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Auxilliaries - 10/1/2008 11:19:21 AM   
rockmedic109

 

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Can we get a heads up on what classes can be converted to auxillieries? Can ships be converted to Mine Tenders? Will it be large AKs to AR, AS, AD and such? Will it only be PC to AGP? It seems to me that the new classes will require quite a bit of change in the rules and quite a bit of change has already occured {Four Stackers converted to players choice--DROOL}.
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RE: Auxilliaries - 10/1/2008 11:43:29 AM   
Terminus


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Actually, that whole merchie-to-auxiliary conversion thing... Doesn't exist any more. It had no basis in reality. You can do the PC -> AGP conversion, the AP/AK -> APA/AKA conversion, and the Japs can convert their AK's to troopships, but the old system is gone.

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RE: Auxilliaries - 10/1/2008 11:51:31 AM   
Terminus


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That being said, if modders absolutely must have it back, it's as easy as falling down a flight of stairs on roller skates.

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RE: Auxilliaries - 10/1/2008 12:16:02 PM   
rockmedic109

 

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So AK/AP to AKA/APA? 

Do AKA/APA unload faster?  Is this mainly an AA upgrade?

Are there enough Minefield Tenders? {I am currently running around trying to maintain 1000+ mines in all my bases and am finding out it is not quite possible-never enough minelayers--and I know they will not be needed as I am playing the AI but I just cannot leave well enough alone}.  I am thinking about running an MLE and several AKs loaded with supplies;  move them to a base followed by the minelayers so I can reduce deadheading.

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RE: Auxilliaries - 10/1/2008 12:21:20 PM   
Terminus


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AK/AP are normal military cargo and troop transports, meant to unload in a port. AKA and APA are amphibious cargo and troop transports, meant to unload over the beach. So yes, they unload faster over the beach.

We also have xAK and xAP, which are requisitioned civilian cargo and passenger ships.

If, by "minefield tenders", you mean MLE, then that ship type has been permanently abolished from the game. Not just the class, but the type itself; neither had any basis in reality.

However, with the new ACM ship type, a minefield can be maintained indefinitely (i.e. without decaying).

< Message edited by Terminus -- 10/1/2008 12:36:47 PM >


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RE: Auxilliaries - 10/1/2008 1:07:44 PM   
rockmedic109

 

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I was referring to the new ACM.  I did not remember the designation. 

Is the AKA/APA conversion same as before....180 days?

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RE: Auxilliaries - 10/1/2008 1:13:26 PM   
Terminus


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quote:

ORIGINAL: rockmedic109

I was referring to the new ACM. I did not remember the designation.

Is the AKA/APA conversion same as before....180 days?


Highly variable. There's a field in the editor that sets the delay; nothing hard coded any more.

As for the ACM's, there aren't many. This is historically accurate, and allows us to turn WitP away from being MitP (Mines in the Pacific).

< Message edited by Terminus -- 10/1/2008 1:16:22 PM >


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RE: Auxilliaries - 10/1/2008 3:06:56 PM   
Shark7


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quote:

ORIGINAL: Terminus

quote:

ORIGINAL: rockmedic109

I was referring to the new ACM. I did not remember the designation.

Is the AKA/APA conversion same as before....180 days?


Highly variable. There's a field in the editor that sets the delay; nothing hard coded any more.

As for the ACM's, there aren't many. This is historically accurate, and allows us to turn WitP away from being MitP (Mines in the Pacific).


I just hope the aerial mining routine was fixed or its still going to be MITP to a large extent. I would also assume that some of the old conversions (to AS/AE) would still be in, as those are little more than glorified cargo ships in some cases.


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RE: Auxilliaries - 10/2/2008 4:28:22 PM   
JWE

 

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Wanted to help out Termie a bit, since we have made a few changes recently. This is kinda an aggregate of what’s been posted in various pieces, here and there. WiTP just had a few merchie classes (Lg., Med., Sm.), and if >5000 tons could convert to anything. And it only had AK/AKA and AP/APA. This is now indeed gone.

AE has perhaps 50 different merchie classes, ranging from 500’, 18 knot powerhouses, to 150’, 9 knot slugs. Classes range from those built in 1917, to standard designs built during the war. Many of these classes can convert to something, if desired, but conversion is class by individual class, and limited by what really did happen. Conversion logs will be available when the game releases.

For example, a Hog Islander (a large, slow, 1920 xAK cargo ship) may convert to an ammo carrier (AKE), or a general tender (AG), but not much else. A Yusen N (large, fast, modern xAK) may convert to an AKE, AS, AV. The conversion options are given at the bottom of the ship screen, just like now. All conversions have their own specific time requirements ranging from 3 weeks, to 9 months.

For ship types, you have xAK, AK, AKA and xAP, AP, APA.
xAK is a merchant cargo ship, needs a port to unload.
xAP is a passenger liner, needs a port to unload.
AK is a Naval cargo transport, has its own landing craft, may unload over the beach.
AP is a Naval troop transport, has its own landing craft, may unload over the beach.
AKA is a Naval assault cargo transport, unloads faster than AK over the beach.
APA is a Naval assault troop transport, unloads faster than AP over the beach.

Japanese xAKs and xAPs have special capabilities that make them similar to AKs and APs.

