Posts: 862
Joined: 1/8/2009 From: Devon, England Status: offline
As another "Allies vs AI" only player (so far) thats thinking about taking on the Japanese side this is a really invaluable document - many thanks for all your work in producing this.
As another "Allies vs AI" only player (so far) thats thinking about taking on the Japanese side this is a really invaluable document - many thanks for all your work in producing this.
Thanks - I haven't finalised it yet and was hoping I'd get to do that pretty soon.
Need to:
rework the airframe and engine set up for both realistic and unrealistic R&D.
Will dropbox another once (air/eng) that is completed.
Slow going due to RL stuff...
thanks
look forward to the completed doc in due course
on a slightly related subject i seem to remember some time back i was reading something about Japanese (first turn?) strategy # (more military than economic i think) - was this also something you did and if so do you have a link - i looked through the FAQ which had loads of useful stuff but didn't see anything
# and there may have been one about aircraft production and what what engines/frames to turn on/off - is this what you are going to cover?
i have just started working through your guide and applying it in game - very helpful, and can't imagine how you guys managed before Tracker - it really helps to get to know how the game works
Will dropbox another once (air/eng) that is completed.
Slow going due to RL stuff...
thanks
look forward to the completed doc in due course
on a slightly related subject i seem to remember some time back i was reading something about Japanese (first turn?) strategy # (more military than economic i think) - was this also something you did and if so do you have a link - i looked through the FAQ which had loads of useful stuff but didn't see anything
Probably not me. But I would like to suggest than now PBEM passwords can be changed that some of the more experienced players submit their first turn for analysis. I can see how they probably wouldn't like to do this, as it might reveal too much - but we could make it anonymous.
quote:
# and there may have been one about aircraft production and what what engines/frames to turn on/off - is this what you are going to cover?
Yeah - at present it is not as I want it. I started doing without realistic R&D and I think I should do that first. The info there at the moment is not good enough for me.
quote:
i have just started working through your guide and applying it in game - very helpful, and can't imagine how you guys managed before Tracker - it really helps to get to know how the game works
That's why Floyd and I started making Tracker and we're glad ppl get good use out of it.
Lastly, one thing I haven't done with the savefile and that is move engineers for port expansions. I did set some rudimentary ASW though.
Posts: 862
Joined: 1/8/2009 From: Devon, England Status: offline
Hi
Starting to get some questions now - hope its OK to post here unless you prefer a PM.
In the Day one task list theres a list of what convoys to set up - however what is the logic behind the Toyahama to Iwaki convoy as its just from one side of the same island to the other?
Starting to get some questions now - hope its OK to post here unless you prefer a PM.
In the Day one task list theres a list of what convoys to set up - however what is the logic behind the Toyahama to Iwaki convoy as its just from one side of the same island to the other?
Oops confusing spelling mistake; I meant Toyohara (Sakhalin) to Iwaki ... thanks for spotting that. [edit] Guess that makes a big difference
Post any Q's you have here ... but it is getting a bit late PM in Korea now. I will answer sometime though.
< Message edited by n01487477 -- 11/20/2011 1:38:16 PM >
Post any Q's you have here ... but it is getting a bit late PM in Korea now. I will answer sometime though.
No probs - am off to my sons now anyway for a bit of boardgaming and then to watch the Packers go to 10-0 against Tampa Bay :D
Finished for the night ... just uploaded a new version with the plane factories done - I hope. I decided to go moderately light with it and not to dictate too much. Plug in the numbers tomorrow and then do the engines.
Post any Q's you have here ... but it is getting a bit late PM in Korea now. I will answer sometime though.
No probs - am off to my sons now anyway for a bit of boardgaming and then to watch the Packers go to 10-0 against Tampa Bay :D
Finished for the night ... just uploaded a new version with the plane factories done - I hope. I decided to go moderately light with it and not to dictate too much. Plug in the numbers tomorrow and then do the engines.
OK - added another save and finished engine production as well as changing the airframe build.
Posts: 862
Joined: 1/8/2009 From: Devon, England Status: offline
Hi
A quick tracker question.
For example - if i accellerate a ship and save the game BUT do NOT end the term - should the ship show up as 'accelerated' in Tracker, or should it still say 'Normal' because the turn hasn't run. (I seem to be getting the former i.e. no immediate change to tracker)
For example - if i accellerate a ship and save the game BUT do NOT end the term - should the ship show up as 'accelerated' in Tracker, or should it still say 'Normal' because the turn hasn't run. (I seem to be getting the former i.e. no immediate change to tracker)
Should definitely show up as accelerated. Sure you're loading the right turn ?
Otherwise - I'll PM my email and you can send me the turn.
Posts: 862
Joined: 1/8/2009 From: Devon, England Status: offline
Another quick question
In the Engines section there is a column headed PI Factory Use (R&D) - what does this stand for?
