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RE: DaBigBabes Beta errata

 
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RE: DaBigBabes Beta errata - 3/2/2011 11:50:08 PM   
Falken


Posts: 242
Joined: 8/8/2007
From: ON, Canada
Status: offline
Hi JWE,

Thanks for the latest update V08.
Quick question, is there any requirement for a specific Beta patch version, or can I still use it with the latest official release?

Thanks again,

(in reply to noguaranteeofsanity)
Post #: 361
RE: DaBigBabes Beta errata - 3/3/2011 2:48:10 AM   
oldman45


Posts: 2320
Joined: 5/1/2005
From: Jacksonville Fl
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The 10th AF HQ should come through Capetown instead of Aden. The came on a convoy that shipped out of Charleston and made some stops including Capetown prior to going to India.

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Post #: 362
RE: DaBigBabes Beta errata - 3/3/2011 6:43:47 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
Status: offline

quote:

ORIGINAL: Falken
Hi JWE,

Thanks for the latest update V08.
Quick question, is there any requirement for a specific Beta patch version, or can I still use it with the latest official release?

Thanks again,

BabesLite can be used with any official release or beta patch. Using the latest is generally a good idea, in any case.

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Post #: 363
RE: DaBigBabes Beta errata - 3/4/2011 2:38:17 AM   
RevRick


Posts: 2617
Joined: 9/16/2000
From: Thomasville, GA
Status: offline

quote:

ORIGINAL: JWE

Hi Tijanski.
The people here know the game and the scenarios very well. Have nothing to add to their take on things. These people know what's up and are even driving this to greater heights.

There is no magic, or special code for Babes. Babes uses the regular stock code and is not different. The code "allows" things that stock doesn't use, but Babes does. No magic, just some thought. So the data is different.

Don't know or care about what people complain about on the main forum. Hundreds of people have downloaded and play Babes; thousands of people have downloaded and play stock, without any issues. These hundreds and thousands do not post. The 6 or 7 screaming whiners (out of thousands) are the majority of posters so you will get a very skewed view of the game from these forums.

The game is not broken. If you believe that nonsense, then you should go elsewhere. If you like the game, then listen to what the actual players are saying. I recommed, highly, that you get a PBEM partner for one of the short scenarios and play it. Once you do that, you will be in a much better position to understand all the self-absorbed, anal-retentive, wet owl manure that appears on the main forum.

Ciao. John


John, you owe me a keyboard for that line. I had just sipped a mouthful of coffee. And you're lucky it's just the keyboard... the screen isn't much farther away!!!

Yoiks, and away!!!!


_____________________________

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(in reply to JWE)
Post #: 364
RE: DaBigBabes Beta errata - 3/6/2011 4:09:43 PM   
Falken


Posts: 242
Joined: 8/8/2007
From: ON, Canada
Status: offline
Hi JWE,

I had 2 games going, 1 wth the ugprade BabesLite V08, and one was with BigBabes V04.
Being the moronic self that I am, I have accidently deleted my Save game, and my backup for the DBB V04 game (don't ask,, it's pretty embarassing already... :) ).

Anyway, quick 2 questions before I get too far in the DBB re-start. since Bableslite went through a small upgrade from V07 to V08, is the same about to happen to V04 of DBB, and if so, should I wait, or will I be able to upgrade cleanly from V04 by answering "Y" to the "Update Database Changes" when it first loads?

Second, I've noticed that with both my games, when I ugprade to the latest Beta, an UpdateReport file is created in the main SAVE directory, which seems to incidate changes that the beta has made to some of the units. Is this ok? and is there anything to worry about? BTW (i've tried the new BETA on other official scenarios, and the same type of UpdateReport is generated, but I just want to make sure that this is expected, and normal).

thanks
also, I will now backup my games on a mem stick as well (should have done that to begin with.... ugh... rookie mistake)

(in reply to RevRick)
Post #: 365
RE: DaBigBabes Beta errata - 3/6/2011 7:04:36 PM   
Herrbear


Posts: 883
Joined: 7/26/2004
From: Glendora, CA
Status: offline

quote:

ORIGINAL: LargeSlowTarget


quote:

ORIGINAL: stuman

quote:

Thanks for the warning regarding possible problems with off-map TFs - I intended to use this feature to "make appear" the German Armed Merchant Raiders Thor and Michel, which both met their fate in the PTO.


