Updated 30/07/2022: Bottlenecks in the Pacific v1.3b

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

Post Reply
User avatar
LargeSlowTarget
Posts: 4653
Joined: Sat Sep 23, 2000 8:00 am
Location: Hessen, Germany - now living in France

Updated 30/07/2022: Bottlenecks in the Pacific v1.3b

Post by LargeSlowTarget »

Last updated July 30, 2022

Image

For those interested in “historic” mods, I hereby present you an enhanced version of “DaBigBabes” scenario 29C.

The overall goal of my mod is to slow down the pace of the game and to add missing historic ships and units.

Some key features:

• Downsized base sizes and potential bases sizes of many bases > slows loading/unloading, requires more time-consuming construction efforts, prevents unrealistically large “monster bases“ in hostile terrain/climate, unrealistic port sizes etc.

• Added many bases and dots to CBI theater, PI, Solomons / Papua / Northeaster New Guinea / Dutch New Guinea / New Britain / Admiralty Is. / Northern Australia and Queensland areas and even Japan

• Dot bases in China have a garrison requirement for Japan which should make it much more difficult for Japan to advance deeply into China and keep the rear area under control

• Bases and dot bases throughout Asia, esp. along railroads / roads, have supply caps to represent poor transport infrastructure > bad or lack of roads, low capacity railways (as compared to the good infrastructure in CONUS for example

• Downsizing of road network in Asia

• Eliminated river crossings of the lower Jangtze River, Gulf of Martaban (north of Moulmein) and Brahmaputra (Assam Railroad) since bridges did not exist at these places until after the war > interrupts strategic movement of troops and thus slows down the railroad blitzkrieg.

• To model the “on a shoe-string” condition of the Allies in regards to military supplies at the beginning of the war and the rising production over time, many Allied light industries and resource centers start 33% - 50% damaged. No 1945 production levels from Day 1!

• Got rid of most of the “first turn movement bonus” TFs and ahistorical pre-set invasion TFs intended to help the AI – this is a no-AI scenario anyway

• Force Z starts at Singers with no orders - instead of being sent to auto-demise at the hand of Netties from Saigon). Historically it left Singers on Dec 8th so players should have the choice where to send it.

• Manila subs are not waiting to be sunk by a first-turn port strike – IMO that popular opening move is a silly “20:20 hindsight” exploit, as much as first-turn carrier hunting. Most of them are assigned to TFs – it’s an Dec 7th PM scenario and after the Clark Field strike they got orders to move or pull the plug to hide

• Lots of ships added - including hospital ships, tugs, net layers, patrol yachts, small fry - but also elimination of duplicate ships

• Ground forces OOB changes and additional units - Railroad Engineers, POW Labor units, civilians, even yummy nurses!

• Some GUI improvements to ease identification of TF types and key assets
and much more...


Please find more details about the "mod philosophy", the changelog and screenshots in the documentation.

Feel free to plunder ideas and data for your own mods. Questions and feedback welcome. Do not hesitate to point out errors, misconceptions, improvements etc.

Installation:
• Backup your files or use a fresh install / copy of the base game, preferable with Beta patch 1.8.11.26b

• Download installation files - six zip files totaling 137Mb:

https://www.dropbox.com/sh/41coc4t6h8hm ... O6p0a?dl=0

• Unzip the files into a temp folder, then copy&paste the files into the appropriate game folders: Pwhexdat into the main / root folder of the game, Scen1.3 in the SCEN folder, the four art packets into the ART folder. Overwrite = yes.


Scenario variants:
With the stock R&D model, the Japanese player can advance the availability dates of late-war plane models by several months if not years, for example flying Zero M8 and Frank-r by 1943 - this is unrealistic and a major gripe for many Allied players.

OTOH Japanese aircraft and engine production requires considerable management efforts, something which discourages many players from playing Japan.

Since the philosophy of this mod is "more historically accurate (personal bias and all)", I will try to limit the unrealistic advancement of late-war plane types.

Also, I personally do not relish the engine management part of the game.

