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RE: Reluctant Admiral 3.0

 
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RE: Reluctant Admiral 3.0 - 7/30/2011 11:45:12 AM   
FatR

 

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"Perfect War" mod? Allies should get a lot more love there as well, of course, if not if terms of reworking naval building programs and aircraft types, then production (aircraft numbers and ship dates of arrival + ships that were cancelled after the war's end, and most likely expansions for certain types). And initial preparation I think, if you are not opposed to the idea of a mod where Allies are practically expected to make a serious attempt of stopping the initial SRA offensive entirely, something that, IMO, is only viable in the stock and practically all of the mods so far if the Japanese player makes severe mistakes.

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Post #: 61
RE: Reluctant Admiral 3.0 - 7/30/2011 1:27:22 PM   
ny59giants


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You could use Port Stanley as a possible production base for Allied airframes. Put enough static devices there that it requires significant use of AKs to bring supplies there to keep some factories producing.

Most of the USA HI and LI should be damaged in the beginning and require most of the initial supply to be used to repair it. Their production should ramp up and not start with all that supply.

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RE: Reluctant Admiral 3.0 - 7/30/2011 3:24:53 PM   
SuluSea


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quote:

ORIGINAL: ny59giants



Most of the USA HI and LI should be damaged in the beginning and require most of the initial supply to be used to repair it. Their production should ramp up and not start with all that supply.

Good idea Micheal, there is just too much supply in the U.S. at the wars start and early months and plenty of tonnage to move it, the allied player will never have to worry about an operation shoestring when it comes to supply. Damaged industry could reflect production converting from peace time to wartime industry.

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RE: Reluctant Admiral 3.0 - 7/30/2011 7:44:03 PM   
John 3rd


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New Thread Opened under the tentative title of "The Perfect War."

Let us please use this Thread for feedback and issues regarding RA.

With this in mind, FatR wrote me last night saying that he thought the engineers and vehicles were too high for the Japanese side. Since Bill and I have been racing through our turns this is something I had not noticed. It appears that Stanislav is correct in what he has seen.

The background to this rests in RA where Yamamoto correctely foresees the need (from his direct writings) for more engineers and vehicles. We then bumped the numbers of these devices for any form of IJN Base Force, Engineering unit, and HQ units. Once we started on 3.0 we decided to reduce this area to the standards of Da Babes (thank you JWE) and then ADD slightly to it reflecting what we had done earlier.

It is FatR's concern that some of these units may not have been reduced before having the addition made. I hope to spend time today and/or tomorrow going through my notes (got to find them) and comparing them to what is in the database now. If wrong then they shall be corrected and an updated version will be put out.


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Post #: 64
RE: Reluctant Admiral 3.0 - 7/30/2011 7:47:36 PM   
FatR

 

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If JWE considers us serious modders (I hope so!) and I understood his words correctly, we'll need an update anyway, to accomodate the new DP guns wizardry. So, stay tuned.

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Post #: 65
RE: Reluctant Admiral 3.0 - 7/30/2011 7:48:34 PM   
John 3rd


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Nice...


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Post #: 66
RE: Reluctant Admiral 3.0 - 7/31/2011 8:21:15 PM   
SoliInvictus202


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I'd have two questions:

1) having had a look in Tracker at the Japanese Air Groups - I checked out the A6M4-J and A6M4 Zero models and Tracker didn't show me a picture - is that to be expected? (I attached a screenshot of it)

2) you're talking about some changes (I am no serious modder so I'm not sure if I understand correctly ) - will you incorporate these changes in the RA-Mod 3.0 or is this something for the new mod... - it's just that I might be starting a PBEM with the mod sometime soon (we're talking weeks or maybe months here) - and I'd wait for such a change if you still make those changes to the RA Mod....

thanks for your answer guys, much appreciated!

EDIT: forgot to attach the file




Attachment (1)

< Message edited by SoliInvictus202 -- 7/31/2011 8:38:29 PM >

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RE: Reluctant Admiral 3.0 - 7/31/2011 8:53:28 PM   
John 3rd


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RA will not change! The 3.0 is the final serious rework of the Mod. We are looking for things we've missed--such as the art for Kawachi--or screwed up--the Engineers it appears in some IJN units. These are simple changes that can be incorporated in new campaigns.

The 'Perfect War' Mod on the other thread is something totally new.

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RE: Reluctant Admiral 3.0 - 8/2/2011 1:46:13 AM   
parman72

 

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To Gary Childress. Your PM box is full. I have trying to request the Alt_Naval information.

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Post #: 69
RE: Reluctant Admiral 3.0 - 8/3/2011 1:25:19 AM   
John 3rd


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Parman: Did you need any help from the RA Team?

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RE: Reluctant Admiral 3.0 - 8/3/2011 4:12:27 AM   
parman72

 

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No, I was trying to contact Gary, but thanks for the Kawachi

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RE: Reluctant Admiral 3.0 - 8/3/2011 7:05:59 PM   
Lecivius


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FWIW, I'm seeing my Allied TT's work much better in beta.  Not perfect by any stretch, but 1 in 8 or so do go off, which is a LOT more than happened before.

Not sure if any changes were made, I'm just making an observation.

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RE: Reluctant Admiral 3.0 - 8/4/2011 6:05:12 AM   
John 3rd


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They sure APPEAR to be working better in my game with Bill. I dread ANY SS popping and attacking right now...


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Post #: 73
RE: Reluctant Admiral 3.0 - 8/4/2011 4:40:46 PM   
FatR

 

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I took a break from brainstorming the new mod to properly reduce engineers in Scen 70 and introduce double firing modes for weapons. AA or gun ratings for various ships might change as a result of this changes, and AA ratings certainly will become even less accurate in representing the real flak potential. I can post a CSV file containing full device stats if anyone interested.

