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RE: Tier 3 Ironman - 3/22/2016 1:43:30 PM   
Andy Mac

 

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Tier 3 avoiding a Jap AI Auto Victory by Dec 42 will be challenging......

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RE: Tier 3 Ironman - 3/22/2016 2:40:08 PM   
PaxMondo


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can't wait for the tier 3 Allied AI version .... I can already see them now ... supersonic Dorniers with 8xTT each. They appear, your TF disappears, they land untouched and hoist a few schooners to celebrate.





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Post #: 92
RE: Tier 3 Ironman - 3/22/2016 2:49:01 PM   
Lowpe


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I always did well against the Dorniers.

It was taking the SRA that was very difficult. In fact, I don't think it can be done if you have a normal or even Akagi less Pearl strike.

I always thought that playing Japan in nasty nasty was much more difficult than the Allied side. Given the number of restarts for both sides backs that up.




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Post #: 93
RE: Tier 3 Ironman - 3/22/2016 5:12:34 PM   
Andy Mac

 

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<evil laugh> I think you may find this one interesting....

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RE: Tier 3 Ironman - 3/22/2016 5:16:40 PM   
Andy Mac

 

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Pax probably going to finish Jap AI before I rework Ironman for Japanese players

When I do it will be seriously impossible.


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Post #: 95
RE: Tier 3 Ironman - 3/22/2016 8:07:17 PM   
traskott


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Aaaaaaaaah!!!

Well, looks like I have not had ENOUGH Nimitz CVs to this game...

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Post #: 96
RE: Tier 3 Ironman - 3/22/2016 8:45:13 PM   
Andy Mac

 

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Muhahahah

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Post #: 97
RE: Tier 3 Ironman - 3/22/2016 8:55:11 PM   
Andy Mac

 

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Just let me know when you get to mid Jan <whistles innocently>

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Post #: 98
RE: Tier 3 Ironman - 3/23/2016 1:04:43 AM   
traskott


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18th january.....



The 38th special division.... Well.... Too much...

Well, its funny because i let IA command my troops for 20 days and THEN took the command. Ey! I only lost one carrier!!! The other thinks good,
Thanks for ask. All your scripts works perfectly and the new B5N1 is a mess...

Which i think is a MAJOR improvement is the new feature of this version. Strategically is dangerous... The allied have to develop a new set of tactics.... Or re-do the game and put some assets at the right position....

< Message edited by traskott -- 3/23/2016 1:05:48 AM >

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Post #: 99
RE: Tier 3 Ironman - 3/23/2016 3:44:19 AM   
CaptBeefheart


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I lit up three Dec 7 turns with Tier 3 and KB2 plastered Vancouver, but not Seattle. I'm guessing that's not by design. Also, as a neutral datapoint (not sure the intention), the port of Manila was untouched.

Cheers,
CC

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Post #: 100
RE: Tier 3 Ironman - 3/23/2016 8:37:33 AM   
Andy Mac

 

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Manila was deliberate otherwise allies have no toys left

Vancouver v Seattle is a 70/30 thing as too which gets hit!!

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Post #: 101
RE: Tier 3 Ironman - 3/23/2016 8:50:33 AM   
CaptBeefheart


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Vancouver getting hit is not so painful, while a Seattle attack would be soul crushing.

I'll run a few more turns and try to provide some useful feedback.

As always, thanks for your efforts, Andy.

Cheers,
CC

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Post #: 102
RE: Tier 3 Ironman - 3/23/2016 11:34:51 AM   
PaxMondo


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quote:

ORIGINAL: Andy Mac

Pax probably going to finish Jap AI before I rework Ironman for Japanese players

When I do it will be seriously impossible.



Whoo-Hoo!!!!



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Post #: 103
RE: Tier 3 Ironman - 3/23/2016 11:52:41 AM   
traskott


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Andy, u got a PM with some ideas and suggestions...

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Post #: 104
RE: Tier 3 Ironman - 3/23/2016 1:02:14 PM   
btd64


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What kind of things are you guys doing to beef up the allies?

I added a few more CV's, CA's and Destroyers. A Marine defense battalion and some improvements to about 15 or so bases. And more starting pp's and more per turn. I have been experimenting with pp's and having more doesn't mess up anything. But players can't do stupid things that wouldn't of been done historically....GP

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RE: Tier 3 Ironman - 3/23/2016 1:54:53 PM   
ny59giants_MatrixForum


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Rather than change the Allied OOB to get more toys, how about allowing the Americans to have WORKING torpedoes at start? It may not be much, but it should help somewhat.

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Post #: 106
RE: Tier 3 Ironman - 3/23/2016 2:43:20 PM   
traskott


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Working torpedos is a HUGE improvement. Andy has turned off the Manila Strike so you have a LARGE number of SS with working torpedoes from turn 1. With a bit of micromanage the damage at the IJN can be.....


Said that, working torpedoes won't save u from the Andy Evil Master Mod.

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Post #: 107
RE: Tier 3 Ironman - 3/23/2016 4:03:12 PM   
drw61


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quote:

ORIGINAL: ny59giants

Rather than change the Allied OOB to get more toys, how about allowing the Americans to have WORKING torpedoes at start? It may not be much, but it should help somewhat.


Just turn on Reliable USN Torpedoes at the start of the game, per 6.4.2.1 of the manual "no torpedoes will have dud rates higher than 10%."

This is what I did to give myself a chance against the diabolical Andy and his Ironman Tier 3

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Post #: 108
RE: Tier 3 Ironman - 3/23/2016 4:25:43 PM   
Andy Mac

 

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It wont be enough......