However, since other players may prefer things as they are and want to micromanage and optimize production, I propose three scenario variants:

# Scenario 059 “Standard R&D”
- Normal engines i.e. Ha-35, Ha-45 etc. – but modded nonetheless
- all R&D factories available

# Scenario 060 “Limited R&D”
- Normal engines i.e. Ha-35, Ha-45 etc. – but modded nonetheless
- only plane models actually under R&D in Dec 1941 and only the first version of a model line has a R&D factory assigned, e.g. there is a R&D factory for the Jill B6N1, but none for the Jill B6N2 > this reduces the number of available R&D factories to just 18
- in consequence Japanese players still have some R&D capacity, but face far tougher choices
- the supernumerous R&D factories are now production factories, set to produce 0 units per month of a fictional "plane" called "R&D / Preprod setup". The JFB player can change these factories to produce airframes of new types becoming available

# Scenario 061 “Simplified Production”
- limited R&D like in Scen 060
- all Japanese plane models except those using jets, rockets and 'foreign engines' use a generic "engine" device, just like the Allied planes do > no more engine management!
- research engine factories become available at the appropriate date (e.g. the "Ha-60" becomes the "10/42" engine and the factory can be switched to produce "engine" devices in 10/42) > Samurai hono(u)r demands that engine research remain untouched, i.e. no switching of late-war factories to the earliest date available
- to offset the now easier / more efficient engine production, repair costs for engine factories have been doubled to 2000 supplies / point - so be careful not to over-extend!

Changes in v1.1:

• economy revamped - see post on page 3 of this thread
• squad numbers for "Civilians" units reduced (the defense put-up by "civilians" was too strong in v1.0)
• fixes a few pwhexdat issues concerning wrong terrain / hexsides
• fixes various glitches with wrong ship upgrade paths and wrong LCU TOEs
• adds more new ships and corrected data of existing ships
• corrections to historic ship arrival / withdrawal dates (the OOB is very inaccurate in this regard - work in progress)
• some changes to base sizes, for example further downsizing in the Aleutians west of Dutch Harbor.
• some modifications to certain plane models (stats, upgrade paths)
• as an experiment, added "depth bombs" to certain aircraft: Jake, Kingfisher, dedicated ASW versions of Ventura, Liberator, Wellington ("GR" designations)

Changes in v1.2:
• corrections of glitches introduced in v1.1 [:o]
• more corrections to ship data, e.g. class, start location and crew exp of US Coast Guard cutters - thx to Spence for the hint
• adds "Fletcher Scout" ship class equipped with a floatplane and corresponding ships and air groups - thx to m10bob for the hint
• adds aircraft weapon filters and "bomb sticks"
• corrections to plane engines: adds Ha-36 Mamoru for B6N1 Jill, K-67 now uses Ha-42
• changes to A6M Zero line: new sub-models and revised stats to reflect incremental updates of protection and armament
• payload changes to fighters, fighter-bombers and attack bombers > can now use air-to-ground rockets
• Navy/Marine PBJ and PV-2 are now classified as attack bombers
• adding "Black Cats" and SB-24 "Snooper" planes and air groups specialised in night low altitude attacks
• other minor stuff and cosmetic changes
• Introducing new glitches [:'(] see fb.asp?m=4539438 > corrected in v1. 2b scenario file above

