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DaBabies Fleet Advance Base Force

 
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DaBabies Fleet Advance Base Force - 1/17/2012 7:46:56 PM   
Gunner98

 

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Playing DaBabies with stacking limits against VH Jap AI.

Just received my 2nd Fleet Advance Base Force and am looking for advice on where to put it: They are massive 13,000 stacking Cost but with 432 Nav support, 72 Aviation support and 36 Shore Party they help out a lot.

I put the first one into Noumea and have had stacking problems ever since - got me to accelerate things in the Solomons - so not all bad. The problem is that they are too big to put at advance bases like Tulagi which only has an SL of 25K but bigger places (Townsville for instance) have a big enough port that they don't need too much help.

The different levels of Engr support in DaBabies is a great twist, just trying to figure out how best to use them. Any advice from the pros?

B
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RE: DaBabies Fleet Advance Base Force - 1/18/2012 1:37:27 AM   
vettim89


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That is what JWE would call a Lion. The Port Advance BF is a Cub. Historically the first Lion went to Manus I beleive (Admiralties on AE map). Second one went to Guam IIRC. Noumea should be an unlimited stacking base. Seems odd you are having problems there

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RE: DaBabies Fleet Advance Base Force - 1/18/2012 5:54:00 AM   
Gunner98

 

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Thanks - Manus could be a while yet then.

Playing with the Extended map and stacking limit mod - every base has an SL. Makes it interesting, you need to stage your big moves much farther back. You also need to balance your construction engineers with your base forces - having them all there at the same time makes bases bulk out quickly. Historically the USMC units staged our of NZ and not Noumea, probably for this reason I guess - well that's where I put them. Also make all of those USMC defence Bns very useful because you need to pull the assault forces out quickly to make room for engineers, having them sit and prep for the next objective while in a forward base is, well - a waist of space. Even PH is limited, an SL of 170K sounds big but you can max it out if your not careful.

B

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RE: DaBabies Fleet Advance Base Force - 1/18/2012 6:44:41 AM   
witpqs


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quote:

ORIGINAL: vettim89

That is what JWE would call a Lion. The Port Advance BF is a Cub. Historically the first Lion went to Manus I beleive (Admiralties on AE map). Second one went to Guam IIRC. Noumea should be an unlimited stacking base. Seems odd you are having problems there


When you play with the new stacking limits there are no unlimited bases!

(in reply to vettim89)
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RE: DaBabies Fleet Advance Base Force - 1/18/2012 7:38:28 AM   
CaptBeefheart


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Sounds like this stacking adds a whole new dimension to this game by requiring a lot more long-term logisitical planning. I was thinking my guys weren't getting great R&R between battles like in OZ or Kiwiland as in history (or Russell/Pavuvu--OK, not all rear areas were great).

Cheers,
CC

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RE: DaBabies Fleet Advance Base Force - 1/18/2012 12:52:11 PM   
ckammp

 

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Actually, the fact the DaBabes team felt the necessity of adding stacking limits to their mod is a sad commentary on what has become of AE.

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RE: DaBabies Fleet Advance Base Force - 1/18/2012 1:57:29 PM   
witpqs


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quote:

ORIGINAL: ckammp

Actually, the fact the DaBabes team felt the necessity of adding stacking limits to their mod is a sad commentary on what has become of AE.


I'm not really sure what you mean. First off, the stacking limits are fully supported in the code (added during the Beta). Second, as I understand it stacking limits are one of those things they wanted to code in but simply didn't have resources considering all the other changes. Third, these stacking limits are totally optional, even to the point where you need to load an alternate set of pwhex files.

So, being totally optional, how could they be "a sad commentary on what has become of AE"?

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RE: DaBabies Fleet Advance Base Force - 1/18/2012 2:52:02 PM   
ckammp

 

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quote:

ORIGINAL: witpqs

quote:

ORIGINAL: ckammp

Actually, the fact the DaBabes team felt the necessity of adding stacking limits to their mod is a sad commentary on what has become of AE.


I'm not really sure what you mean. First off, the stacking limits are fully supported in the code (added during the Beta). Second, as I understand it stacking limits are one of those things they wanted to code in but simply didn't have resources considering all the other changes. Third, these stacking limits are totally optional, even to the point where you need to load an alternate set of pwhex files.

So, being totally optional, how could they be "a sad commentary on what has become of AE"?



Stacking limits were added for one reason only - to curb some of the rampant abuses of the game code which are now commonplace in AE.

When AE first came out, it was the best historical simulation of WWII in the Pacific available. Today, thanks to the alt-history, anything-goes mob that controls this forum and the future development of AE, the game is a free-for-all between two equal teams, on called "Japan" and one called "Allies". It bears less resemblance to real history than does the movie "Pearl Harbor", and is even less playable than that movie is watchable.

And no, stacking limits are not in any of the beta patches, it is a DaBabes option only.

Speaking of options, it is the player's option to decide how many LCUs are in a hex. No one is forced to create huge mega-stacks; so, again, why are code-changing "options" like stacking limits necessary?

(in reply to witpqs)
Post #: 8
RE: DaBabies Fleet Advance Base Force - 1/18/2012 3:35:27 PM   
witpqs


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No one forces players to stack high. And no one forces anyone to use stacking limits. You ask why stacking limits are "necessary" but also acknowledge that stacking limits are optional.