The version 3.3 is available through this link:

http://www.box.net/shared/9y45vr46mh474ztetud0

Changes in TOEs and device statblocks can cause bugs when upgrading ongoing games.

John, please put the link in the first post, so that people won't load unfixed versions by an accident.

< Message edited by FatR -- 8/4/2011 4:41:12 PM >

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RE: Reluctant Admiral 3.0 - 8/4/2011 8:53:29 PM   
John 3rd


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I wish I could load it into my game will Bill but who knows what might happen. Thanks for getting that done.


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Post #: 75
RE: Reluctant Admiral 3.0 - 8/4/2011 9:47:24 PM   
FatR

 

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So, please copy-paste the link from my post above to the beginning of the thread to avoid people loading the old version and getting in the same situation. I cannot edit your posts, after all.

< Message edited by FatR -- 8/4/2011 10:02:42 PM >

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RE: Reluctant Admiral 3.0 - 8/4/2011 10:56:34 PM   
John 3rd


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Done

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Post #: 77
RE: Reluctant Admiral 3.0 - 9/19/2011 9:05:03 PM   
fcharton

 

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Hi,

I have installed the 3.3 mod, and a brief look at China shows a very beefed up KMT. Lots of chinese corps are 500+ AV, total KMT AV at game start are 44 000 (vs 20 000 in stock). On the other hand, Chinese supply and industry at game start is the same as in stock. This suggests supply situation will be very bad very fast...

Is this intended, or is there something I didn't do right while loading the game? (asking that because I did not see any mention of this change in the scenario description)

Thanks in advance
Francois

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RE: Reluctant Admiral 3.0 - 9/19/2011 9:12:21 PM   
John 3rd


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That is not correct. The Chinese SHOULD be at their normal level. Several Japanese and Chinese LCU had their experience adjusted reflecting recent fighting but their AV has not been touched. Could you please Post a screenshot? FatR may need to check this out.

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RE: Reluctant Admiral 3.0 - 9/19/2011 9:19:31 PM   
fcharton

 

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Hi John,

Here's the 81st Corps, that begins the game one hex west of Paotow. IN stock, they are 21/30% or TOE, here they are 70/100. My feeling is that the problem is linked to TOE% being maxed (for some units, apparently)

Francois




Attachment (1)

< Message edited by fcharton -- 9/19/2011 9:24:39 PM >

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RE: Reluctant Admiral 3.0 - 9/19/2011 10:02:45 PM   
John 3rd


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YIKES. I remember a long time ago with RA I accidently hit the fillout all LCU button. FatR: You had this last. Do you think you accidently hit it? This is certainly not the case in Bill and I's 3.0 Game.


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Post #: 81
RE: Reluctant Admiral 3.0 - 9/20/2011 10:14:04 AM   
FatR

 

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Oh god damn. Looks like we (or, most likely, I) screwed the pooch again, probably when correcting the numbers of construction squads/devices. John, I might still not be available to work on this in the next 2-3 days (sorry for being slow to answer your letters, BTW, the reason is the same, personal problems). Can you fix it, using the version 3.3 as a base? And explain to me how you actually set available percentage of TOE, so I won't do this again (I still thought that it is done on per-unit basis...)?

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RE: Reluctant Admiral 3.0 - 9/21/2011 11:19:37 AM   
FatR

 

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I think I figured out what happened - if a unit should be undestrength, this must be set manually for each unit in the editor, by reducing the number of devices. However indiscriminate use of the option "Update using TOE info", which, I belive, was my mistake, when I needecd to make actual units reflect changes to construction devices, sets the actual combat strength of units to its TOE!

I offer my apologies to everyone affected by this bug. The version 3.4 of Scen 70 with the fixed OOB will be available by the end of this week (I'm still not entirely free, and fixing every unit by hand is a lot of work).

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RE: Reluctant Admiral 3.0 - 9/21/2011 1:37:36 PM   
fcharton

 

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Thanks a lot, FatR !

And no rush for the update, our game hasn't begun, and we have a lot to do anyway, so chinese strategy (the part that needs those figures) can wait.

Francois, very impressed by the fast feedback he always gets...

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RE: Reluctant Admiral 3.0 - 9/21/2011 3:22:37 PM   
John 3rd


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THANKS!

Juan or JWE fixed this when I accidentally did the same thing when we first started this Mod. Is there a way to do this easily instead of one-by-one?


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RE: Reluctant Admiral 3.0 - 9/24/2011 7:08:12 PM   
SgtSwanson


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Has 3.4 been posted yet?

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RE: Reluctant Admiral 3.0 - 9/24/2011 7:15:48 PM   
Pascal_slith


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Why not set up a website through the Google system like Big B and others so it is easier to find the files to download?

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RE: Reluctant Admiral 3.0 - 9/25/2011 6:38:22 AM   
John 3rd


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We're headed that way for RA and the 'Perfect War' Mods.

FatR said he would be working to fix the issue. We've been crazy-busy so I apologize for both of us.

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RE: Reluctant Admiral 3.0 - 9/25/2011 11:31:03 PM   
FatR

 

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quote:

ORIGINAL: SgtSwanson

Has 3.4 been posted yet?

Expect it tomorrow. The cause of delay (which I thankfully noticed before posting 3.4) is that a lot more than Chinese units were affected. Lots and lots of starting Allied units or early reinforcements enter the game understrength or with various fluctuations in device lists compared to TOEs. Thankfully most of the work is complete now.

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RE: Reluctant Admiral 3.0 - 9/26/2011 5:12:22 AM   
John 3rd


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Thank You FatR!


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