Changes in v1.3:
• Fixed a number of database glitches introduced in previous versions, for example some Zeros having different 20mm canon models on normal range and on extended range
• Fixed SWPac HQ being "not in play" – now it is
• Added missing art file for Hashima class netlayer
• Added missing late-war IJN oiler Hario
• Added missing late-war IJN minelayers of the Minoo and Kamishima classes
• Corrected classes for oilers Kazahaya and Hayasui - Hayasui gains the missing flight deck and float planes to become a “MAC” ship
• Corrected Akitsu Maru: Was used as assault ship and aircraft ferry > can instant-convert between LSD (many troops, few planes) and AKV (few troops, many planes). Can upgrade the "flying-off platform" to full flight deck to operate Ki-76 and Ka-1, which she apparently did IRL (but ship remains LSD type, not being a full CVE)
• Corrected Nitsigu Maru: Apparently she did not have a "flying-off platform" > new class and art file. Has conversion option to become a "flight deck LSD" like Akitsu Maru.
• Corrected speed of the 4-stackers-converted-to-Banana-boats - they could make only 16kn, not 27kn.
• Modified the endurance of the Bangor and Bathurst classes, they seemed to be too short-legged in DBB
• Minor name changes of devices and units to help with "unit organization" in the game resp. working in the editor, e.g. Dutch air groups, civilians, mine devices
• Corrected USS Colorado engine damage bug which kept her stuck under shipyard repairs forever
• More corrections to ship arrival dates and locations, esp. US submarines (data from DANFS)
• Renaming of bases with "coordinates names" like “81/52" to names of existing locations within the hex area
• Major review of base sizes / potential bases sizes and supply cap values for more coherence concerning terrain type and transportation network. Supply caps also have been too generous in the previous versions of my mod IMO, they are now more in line with the "bottlenecks" philosophy.
• In this context I have added a few more bases in the Burma area to "strangle" supply flows (the necessary base slots have been taken from Russia, which usually enters the game late or not at all).
• Added the base "Namtu / Bawdwin" northwest of Lashio with a railway connection to the Mandalay-Lashio line. In the early 1900s and before World War II, the Bawdwin mine was the world’s largest source of lead and one of its main sources of silver and a major supplier of zinc. In the 1920s and 30s, it was said to be the richest mine in the British Empire. Reason enough for me to put it on the map (similar reasoning as for the Bukit Besi / Dungun base ("Iron Hill") I have added in Malaya).
• Changed the aggression stats of US sub skippers Voge and Grenfell as I feel the original values were too low. Voge made four successful patrols, was awarded the Navy Cross, the Bronze Star Medal with Combat “V”, and also received a Letter of Commendation with authorization to wear the Commendation Ribbon and Combat “V” for them, then became operations officer for COMSUBPAC - yet DBB gave him only 32 agg. Grenfell made two successful patrols, was awarded a Navy Cross and a Silver Star for them, after the war made Admiral and the only one to have been COMSUBPAC and COMSUBLANT. Yet DBB gives him only 50 agg. I have upped both into the 60s range.
• More stuff I forgot to document

***Updated scenario files 1.3a 25/11/2021 with bugfix for aircraft durability errors: https://www.dropbox.com/s/amvx5tw09mmro ... a.zip?dl=0***

***Updated PWhexedat files 1.3b 30/07/2022 fixing missing railroad in China north of Pengpu: https://www.dropbox.com/s/iul1m5rfpla7z ... b.zip?dl=0***

Cheers,
LargeSlowTarget
Attachments
startgame_1024.jpg
startgame_1024.jpg (278.4 KiB) Viewed 1882 times
Last edited by LargeSlowTarget on Sat Jul 30, 2022 9:24 pm, edited 4 times in total.
GaryChildress
Posts: 6604
Joined: Sun Jul 17, 2005 3:41 pm
Location: The Divided Nations of Earth

RE: Mod Release: Bottlenecks in the Pacific

Post by GaryChildress »

Sounds intense. I like the idea of atolls having large anchorages but lesser port facilities. I'm curious how you set that up in the game? Is anchorage size controlled by the PWHEX file?

Thanks and keep up the great work! [&o]
User avatar
Falken
Posts: 248
Joined: Wed Aug 08, 2007 4:08 pm
Location: ON, Canada

RE: Mod Release: Bottlenecks in the Pacific

Post by Falken »

I am so glad that you have finally officially put this out. Thank you.
Can't play it right now as I have 2 games going, but will set it up to look at the changes.

You've been working on this for years. Again, congratulations.
User avatar
AlessandroD
Posts: 381
Joined: Sun Dec 28, 2014 8:29 pm
Location: Italy

RE: Mod Release: Bottlenecks in the Pacific

Post by AlessandroD »

You guys are amazing [:)]

Thanks for your effort!
User avatar
Falken
Posts: 248
Joined: Wed Aug 08, 2007 4:08 pm
Location: ON, Canada

RE: Mod Release: Bottlenecks in the Pacific

Post by Falken »

Hi LST,

For the actual realism settings, you have two different set of instructions in your files.

The 049 Scenario file shows:
+ Historical First Turn on
+ December 7th Surprise off

while the word doc shows for recommended settings:
- Surprise On, Historic First Turn off

Before I start the setup, can you please confirm the settings?
Thanks, Dave...
User avatar
John 3rd
Posts: 17208
Joined: Thu Sep 08, 2005 5:03 pm
Location: La Salle, Colorado

RE: Mod Release: Bottlenecks in the Pacific

Post by John 3rd »

This is a well thought out scenario. Like a bunch of your ideas. Will load it and take a peek.