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Post #: 109
RE: Tier 3 Ironman - 3/23/2016 4:32:11 PM   
Andy Mac

 

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If I was going to add anything it would be more CV's maybe cancel some air/LCU withdrawals

e.g. the NZ Tank Bde make it unrestricted and not to withdraw

Activate some of the Invasion reinforcement in May or june 42 LCU's etc etc

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Post #: 110
RE: Tier 3 Ironman - 3/23/2016 4:41:07 PM   
HansBolter


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Andy,

Been observing from afar as you may remember I have strong proclivity for Babes based scenarios.

I'm hoping you'll port you tier 3 AI to your Ironman Ported to Babes scenario (#41 IIRC) in addition to the ones listed.

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Post #: 111
RE: Tier 3 Ironman - 3/24/2016 2:07:05 PM   
PaxMondo


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Hans,

his AI will work with the DBB that has the same location file as stock. The other DBB's, don't ask as when John changed the location file it would mean a complete new AI file. John knew that when he did it, but he didn't have much of a choice as he needed to consolidate slots to be able to add everything the DBB team wanted.

If you want to do it, all you have to do is:
LCU's
1. create a map of all the location changes from stock to DBB scenario.
2. add all of the new items that Andy adds to tier 3 into available slots
3. update your map with these new slots
3. search and replace each element in the AI file

Now do the same for AirGroups.

I am willing to bet that you may not have enough LCU slots to completely convert tier 3 ... John added quite a few when he redefined engr unit roles and he also added some small units. then Andy uses a lot of slots for tier 3, and in particular the IJ portion is only 2000 slots (3006 - 4999) ... converting for the tier 3 allied AI has a much better chance as there are 3000 slots allocated (5000 - 7999)

Good Luck!!!


PS: when you get it done, publish it as I am sure others will appreciate your work.

It isn't hard per se, but it is extremely tedious and takes hours and hours and hours.

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Post #: 112
RE: Tier 3 Ironman - 3/24/2016 2:13:10 PM   
HansBolter


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quote:

ORIGINAL: PaxMondo

Hans,

his AI will work with the DBB that has the same location file as stock. The other DBB's, don't ask as when John changed the location file it would mean a complete new AI file. John knew that when he did it, but he didn't have much of a choice as he needed to consolidate slots to be able to add everything the DBB team wanted.

If you want to do it, all you have to do is:
LCU's
1. create a map of all the location changes from stock to DBB scenario.
2. add all of the new items that Andy adds to tier 3 into available slots
3. update your map with these new slots
3. search and replace each element in the AI file

Now do the same for AirGroups.

I am willing to bet that you may not have enough LCU slots to completely convert tier 3 ... John added quite a few when he redefined engr unit roles and he also added some small units. then Andy uses a lot of slots for tier 3, and in particular the IJ portion is only 2000 slots (3006 - 4999) ... converting for the tier 3 allied AI has a much better chance as there are 3000 slots allocated (5000 - 7999)

Good Luck!!!


PS: when you get it done, publish it as I am sure others will appreciate your work.

It isn't hard per se, but it is extremely tedious and takes hours and hours and hours.



All this for a guy who has never even opened the editor!

I'm going to need way more than luck!

Thanks for taking the time to outline the challenges Pax.

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Post #: 113
RE: Tier 3 Ironman - 3/24/2016 2:25:31 PM   
PaxMondo


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quote:

ORIGINAL: HansBolter


Thanks for taking the time to outline the challenges Pax.

Just wanted you to have some insight into what you are asking and why Andy has repeatedly said "No". It isn't a small request, it is a "biggy".


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Post #: 114
RE: Tier 3 Ironman - 3/24/2016 5:13:34 PM   
Andy Mac

 

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Han wouldlove to but its going to be low on priority pile I still dont have final baseline scenario AI

The Tier 3 is a bit of fun to keep folks entertained

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Post #: 115
RE: Tier 3 Ironman - 3/27/2016 9:18:35 PM   
Andy Mac

 

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Spent a lot of time this weekend testing and sorting out tier 3 any feedback from anyone who has played it before I stop fiddling about with it ??

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Post #: 116
RE: Tier 3 Ironman - 3/29/2016 2:33:41 PM   
Lecivius


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Finally getting the time to load this. I assume you delete the AI files then load these to force the game to run these scripts?

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Post #: 117
RE: Tier 3 Ironman - 4/1/2016 12:42:54 AM   
Peever


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Just fired up Ironman3 to see what would happen. Well goodbye Hawaii . Major damage to the port and airfields, the aircraft were decimated so even if something can find it's way past the potholes in the runway to get airborne there will only be a handful of planes for CAP. Not to mention all invasions around the islands...

After one turn things look pretty nasty and I haven't even begun to see all the little tricks that will start popping up. I'm expecting midget subs in the Mississippi River and SNLF troops raiding Washington DC.

Perhaps this summer I'll make a make a new version of my Toybox mod and give this a go. I had a lot of fun doing that several years ago with that first Nasty scenario.

Keep up the nasty work Andy!

< Message edited by Peever -- 4/1/2016 12:44:48 AM >


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Post #: 118
RE: Tier 3 Ironman - 4/3/2016 3:04:07 PM   
btd64


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I wouldn't say "Goodbye Hawaii". In this case if you respond quickly enough, you will be fine.
Andy, the AI (scripts) seem to be going well. I'm not giving up ground unless I have to or I lose it. The PH attack this time was lame though. Didn't lose a single BB. In fact the worst damage was 32,12,17. Though I did lose one of my CV toys....GP

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Post #: 119
RE: Tier 3 Ironman - 4/3/2016 4:37:42 PM   
PaxMondo


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Andy,

Be sure that you have removed the Victoria target from the script ... it triggers the NA reinforcement package which I doubt is what you want.

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