Fun, fun, fun.

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RE: Auxilliaries - 10/2/2008 9:55:41 PM   
Dili

 

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Just great. What are the advantages of an AG in game pratical terms. Faster repairs/torpedo supply?

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RE: Auxilliaries - 10/3/2008 1:47:49 AM   
jwilkerson


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Keep in mind that there are two answers to the Auxilliaries/Conversion question.

01 - John's answer above, which is what WE (uh he) implemented for our master scenario - for the auxilliary/conversions.

02 - What the modder can do with the editor - which is pretty much ANYTHING HE WANTS. Meaning you can define just about anything to convert to just about anything else and set parameters that determine how long it takes.



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RE: Auxilliaries - 10/3/2008 1:50:32 AM   
Terminus


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And if you're not making a mod that the AI is meant to be able to work with, there's even more options.

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RE: Auxilliaries - 10/3/2008 1:59:30 AM   
Don Bowen


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quote:

ORIGINAL: Dili

Just great. What are the advantages of an AG in game pratical terms. Faster repairs/torpedo supply?


An AG is a miscellaneous auxilliary. As such it combines base ship and with part-time freighter.

As a base ship, it can tend small craft (patrol types, minesweepers, etc) and, if so set up in the editor, rearm them - but not including torpedoes.

If so set up in the editor, it can cart cargos around.

AG (and all tenders/support ships) use their cargo capacity as ammunition. That is, the maximum capacity relates to the largest size ammo that they can carry (not including torpedoes) and supply on board is considered to be ammo. It is "expended" as the ship rearms other ships and rearming stops when the supply is gone. AG and all tenders/support ships can also unload their cargo as "supply"



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RE: Auxilliaries - 10/5/2008 2:17:40 AM   
Dili

 

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Okay. Thank you.

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RE: Auxilliaries - 10/5/2008 6:59:24 AM   
pad152

 

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With mine production not designed/implemented yet (see air mining thread) and MLE's removed, is mining FUBAR in AE? 

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RE: Auxilliaries - 10/5/2008 7:08:08 AM   
witpqs


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I think they only said that production of air-dropped mines is not implemented yet, but that production of sea-placed (submarine & surface vessel) mines is implemented.

Does that help, or are you asking something else?

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RE: Auxilliaries - 10/5/2008 7:16:14 AM   
Yamato hugger

 

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quote:

ORIGINAL: pad152

With mine production not designed/implemented yet (see air mining thread) and MLE's removed, is mining FUBAR in AE? 


Currently under discussion. Nothing final until its released.

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RE: Auxilliaries - 10/5/2008 8:50:22 AM   
SamRo115

 

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Just for interests sake....
if there was a BB to CV convertion like Tosa Class, would one set the it use "resources" aswell as the "Time"?
also with sutch a convertion how would you add an air wing? or would it be asinged to the ship that you convert too? im assuming it does, but you know what they say about assumption!!!
Cheers SamRo

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RE: Auxilliaries - 10/5/2008 9:15:31 AM   
Yamato hugger

 

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Only "resource" it uses is shipyard capacity. I believe the construction "resources" are built into this (for arguments sake anyways)

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RE: Auxilliaries - 10/5/2008 10:16:04 AM   
SamRo115

 

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Does that mean that if its useing x amount of capacity over the time of the convertion this capacit could not be used for othe ships? and thus slow the production que down?
excuse my ignorence!! :-)

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RE: Auxilliaries - 10/5/2008 10:19:11 AM   
SamRo115

 

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anoth way of putting this is :-
Example.
you dont convert the Ises or you only convert 1, would this "free up" yard space and thus quicken construction of ships in the build que?

Cheers
SamRo

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RE: Auxilliaries - 10/5/2008 11:08:13 AM   
Terminus


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Mining is not "FUBAR". In fact, it works a lot better (surface and sub mining; air mining is still an issue I believe).

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RE: Auxilliaries - 10/5/2008 11:21:16 AM   
Yamato hugger

 

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quote:

ORIGINAL: Terminus

In fact, it works a lot better



Matter of opinion

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RE: Auxilliaries - 10/5/2008 11:28:57 AM   
goodboyladdie


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quote:

ORIGINAL: Yamato hugger


quote:

ORIGINAL: Terminus

In fact, it works a lot better



Matter of opinion


Careful now. Joe will bang your heads together and make you stand in the corner if you conduct a dev forum conversation here


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RE: Auxilliaries - 10/5/2008 11:49:46 AM   
Yamato hugger

 

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quote:

ORIGINAL: SamRo115

anoth way of putting this is :-
Example.
you dont convert the Ises or you only convert 1, would this "free up" yard space and thus quicken construction of ships in the build que?

Cheers
SamRo


You have so many points to spend per day. You have a pool of points. If the pool goes to zero, production stops. If you have a lot of points in the pool, you can double the speed of a ships construction (instead of 1 day being ticked off it for a days production 2 days are ticked off). Speeding production in this way costs 3 times what it would cost for 1 days normal production (in essence you pay normal cost for the normal day and 2 times as much for the 2nd day - consider it overtime for the workers, wasted material because of a faster pace ect).

quote:



Careful now. Joe will bang your heads together and make you stand in the corner if you conduct a dev forum conversation here



Wouldnt be the first time

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