Did you try to model the Burma Monsoon any differently? The worse roads help and I like the 'ferry' idea at the rivers. Anything to slow things down for both sides...
Image

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.

Reluctant Admiral Mod:
https://sites.google.com/site/reluctantadmiral/

User avatar
LargeSlowTarget
Posts: 4653
Joined: Sat Sep 23, 2000 8:00 am
Location: Hessen, Germany - now living in France

RE: Mod Release: Bottlenecks in the Pacific

Post by LargeSlowTarget »

Thanks for the feedback!
ORIGINAL: Gary Childress
I like the idea of atolls having large anchorages but lesser port facilities. I'm curious how you set that up in the game? Is anchorage size controlled by the PWHEX file?

Hi Gary,

There is no anchorage size in the game, you can disband the entire US Navy and Merchant Marine into a 0/0 dot if you want. The port size however is limiting the number, size and total tonnage of ships that can be "docked" (i.e. tied-up along a wharf or quay) and thus loaded / unloaded without penalties.

The port sizes stand for port infrastructures, like wharfs, quays, docks (in the sense of repair docks), lifting equipment, storage space, manpower (port equipment operators, "wharfies" etc.) and such.

Stock scenarios and DBB have given what IMO are generous port sizes to many locations. Places like Ulithi, Eniwetok and Kwajalein may have had large anchorages, but port facilities were limited to non-existent. The Japanese strategy did not see any need to build fleet support bases outside Japan - the "decisive battle" was to be fought near the PI islands, close to Formosa / Home Islands - and forward bases in the Mandates were developed only for seaplanes, medium bombers and submarines. Yet stock and DBB give those locations size 3 ports, able to dock ships up to 12k tons and 24k total. In my mod I have "nerfed" port sizes.

ORIGINAL: Falken

Hi LST,

For the actual realism settings, you have two different set of instructions in your files.

The 049 Scenario file shows:
+ Historical First Turn on
+ December 7th Surprise off

while the word doc shows for recommended settings:
- Surprise On, Historic First Turn off

Before I start the setup, can you please confirm the settings?
Thanks, Dave...

Hi Dave,

Well spotted! Must be a brain-fart or fat-fingers or both. In fact you can use whatever settings you like. Initially the mod had been designed for Surprise on and Historic First Move on - in order to prevent Japanese players from conducting a second round of attacks against PH, Clark and Khota Baru (or Allied players to launch naval strikes against the Khota invasion) This is a Dec 7th PM scenario which assumes those attacks have already taken place and the historic damage has been done (e.g. the damaged Awazisan Maru off Khota). This also forces the historic initial invasion forces to leave for Bataan Is. Aparri, Vigan, Legaspi etc.

But after all, myself wants to modify the historical invasions to my taste. So in the end, it is ok to go with Surprise and First Turn off - as long as you do not use KB, the bombers on Roi-Namur, the IJN on Formosa and the IJA 3rd Air Division on turn 1. They must remain on stand-down.
ORIGINAL: John 3rd

Did you try to model the Burma Monsoon any differently?

Hi John,

The dot bases all over Burma and their supply caps (which are halved during monsoon) should make active operations in that theater more difficult.
Ian R
Posts: 3423
Joined: Tue Aug 01, 2000 8:00 am
Location: Cammeraygal Country

RE: Mod Release: Bottlenecks in the Pacific

Post by Ian R »

This is good. Very good.

Edit: Very good indeed.
"I am Alfred"
User avatar
Tanaka
Posts: 4611
Joined: Tue Apr 08, 2003 3:42 am
Location: USA

RE: Mod Release: Bottlenecks in the Pacific

Post by Tanaka »

Wow this looks really interesting! Has anyone tried a PBEM game with this mod?
Image
User avatar
dr.hal
Posts: 3406
Joined: Sat Jun 03, 2006 12:41 pm
Location: Covington LA via Montreal!

RE: Mod Release: Bottlenecks in the Pacific

Post by dr.hal »

LST, If I want to load this into a new installed separate folder, do I have to upgrade the game to include the DBB mod first? I believe you said scenario 26? I'm not sure how to proceed. Thanks for any assistance. Hal
User avatar
LargeSlowTarget
Posts: 4653
Joined: Sat Sep 23, 2000 8:00 am
Location: Hessen, Germany - now living in France

RE: Mod Release: Bottlenecks in the Pacific

Post by LargeSlowTarget »

No need to install DBB first, I have taken the DBB scenario 29, saved it as scenario 49 and then did my stuff.