That sounds interesting. Would you mind sharing when/if you get those modded ?


Np - just drop me a PM with your mail address.

Here's a teaser:






Just curious. Did you ever get those modded? If you did, would you mine sharing the information? THank you.

(in reply to LargeSlowTarget)
Post #: 366
RE: DaBigBabes Beta errata - 3/8/2011 2:10:17 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
Status: offline

quote:

ORIGINAL: Falken
Hi JWE,

I had 2 games going, 1 wth the ugprade BabesLite V08, and one was with BigBabes V04.
Being the moronic self that I am, I have accidently deleted my Save game, and my backup for the DBB V04 game (don't ask,, it's pretty embarassing already... :) ).

Anyway, quick 2 questions before I get too far in the DBB re-start. since Bableslite went through a small upgrade from V07 to V08, is the same about to happen to V04 of DBB, and if so, should I wait, or will I be able to upgrade cleanly from V04 by answering "Y" to the "Update Database Changes" when it first loads?

No, not for a while. It will be mostly nits and grits stuff and won't have any effect on gameplay. It should update cleanly to ongoing games in any case .
quote:

Second, I've noticed that with both my games, when I ugprade to the latest Beta, an UpdateReport file is created in the main SAVE directory, which seems to incidate changes that the beta has made to some of the units. Is this ok? and is there anything to worry about? BTW (i've tried the new BETA on other official scenarios, and the same type of UpdateReport is generated, but I just want to make sure that this is expected, and normal).

thanks
also, I will now backup my games on a mem stick as well (should have done that to begin with.... ugh... rookie mistake)

Yep. Expected and normal.

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Post #: 367
RE: DaBigBabes Beta errata - 3/12/2011 4:13:27 PM   
JWE

 

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Joined: 7/19/2005
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Found a couple minor burps in some of the Japanese Penetration values. No big deal, since the JP 6" guns can penetrate the majority of Brit 6" CLs, but not a Brooklyn, now. What is does do, though, is allow the little weenie 14cm's a nominal belt penetration of Ontarios, Swiftsures, and Fijis (belt = 90), and gives an enhanced random for penetration of Atlantas (belt = 93). Still can't do squat against a Brooklyn, Southampton, or Edinburgh, though. The true 6"ers (15cm) can now penetrate the belt on everything but a Brooklyn at nominal engagement ranges.

Was a math error (my bad) and the fix will look like this:
15.5cm/60 3YT, Pen was 222, should be 231.
15cm/50 41YT (Single), Pen was 86, should be 114.
15cm/50 41YT (Twin), Pen was 86, should be 114.
14cm/50 3YT (All), Pen was 86, should be 91.

One other teensy change that don't do squat, but should get included just to make things uniform:
12cm/45 10YT, Pen was 47, should be 52.
12cm/45 3YT, Pen was 47, should be 52.

These will get updated in Babes and BabesLite, but thought ya'll might want to see it and tweak it your own selves, early.

Once again, everything was cranked through Nathan Oakun's program (uniformity and consistency), and got some additional help from the wonderful people at NavWeaps.com.

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Post #: 368
RE: DaBigBabes Beta errata - 3/12/2011 4:41:23 PM   
oldman45


Posts: 2320
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From: Jacksonville Fl
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Should the CD guns also be upgraded?

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Post #: 369
RE: DaBigBabes Beta errata - 3/12/2011 5:51:10 PM   
JWE

 

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Joined: 7/19/2005
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quote:

ORIGINAL: oldman45
Should the CD guns also be upgraded?

Good question. Not looking to update equivalent CD guns at this time, though. The CD fire thingy is in a different combat module, so not sure of how appropriate the NavCom data is to CD guns.

There seem to be some blivets in the defensive CD fire area, so that's something we will be looking at next. Don't want to dork with it in the meantime, since we won't know what we are doing yet. Best to leave CDs as they are just now. But we will be smiling and dialing on this particular aspect.

Ciao.

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Post #: 370
RE: DaBigBabes Beta errata - 3/13/2011 5:10:48 PM   
JWE

 

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Joined: 7/19/2005
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Woof !! Good thing we waited. Finding some very interesting things, and getting a handle on CD vs Nav vs DP vs AA stats as a function of the different combat modules. Couple things are in the "can't get there from here" arena, but think that "almost" everything can get unified.