And
The figures shown for the HA 35 are 514(91) - what do these numbers represent and why do i have a figure in brackets (R&D?) when its an engine thats being produced not researched
Apologies if i am asking the obvious here but its all pretty new to me
In the Engines section there is a column headed PI Factory Use (R&D) - what does this stand for?
And
The figures shown for the HA 35 are 514(91) - what do these numbers represent and why do i have a figure in brackets (R&D?) when its an engine thats being produced not researched
Apologies if i am asking the obvious here but its all pretty new to me
Maybe a quick read of this will help ... The R&D means for airframes that are not yet producing ... Look to the bottom of this page.
Posts: 862
Joined: 1/8/2009 From: Devon, England Status: offline
quote:
ORIGINAL: n01487477
quote:
ORIGINAL: sanderz
Hi
A quick tracker question.
For example - if i accellerate a ship and save the game BUT do NOT end the term - should the ship show up as 'accelerated' in Tracker, or should it still say 'Normal' because the turn hasn't run. (I seem to be getting the former i.e. no immediate change to tracker)
Should definitely show up as accelerated. Sure you're loading the right turn ?
Otherwise - I'll PM my email and you can send me the turn.
Thatwill be good news for me when i sort out what i hvae done wrong as planning was impossible before.
My properties file looks like this:-
Dir=[C:\Matrix Games\WITP_AE_MODS] I am running a babes lite mod GameType=[0] Side=[0] Password=[abc123] SaveFile=[wpae005.pws] SaveMode=[0] Header=[wpae005] TurnCycle=[1]
and i have the wpae005.pws file in the same directory
For example - if i accellerate a ship and save the game BUT do NOT end the term - should the ship show up as 'accelerated' in Tracker, or should it still say 'Normal' because the turn hasn't run. (I seem to be getting the former i.e. no immediate change to tracker)
Should definitely show up as accelerated. Sure you're loading the right turn ?
Otherwise - I'll PM my email and you can send me the turn.
Thatwill be good news for me when i sort out what i hvae done wrong as planning was impossible before.
My properties file looks like this:-
Dir=[C:\Matrix Games\WITP_AE_MODS] I am running a babes lite mod GameType=[0] Side=[0] Password=[abc123] SaveFile=[wpae005.pws] SaveMode=[0] Header=[wpae005] TurnCycle=[1]
and i have the wpae005.pws file in the same directory
And you deleted the DB before you read the turn (if you had a previous one loaded), and the savefile is definitely the one ?
Hi Damian, again great resource. I feel I have plenty of merchant shipyard points to burn right now I've been accelerating all tankers until they start bulding at the 10 threshold, I'm not a big fan of paying 3x for anything but the DDs with radar but am looking to adjust if there's are options that are better suited. Should I accelerate TKs all the way through?
_____________________________
"There’s no such thing as a bitter person who keeps the bitterness to himself.” ~ Erwin Lutzer
Hi Damian, again great resource. I feel I have plenty of merchant shipyard points to burn right now I've been accelerating all tankers until they start bulding at the 10 threshold, I'm not a big fan of paying 3x for anything but the DDs with radar but am looking to adjust if there's are options that are better suited. Should I accelerate TKs all the way through?
Sulu - I agree with you, paying the toll is a bit hard to swallow.I guess in the end it depends on your strategic situation and how many tankers you've lost.I usually accelerate until normal build and then leave them. Having said that if the enemy were bearing down and I needed to shift as much fuel/oil as possible from the SRA. I'd pay for some of the bigger ones.
Hi Damian, again great resource. I feel I have plenty of merchant shipyard points to burn right now I've been accelerating all tankers until they start bulding at the 10 threshold, I'm not a big fan of paying 3x for anything but the DDs with radar but am looking to adjust if there's are options that are better suited. Should I accelerate TKs all the way through?
Sulu - I agree with you, paying the toll is a bit hard to swallow.I guess in the end it depends on your strategic situation and how many tankers you've lost.I usually accelerate until normal build and then leave them. Having said that if the enemy were bearing down and I needed to shift as much fuel/oil as possible from the SRA. I'd pay for some of the bigger ones.
Since I haven't taken this into account I'll file this one away for later use. Thanks!!
_____________________________
"There’s no such thing as a bitter person who keeps the bitterness to himself.” ~ Erwin Lutzer
Hi Damian, again great resource. I feel I have plenty of merchant shipyard points to burn right now I've been accelerating all tankers until they start bulding at the 10 threshold, I'm not a big fan of paying 3x for anything but the DDs with radar but am looking to adjust if there's are options that are better suited. Should I accelerate TKs all the way through?
Sulu - I agree with you, paying the toll is a bit hard to swallow.I guess in the end it depends on your strategic situation and how many tankers you've lost.I usually accelerate until normal build and then leave them. Having said that if the enemy were bearing down and I needed to shift as much fuel/oil as possible from the SRA. I'd pay for some of the bigger ones.
Since I haven't taken this into account I'll file this one away for later use. Thanks!!