My mod install file should include all necessary scenario, art and pwhexedat files.

Just download it, unzip it into a temp folder and then copy/paste the modded files to the appropriate folders.

However, your game installation needs to be at least version 1106i - in order to include the DBB art files (they have been included in this official update).

I would recommend to update to the latest official patch and even better to the latest Beta patch.
User avatar
ny59giants
Posts: 9867
Joined: Mon Jan 10, 2005 12:02 pm

RE: Mod Release: Bottlenecks in the Pacific

Post by ny59giants »

Cape Town auto CD/TFs - The game has these almost monthly device dump LCUs with some supply and fuel. If there were enough slots, I would do the same at Eastern USA and cut way back on daily supply. There really needs to be a way to slow down supplies in USA. I did this with John in RA/BTS mods to some extent with the damaged industry.
[center]Image[/center]
User avatar
BillBrown
Posts: 2335
Joined: Sat Jun 15, 2002 3:55 am

RE: Mod Release: Bottlenecks in the Pacific

Post by BillBrown »

In my BTS 2.4 game I started with a lot of damaged industry of all types, but never had any problem
with having enough supply and fuel to ship out from the West Coast.

Consider that the 60,000 supply generated at the East Coast is about 22,000,000 per year.
User avatar
Falken
Posts: 248
Joined: Wed Aug 08, 2007 4:08 pm
Location: ON, Canada

RE: Mod Release: Bottlenecks in the Pacific

Post by Falken »

If anyone uses the amazing Aircraft/Engine Planner by Kull, here is a version I just finished for LST's Bottlenecks of the Pacific.

Please note that it is based on the current version of LST's new mod, so if he makes any updates, don't forget to check the contents of this spreadsheet.

Dave...

EDIT 2017/04/23 - Added new version (name change + 1 fix)



Attachments
Japan Airf..nner LST.zip
(68.32 KiB) Downloaded 44 times
User avatar
LargeSlowTarget
Posts: 4653
Joined: Sat Sep 23, 2000 8:00 am
Location: Hessen, Germany - now living in France

RE: Mod Release: Bottlenecks in the Pacific

Post by LargeSlowTarget »

Thanks Dave - although the purpose of my experimental engine mod was to render external tools for management purposes unnecessary, that planning sheet remains useful [:)].

It also raises a point I have forgotten to update in the changelog - it says there are only six engine types, but in fact there are eight.

I forgot about the "obsolete engine" - which replaces the Ha-5, the Amakaze, the Hitachi (early) and the Kawasaki (early) engines - used mostly for planes no longer in production (like the Mary), low production airframes (like the Glen) and planes that probably never get build at all or in numbers (like the Hickory). The existing engine pool should cover requirements in most cases.

The other engine is the "foreign engine" - it is being used by the planes of the Thai airforce which are not of Japanese origin. The pool is 0 and it is self-evident the engine should not be produced, nor should the associated airframes.


While I am at it - found a glitch, location 193 RNZAF Command has as nationality Australian, should be Kiwi of course. Sorry!
Fixin
Posts: 1
Joined: Tue Dec 27, 2016 6:02 pm

RE: Mod Release: Bottlenecks in the Pacific

Post by Fixin »

Need help. How to play both sides head to head. cannot access allied side. Thanks for a great design and your help
sanderz
Posts: 864
Joined: Thu Jan 08, 2009 2:39 pm
Location: Devon, England

RE: Mod Release: Bottlenecks in the Pacific

Post by sanderz »

ORIGINAL: LargeSlowTarget


• Some GUI improvements to ease identification of TF types and key assets

Just had a read through the documentation and thought it worth pointing out some of the really great ideas and timesavers included in the short bullet point quoted above! Hard to say which is my favorite but if i had to choose then "Added 'parent tags' in front of subunit names" would be right up there [:)]
All East Coast LCU reinforcements are pre-set to strat move to San Francisco automatically


Many ground units on map on Day 1 have pre-set move orders – according to my usual opening moves (remember, this is a personal mod…) > Japanese units in the HI concentrate at Yokohama, US Army at SF, Marines at SD, Aussies at Sydney, garrison swapping in India.