Biggest witch is the DP guns, since their stats have to work within both the AAA and NavCom combat modes. Configuring for AAA tends to skew the NavCom part, but there aren't too many of these and they tend to be in the smaller calibers (3 to 5 inch), so configuring for AAA and letting NavCom fall where it may seems to be a reasonable compromise. True CD guns, however, can be tweaked in accord with the CD fire mode and we are getting very close to having a satisfactory algorithm.

Yeah, woof !! Ciao.

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Post #: 371
RE: DaBigBabes Beta errata - 3/14/2011 5:50:28 AM   
vettim89


Posts: 3615
Joined: 7/14/2007
From: Toledo, Ohio
Status: offline
To the team I have a couple of quick questions

1. It seems that the mod is continueing to evolve. Just wondering where the current availabel versions fall vs some of the most recently discussed changes. If I downloaded the version on the links, how far back does that go as far as changes?

2. Are the changes discussed as far as cargo capacity in the economic thread going to become part of the DaBabes mod universally or is that just for Economic Mods?


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Post #: 372
RE: DaBigBabes Beta errata - 3/14/2011 2:32:55 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
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quote:

ORIGINAL: vettim89
To the team I have a couple of quick questions

1. It seems that the mod is continueing to evolve. Just wondering where the current availabel versions fall vs some of the most recently discussed changes. If I downloaded the version on the links, how far back does that go as far as changes?

Current versions:
DaBigBabes v04 - 10/29/10
BabesLite v08 - 03/02/11
have all the fundamental changes. They all have the sub split-tubes, the AAA tweaks, the ASW tweaks, everything. These were also in BabesLite v07 - 10/29/10. The latest BabesLite is just a collection of typo corrections, error fixes, that sort of thing.

It's not actually evolving any more, just getting some data elements working more smoothly together. I believe we have a good handle on what can and cannot be easily and seamlessly updated. These things include updates to "certain" data fields in the Device file and "certain" data fields in the Class file. Those are the only data fields that will be tweaked if we come up with something worth doing for CD guns. We try and post any tweaks we find, in real time, so people can make the changes themselves instead of waiting for an update. Changes made to most of the Device data fields update cleanly into ongoing games, so there will be no issue.

quote:

2. Are the changes discussed as far as cargo capacity in the economic thread going to become part of the DaBabes mod universally or is that just for Economic Mods?

They are primarily for Spidey's econ mod. We will offer an alternative Class file that includes these, so people who want to get gnarly can play it. But it will be an alternative Class file (something like wpc028alt.dat). Nominal Babes will still use the regular Class file with the regular cargo caps.

Unfortunately, the cargo cap field is NOT one of those that seamlessly update to ongoing games; a ship in mid ocean carrying 5000 tons of stuff would probably have to barf if its cargo cap was reduced to 3000. So it's a restart kinda thing. Thought having alternative files would be a better approach than just arbitrarily changing cargo caps.

Ciao.

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Post #: 373
RE: DaBigBabes Beta errata - 3/15/2011 8:07:19 AM   
LargeSlowTarget


Posts: 4443
Joined: 9/23/2000
From: Hessen, Germany - now living in France
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quote:

ORIGINAL: Herrbear


quote:

ORIGINAL: LargeSlowTarget

[SNIP]




Just curious. Did you ever get those modded? If you did, would you mine sharing the information? THank you.



Yes, I have included Michel and Thor in my personal mod. They do appear as TFs in the Indian Ocean, since off-base movement seems to be Allies only.

I gladly share them with anyone interested - just drop me a PM with your email address.

For the records - other changes include:
- added sailing ship Pamir (NZ war prize)
- changed/added (dot) bases in Australia/PNG/Solomons area (locations used as PT bases like Tufi, airbases like Gusap, invasion sites like Wide Bay etc.), downsizing of potential base sizes (to slow ops / increase shipping bottleneck)
- teleported units / reinforcements now appear in CONUS / off-map (more strain on shipping), minor OOB changes and additions (8th Mil. District + attached units)
- crude and experimental "economic mod" in order to model Allied shoestring conditions at the beginning and rising production over time: many Allied factories / ressources start at 50%-66% damaged, need to import ressources from map / off-map areas

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Post #: 374
RE: DaBigBabes Beta errata - 3/15/2011 1:48:03 PM   
Don Bowen


Posts: 8183
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From: Georgetown, Texas, USA
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Love to see a list of your new bases (and their map locations)....