One other point to consider. Durability 30 tanker, 300 days to build normal/ 150 accel.. normal build = 9000HI Accel build = 13500HI
Cargo 11600 Liquid
As fuel = 5800 HI points; so 2 trips basically pays for itself on normal. 3 trips as accelerated.
As Oil = 11600*9 = 104400 fuel (paid in full) Not to say that you should be hauling Oil ... Fuel is what is needed.
Gets a bit more complex with Accel during the >dur*10 <dur*30 phase (queued)
Accel Queued + Normal build = (dur*((delay-(dur*10))/2) +(dur*(dur*10))
So the maths with a ship that has just become queued (the extreme case) queued & build time = 900 days; . 1. (30*(900-(30*10))/2) + (30*(30*10)) = 9000 + 9000 = 18000HI (3 trips) time = 600 days 2. (30*(900-(30*10))/2) + (30*3)*((30*10)/2) = 9000+13500 = 22500HI (4 trips) time = 450 days
So is it worth it? That's for you to decide...
< Message edited by n01487477 -- 11/22/2011 1:39:54 AM >
I did not know that i can downgrade my R&D factories to speed up repairs. Like A6M5 fac -> A6M3. This is nice. The .pdf is very helpful file. Many thanks.
Why that many D3A2 ? Want to go along the upgrade path to get the D5Y1 ? I wondered because you also go for the Judy. Many of your R&D plants are not used. Do you plan to increase the number of R&D plants for some planes later to speed them up ?
< Message edited by seille -- 11/22/2011 3:14:06 PM >
I did not know that i can downgrade my R&D factories to speed up repairs. Like A6M5 fac -> A6M3. This is nice. The .pdf is very helpful file. Many thanks.
Why that many D3A2 ? Want to go along the upgrade path to get the D5Y1 ? I wondered because you also go for the Judy. Many of your R&D plants are not used. Do you plan to increase the number of R&D plants for some planes later to speed them up ?
The plane build is for realistic R&D and I was just looking to get these planes early. Certainly not thinking of producing that many - as all these plants won't be allowed to produce.
My list of build would be more complete than this. I left all those R&D plants for the player to decide what they'd like to do. I don't want to dictate a complete work up on it.
This is very much a start doc, not a complete economic war plan.
Mhh, i would personally be very interested in a COMPLETE R&D plan with PDU on and realistic R&D. Especially what midwar fighters and bombers you would focuss at and how many factories you would use. And if you would invest in any late war planes like jets or completely ignore them.
Off for Thanksgiving Break, so buckled down to tweak my Japanese economic planning using your guide as a reference.
The entire guide - draft or not - is very helpful. Here are a few areas that were of particular use to me:
> R&D - after weeks of forum study, your guide and remarks finished the job. For example, while I knew that the next airframe in line (A6M2 > A6M3) could be accelerated, I did not grasp the concept that the A6M3 could be changed to the A6M3a (carrier capable) and thus be skipped entirely. Yes, very basic (but important!) stuff, your chart gave a clear visual of how to do it.
> Resource Convoys: Again, after time spent studying the forums, your explanation of Port Load and Ship Load Capacity (plus all the other listed factors) brought the whole procedure into focus - I now have an solid basis upon which to make an informed choice as to which hulls best match each port.
> What is the formula to determine "Ship Cargo Size (and Cargo / Fuel efficiency"? Yes, I am somewhat "math challenged" <sigh>.
All of what you have written has helped - immensely. Please stick with it - your audience awaits!!
A Math Wannabe, Mac
< Message edited by Mac Linehan -- 11/25/2011 10:47:33 PM >
Off for Thanksgiving Break, so buckled down to tweak my Japanese economic planning using your guide as a reference.
The entire guide - draft or not - is very helpful. Here are a few areas that were of particular use to me:
> R&D - after weeks of forum study, your guide and remarks finished the job. For example, while I knew that the next airframe in line (A6M2 > A6M3) could be accelerated, I did not grasp the concept that the A6M3 could be changed to the A6M3a (carrier capable) and thus be skipped entirely. Yes, very basic (but important!) stuff, your chart gave a clear visual of how to do it.
Hi Mac - Thanks.
Remember though because you are playing Babes Lite(iirc), there might be different upgrades according to the mod designer compared to this work up for Scen1. Best checked before proceeding.
quote:
> Resource Convoys: Again, after time spent studying the forums, your explanation of Port Load and Ship Load Capacity (plus all the other listed factors) brought the whole procedure into focus - I now have an solid basis upon which to make an informed choice as to which hulls best match each port.
> What is the formula to determine "Ship Cargo Size (and Cargo / Fuel efficiency"? Yes, I am somewhat "math challenged" <sigh>.
Cargo size is determined by the editor - so no formula (except those converted to -t)
Cargo Eff. Eff = Speed * cargo * endurance / fuel (Although I may change this to hexes.)
quote:
All of what you have written has helped - immensely. Please stick with it - your audience awaits!!
A Math Wannabe, Mac
I will continue to refine and add to, but not sure what else needs to be fleshed out as a start doc.