, so needs resources and probably oil/fuel as well (from the Caribbean Sea Frontier (ex Cristobal base). Allied player actually does not need HI points for production, but I would recommend a house rule that HI must be kept running.
6) Regarding the section on Supply Cap House Rules i.e.
What does "SPS-size base" mean? (what does SPS stand for?) [?Something?PortSize] ???.
Standard potential size - a term from the AE manual. A port size "3(3)" indicates a port built-up to the SPS of 3. It can be "overbuild" to 6(3).
"House Rules: 1. Expand ports (not air bases or forts) when aim is purely logistics, 2. no strategic movements of ground and air units unless uninterrupted string of port SPS-size bases exists along the intended route (i.e. if the inland port has an SPS of 3, it must be built to 3 before strategic rail movement is allowed in that hex – further expansion up to max size 6 simulates further improvements to the Railroad capacity, like added sidings, switching yards etc.)"
I really don't understand item 2 here and how its supposed to work, please could you elaborate and perhaps give an example or two based on locations on the map (e.g. Ledo and Anyang where seemingly no rail transport of units would be allowed).
This applies only to destroyed or yet-to-be-build railroads (dotted black-grey railroads on my map). Ledo is linked to Calcutta by a regular rail line, so no restrictions apply.
Classic example for the above house rule would be the "Burma-Thailand Death Railway" which was built during the war. It does exist as railroad in the pwhexe.dat file - but in order to use it, all bases along the railroad must be build to their SPS port size (3 if I am not mistaken) before rail strat movement for units is allowed over that stretch of railway.
7) I see you have made changes to the Chinese OOB but whats the supply situation like for the Chinese now, has it been increased at all?
Gosh, it has been so long I worked on China - I can't remember if I have modified China supply generation, but I don't think so. However, "my" China is covered with dot bases which do have a very small inherent supply generation (local farmers) to feed the "civil administration units" which are there to prevent the auto-switching of hex ownership. The consumption of these "placeholders" is smaller than the minimum daily supply generation, so each dot will generate a small supply surplus. In isolated areas supplies may accumulate (which may entice the Japanese player to launch the infamous "rice offensives" to steal the harvest...), unless guerilla operations use it up.
8) I am thinking of starting a game, however are there any updates due in the next few weeks?
No major updates planned. I will wait for player feedback and collect things I discover during my own slowly advancing H2H game for an later update - depends on how many things needs to be fixed and how urgent.
Many thanks, and sorry to bombard you with all these questions.
No problem, my pleasure
thanks for the info - much appreciated