(in reply to LargeSlowTarget)
Post #: 375
RE: DaBigBabes Beta errata - 3/15/2011 2:42:52 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
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Me too.

Have seen a lot of neat suggestions and am considering a DBB Scen030 (Spidey, John, if this number conflicts, please scream). It will have the map/pwhex tweaks done for the DEI scen, the bases that it allows (Subic, Pahat, Kluong, etc..), the redistribution of some LCU at-start locations to populate those bases. Also looking very closely at Spidey and LST's early war factory/resource ramp up and some of their dot bases. Will likely stick the reduced cargo caps in this one.

Don't want to tweak the economy stuff, don't really what I'm doing there, so I'll leave that to Spidey. But a DBB Scen030 might be a real nasty gut-check kinda logistical nightmare for both sides, without getting too far from the original. Like a training wheels scenario for Spidey's. Ya'll think this would be worthwhile?

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Post #: 376
RE: DaBigBabes Beta errata - 3/15/2011 2:48:30 PM   
LargeSlowTarget


Posts: 4443
Joined: 9/23/2000
From: Hessen, Germany - now living in France
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75/123 Bathurst I. > former Bathurst I. at 76/123 now Melville I.
69/124 Mungalalu-Truscott
10/124 Drysdale Mission+
75/125 Batchelor
76/127 Pine Creek-MacDonald
81/127 Millingimbi
91/129 Bomaga
84/108 Kebar
85/110 Moemi
87/110 Western Biak
88/110 Mokmer > not the correct location according to map art, but had to compromise with next base
87/111 Owi / Mios Woendi > former Biak I.
88/112 Yapen
100/119 Manus I. > former Manus at 101/119 now Los Neros I.
105/126 Open Bay
106/126 Wide Bay
98/124 Gusap > moved Madang to 98/122 and Hansa Bay to 97/121 in order to maintain approx. distance Gusap-Madang
99/128 Morobe
98/129 Kokoda+
99/130 Dobadura#
100/130 Oro Bay / Ponagi
100/131 Tufi / Wanigela
101/132 Raba-Raba*
100/133 Bona-Bona*
99/132 Hood Point
102/134 Samarai I.
111/135 Vangunu > represents Segi Pt. air strip / Viru Harbor / Wickham Anchorage

Sources: Morison and other books, http://www.pacificwrecks.com/ and various other websites, Google Earth

+ prewar air strips > size (1/0) >> Kokoda 100% damaged
# would like to suppress the PM-Buna trail through this hex but this is beyond the editor
* not historic sites, but potentially so > "stepping stones" for barge traffic from PM to Milne


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Post #: 377
RE: DaBigBabes Beta errata - 3/15/2011 9:02:31 PM   
treespider


Posts: 9796
Joined: 1/30/2005
From: Edgewater, MD
Status: offline

quote:

ORIGINAL: JWE

Me too.

Have seen a lot of neat suggestions and am considering a DBB Scen030 (Spidey, John, if this number conflicts, please scream). It will have the map/pwhex tweaks done for the DEI scen, the bases that it allows (Subic, Pahat, Kluong, etc..), the redistribution of some LCU at-start locations to populate those bases. Also looking very closely at Spidey and LST's early war factory/resource ramp up and some of their dot bases. Will likely stick the reduced cargo caps in this one.

Don't want to tweak the economy stuff, don't really what I'm doing there, so I'll leave that to Spidey. But a DBB Scen030 might be a real nasty gut-check kinda logistical nightmare for both sides, without getting too far from the original. Like a training wheels scenario for Spidey's. Ya'll think this would be worthwhile?



Definitely worthwhile...

witpqs and I have started up our test-drive of the mod... darby seems to have some positive feedback so far even though the mod isn't designed for AI play...although I think he is doing a H2H.