Added “parent tags” in front of subunit names for easier identification of subunits belonging to same parent, e.g. “PSD 57th PS Inf RCT” indicated the Rgt is a subunit of the Philippine Scout Division, “5ID ” = 5th Infantry Division, “2TD” = 2nd Tank Division etc.


Added markers in unit names for easier visual identification of units with special attributes:
~ unit has withdrawal date
´ unit will undergo name change
> unit will undergo major TOE change (like Aussie Cav to Armor)
- Chinese 2-division Corps (as opposed to standard 3-division Corps)
* static (warlord device)
! Chinese German trained / equipped (start with Chinese “43” squads instead of “41”


“Quickstart Convoys” > created “QS” convoys to collect the merchant ships scattered around the map (got tired of the hundreds of clicks on turn 1 at each restart…). Destination is set to certain collecting points (e.g. Yokohama, Sydney, Manila, Colombo, San Francisco) for sorting out (I tend to create convoys with ships of same class or at least same speed) resp. conversion. Ships are in convoys at historic start locations, so if you have other ideas for them, you can pull the ships out. Some merchant ships are left out because intended for conversion at start base, also most warships are left out as usage will vary.


The task force icons use the same mission symbol for Transport TF, Amphibious TF and Escort TF- I have added colors to tell them apart, Amphib TF symbol is (earth-)brown, Escort symbol is grey, Transport TF stays white. I also added colors for easier identification of TFs used mostly “locally” in a base hex – blue for ASW and yellow for Local Minesweeping. Finally, the important replenishment / support TFs (AOs, AEs, ADs etc.) are black.


An amazing amount of work seems to have gone into this mod, thanks for sharing. I do have a few questions on some of the more novel and interesting new concepts that i'll post about separately.

thanks again


sanderz
Posts: 864
Joined: Thu Jan 08, 2009 2:39 pm
Location: Devon, England

RE: Mod Release: Bottlenecks in the Pacific

Post by sanderz »

ORIGINAL: Fixin

Need help. How to play both sides head to head. cannot access allied side. Thanks for a great design and your help

choose "head to head" play from the main screen

do jap turn

end turn

game switches to allied player without running the turn

do allied turn

end turn

the turn then runs as usual except you see info from both sides
sanderz
Posts: 864
Joined: Thu Jan 08, 2009 2:39 pm
Location: Devon, England

RE: Mod Release: Bottlenecks in the Pacific

Post by sanderz »


Hi LST


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.



2) How have your new rules for supply production worked out? How far into the game have you played using this mod?



3) Did you ever create the alternative version of your mod with standard engine production and standard HI / supplies production?



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.



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?


6) Regarding the section on Supply Cap House Rules i.e.

What does "SPS-size base" mean? (what does SPS stand for?) [?Something?PortSize] ???.

"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).



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?



8) I am thinking of starting a game, however are there any updates due in the next few weeks?



Many thanks, and sorry to bombard you with all these questions.
Alpha77
Posts: 2118
Joined: Fri Sep 24, 2010 7:38 am

RE: Mod Release: Bottlenecks in the Pacific

Post by Alpha77 »

SO did you change too many unit values ? I was working in a own scen (with some more bottlenecks too) based on the recent AI and "make stuff more worthwhile and scarce" threads..also added some fun plane design (mostly upgraded to exiting models, so all NOT fantasy but possible in the real WW2)

While working in the editor I also checked unit values (eg. tanks) and some were quite "strange", eg. US tanks seem to be overrated and some 43/44 squads too. Also tank destroyers had too high armor as well too high soft attack...

Will check you mod if time :)

PS:If you edited/corrected the unit values too and AA values and some more fun airplanes, I will try you mod. But I am too historic a guy to find most values others enters as wrong, mostly tanks and guns. Both versions the ORIG scens coming with the game (WAY TOO HIGH often) and the updated Andy Mac scen2 (sometimes TOO low) need re-work sadly. But it is possible these values have no big impact on the game, as I remember in JI AI game years ago I had not much problem with eg. the 43+ Allied tank units - and this must have been the original TOO HIGH values version. But this was against AI, so no real measuering stick.[8|] I just remember this early AI game was broken somehow, the Allies would not bring the big units like Brits guards tanks to the front for some reason. They bunched up in some Indian cities I found out.....never much bothered to do fighting (guess Indian tea is the best for some reason!)
Post Reply

Return to “Scenario Design and Modding”