_____________________________

Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

(in reply to JWE)
Post #: 378
RE: DaBigBabes Beta errata - 3/15/2011 9:03:41 PM   
treespider


Posts: 9796
Joined: 1/30/2005
From: Edgewater, MD
Status: offline

quote:

ORIGINAL: LargeSlowTarget

75/123 Bathurst I. > former Bathurst I. at 76/123 now Melville I.
69/124 Mungalalu-Truscott
10/124 Drysdale Mission+
75/125 Batchelor
76/127 Pine Creek-MacDonald
81/127 Millingimbi
91/129 Bomaga
84/108 Kebar
85/110 Moemi
87/110 Western Biak
88/110 Mokmer > not the correct location according to map art, but had to compromise with next base
87/111 Owi / Mios Woendi > former Biak I.
88/112 Yapen
100/119 Manus I. > former Manus at 101/119 now Los Neros I.
105/126 Open Bay
106/126 Wide Bay
98/124 Gusap > moved Madang to 98/122 and Hansa Bay to 97/121 in order to maintain approx. distance Gusap-Madang
99/128 Morobe
98/129 Kokoda+
99/130 Dobadura#
100/130 Oro Bay / Ponagi
100/131 Tufi / Wanigela
101/132 Raba-Raba*
100/133 Bona-Bona*
99/132 Hood Point
102/134 Samarai I.
111/135 Vangunu > represents Segi Pt. air strip / Viru Harbor / Wickham Anchorage

Sources: Morison and other books, http://www.pacificwrecks.com/ and various other websites, Google Earth

+ prewar air strips > size (1/0) >> Kokoda 100% damaged
# would like to suppress the PM-Buna trail through this hex but this is beyond the editor
* not historic sites, but potentially so > "stepping stones" for barge traffic from PM to Milne




IIRC AB designed Buna to include Dobadura...send me a PM and I'll talk to you about the trail hex.

_____________________________

Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

(in reply to LargeSlowTarget)
Post #: 379
RE: DaBigBabes Beta errata - 3/16/2011 12:32:25 AM   
Don Bowen


Posts: 8183
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From: Georgetown, Texas, USA
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10/124 Drysdale Mission+


????? 10/124 does not look right. Is it 70/124??

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Post #: 380
RE: DaBigBabes Beta errata - 3/16/2011 7:21:35 AM   
LargeSlowTarget


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From: Hessen, Germany - now living in France
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Yes, typo. Was at work and had to be quick... 

It's also "Los Negros" not "Los Neros"

< Message edited by LargeSlowTarget -- 3/16/2011 7:23:35 AM >


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Post #: 381
RE: DaBigBabes Beta errata - 3/22/2011 8:35:49 PM   
JWE

 

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Found some little things on CD guns (both sides) that might be worth slicking up, if for no other reason than to keep me and jeremy from getting irritated .

There is one thing, however: some CD guns have armor values (presumably the barbette versions). But the CD defense LCUs also have intrinsic fort values, and many are in Bases with fort levels of their own. So there's 3 different nested levels of protection that tend to make ALL CD guns of > than a certain size practically invulnerable. Makes for a bit of imbalance.

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Post #: 382
RE: DaBigBabes Beta errata - 3/22/2011 9:23:25 PM   
vettim89


Posts: 3615
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From: Toledo, Ohio
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quote:

ORIGINAL: JWE

Found some little things on CD guns (both sides) that might be worth slicking up, if for no other reason than to keep me and jeremy from getting irritated .

There is one thing, however: some CD guns have armor values (presumably the barbette versions). But the CD defense LCUs also have intrinsic fort values, and many are in Bases with fort levels of their own. So there's 3 different nested levels of protection that tend to make ALL CD guns of > than a certain size practically invulnerable. Makes for a bit of imbalance.


Which explains why the Saipain Naval fortress is so hard to deal with in game?

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Post #: 383
RE: DaBigBabes Beta errata - 3/22/2011 9:49:25 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
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quote:

ORIGINAL: vettim89
Which explains why the Saipain Naval fortress is so hard to deal with in game?

I don't know, really; perhaps that is so. Gotta look really hard at a poopload of code. Darn good point vettim.

But on the other hand you get Ft Drum. Now, Ft Drum's fort level can't get cut unless somebody hits the hex with Engs, so it should be ok with nothin but net (forts). But it depends on the hex where it's located. If bataan, Ft Drum loses fort points as the Bataan garrisson looses them. My personal opinion (this being a game and all) is to let Ft Drum live or die with Bataan's fort level and screw the CD armor stuff. That will help supression of the Saipain Naval fortress and frankly, even help keep Singapore from being this uber BOLO. Don't much care what Mike Scholl says, the mere existance of CD guns did not obviate ops in that area. They could be (and were) supressed and it's about damn time we let let them. Think this is worth looking at.

[ed] that was a joke btw Mike. You are, after all, Bwana CD
Ciao. J

< Message edited by JWE -- 3/23/2011 1:08:05 PM >


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Post #: 384
RE: DaBigBabes Beta errata - 3/27/2011 4:10:23 PM   
JWE

 

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Ok, time for a face-lift/update for DaBigBabes. Tweaked CD guns and also tweaked (unified) bombardment values for naval guns on both sides so they are similar. New stuff is in Device file only, so it updates to ongoing games seamlessly (he said shamelessly). Few other error corrections here and there, but nothing much to write home about.

Also added a couple sub-folders to the zip that incorporate some of the map/base/location tweaks done for the DEI scenario and some of the recent econ thinking. Turns out there’s 3 versions that can be implemented, with very minimal adjustments; just substitution of one or two particular files depending on which version one wants to play.

BigBabes-A – Standard map art, standard pwhexe, standard BigBabes everything.
BigBabes-B – Modified map art (PI and Malaya), modified pwhexe, extra Bases, modified start locations for some units.
BigBabes-C (TheKillerBabies) – All of BigBabes-B plus reduced cargo capacities and elimination of Refinery Sup Out.

All the differences are modular and one can mix and match to one’s hearts content. BB-B just requires the modified map art and pwhexe, and the rename and substitution of the wpl028B.dat file.

BB-C, (including BB-B) just needs the modified map art and pwhexe, and the rename and substitution of the wpl028B.dat file and rename and substitution of the wpc028C.dat and wpd028C.dat files. BB-C (without BB-B) just needs the rename and substitution of the wpc028C.dat and wpd028C.dat files.

So one gets the base scenarios (28 and 29), an alternate locations file for each, an alternate class/device file for each, and of course the new map stuff.


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Post #: 385
RE: DaBigBabes Beta errata - 3/27/2011 8:11:05 PM   
treespider


Posts: 9796
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From: Edgewater, MD
Status: offline
Will these be uploaded here, or can will they be placed elsewhere?

_____________________________

Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910

(in reply to JWE)
Post #: 386
RE: DaBigBabes Beta errata - 3/27/2011 9:01:23 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
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quote:

ORIGINAL: treespider
Will these be uploaded here, or can will they be placed elsewhere?

Yes, I'll update all the stuff and the instructions, here.

I wouldn't mind if it was also placed elsewhere. Hesitated for a long time because I didn't want to hassle a webmaster with updates and version numbers, and all that stuff, but think DaBigBabes is quite stable now and won't be seeing anything new for a long time.

So I'll be quite uppity, and forward, and say if you are offering to host it, I would be most pleased.

Ciao. J

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Post #: 387
RE: DaBigBabes Beta errata - 3/28/2011 11:46:17 AM   
LargeSlowTarget


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From: Hessen, Germany - now living in France
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Dobadura SPS air = 1

Buna SPS air = 6

Shouldn't that be the other way round?

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(in reply to JWE)
Post #: 388
RE: DaBigBabes Beta errata - 3/28/2011 1:58:16 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
Status: offline

quote:

ORIGINAL: LargeSlowTarget
Dobadura SPS air = 1

Buna SPS air = 6

Shouldn't that be the other way round?

Beats the heck out of me. I didn't mess with Buna so it's same as it ever was. Have no idea what the numbers for Dobadura should be. It's nasty terrain so AB says low SPS. I know it had squat early on and a fighter strip and a transport strip in '43, beyond that, I'm clueless.

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(in reply to LargeSlowTarget)
Post #: 389
RE: DaBigBabes Beta errata - 3/28/2011 2:22:28 PM   
herwin

 

Posts: 6059
Joined: 5/28/2004
From: Sunderland, UK
Status: offline
I'd be happy to set up a website for it like I ran for RHS.

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Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com

(in reply to JWE)
Post #: 390
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