Should stacking limits on airfields be removed just because nothing forces players to over-stack airfields? No, because it was explained that players are expected to over-stack airfields at various times and the limits provide the operational penalties for doing so. Likewise with ground stacking at bases that was introduced with the original release. Nothing forces players to over-stack a small island, and nothing forces a player to invade that small island with forces above the stacking-limit. But just like in real life the commanders had the freedom to do that and pay the price it took to do it, the players are given the option to do that and the limits provide the operational penalties for doing so.

It's the same with the new, optional, stacking limits outside of bases. If you choose to stack over the limits then you pay the operational penalty.

But the real thing is that the stacking limits are not even built into the scenarios themselves. They are in a separate set of pwhex files. If the game (Beta releases past a certain version) sees the stacking limits in the pwhex files installed, it uses them. If it doesn't see them, it doesn't use them. So you can play any scenario with or without the optional stacking limits. They don't even require the newer, optional expanded map as there is a version of the modified pwhex files for the standard map.

The real issue you seem to have is:
quote:

...so, again, why are code-changing "options" like stacking limits necessary?

First the "code-changing" complaint. It's an option. What is so offensive to you about other people having options for them to choose to use or not?

Why are stacking limits necessary? Nothing is necessary. You and your opponent can agree on anything you want instead, or not - your choice. And that doesn't affect which scenario you choose, because the stacking limits are not built into the scenario, they are in the pwhex files.

I'm not going to get into defending why some players want to use things like stacking limits.

The stuff about an alt-history mob controlling both this forum and future AE development is so utterly without foundation in fact that it's wacko and I won't comment further on it.

(in reply to ckammp)
Post #: 9
RE: DaBabies Fleet Advance Base Force - 1/18/2012 4:22:01 PM   
ckammp

 

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quote:

ORIGINAL: witpqs

No one forces players to stack high. And no one forces anyone to use stacking limits. You ask why stacking limits are "necessary" but also acknowledge that stacking limits are optional.

Should stacking limits on airfields be removed just because nothing forces players to over-stack airfields? No, because it was explained that players are expected to over-stack airfields at various times and the limits provide the operational penalties for doing so. Likewise with ground stacking at bases that was introduced with the original release. Nothing forces players to over-stack a small island, and nothing forces a player to invade that small island with forces above the stacking-limit. But just like in real life the commanders had the freedom to do that and pay the price it took to do it, the players are given the option to do that and the limits provide the operational penalties for doing so.

It's the same with the new, optional, stacking limits outside of bases. If you choose to stack over the limits then you pay the operational penalty.

But the real thing is that the stacking limits are not even built into the scenarios themselves. They are in a separate set of pwhex files. If the game (Beta releases past a certain version) sees the stacking limits in the pwhex files installed, it uses them. If it doesn't see them, it doesn't use them. So you can play any scenario with or without the optional stacking limits. They don't even require the newer, optional expanded map as there is a version of the modified pwhex files for the standard map.

The real issue you seem to have is:
quote:

...so, again, why are code-changing "options" like stacking limits necessary?

First the "code-changing" complaint. It's an option. What is so offensive to you about other people having options for them to choose to use or not?

Why are stacking limits necessary? Nothing is necessary. You and your opponent can agree on anything you want instead, or not - your choice. And that doesn't affect which scenario you choose, because the stacking limits are not built into the scenario, they are in the pwhex files.

I'm not going to get into defending why some players want to use things like stacking limits.

The stuff about an alt-history mob controlling both this forum and future AE development is so utterly without foundation in fact that it's wacko and I won't comment further on it.




The issue is that no one forces players to create huge mega-stacks of LCUs, they do it anyway.
And then the player moves his mega-stack around, attempting to crush anything in his way. So his opponent creates his own mega-stack, and they fight it out.
And it creates, of course, combat results that are nothing like historical results, and which neither player agrees with; in short it breaks the code.
However, rather than admit it was their fault for creating the a-historical mega-stacks, the players come running to the forum, loudly crying that "The game is borked, and someone should do something about it!"
And then the code is obliging changed to appease the whiners, often immediately and with no consideration for any long-term effects.

It was to prevent these situations that DaBabes was forced to include stacking limits; and it's a pretty sad situation when a mod has to include limits to prevent selfish players from abusing the game.

As for the alt-history, anything-goes mob - it is fairly obvious who controls what is put out in the beta patches.

(in reply to witpqs)
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RE: DaBabies Fleet Advance Base Force - 1/18/2012 4:31:45 PM   
jeffk3510


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ckammp-

If you dont like, don't play it.

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RE: DaBabies Fleet Advance Base Force - 1/18/2012 4:41:06 PM   
ckammp

 

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quote:

ORIGINAL: jeffk3510

ckammp-

If you dont like, don't play it.


I can't play it, due to too many changes introduced; changes introduced not in the attempt to improve the game, but simply to pander to the loudest whiners in the forum.

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Post #: 12
RE: DaBabies Fleet Advance Base Force - 1/18/2012 4:43:01 PM   
witpqs


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quote:

ORIGINAL: ckammp

The issue is that no one forces players to create huge mega-stacks of LCUs, they do it anyway.
And then the player moves his mega-stack around, attempting to crush anything in his way. So his opponent creates his own mega-stack, and they fight it out.
And it creates, of course, combat results that are nothing like historical results, and which neither player agrees with; in short it breaks the code.
However, rather than admit it was their fault for creating the a-historical mega-stacks, the players come running to the forum, loudly crying that "The game is borked, and someone should do something about it!"
And then the code is obliging changed to appease the whiners, often immediately and with no consideration for any long-term effects.

It was to prevent these situations that DaBabes was forced to include stacking limits; and it's a pretty sad situation when a mod has to include limits to prevent selfish players from abusing the game.

As for the alt-history, anything-goes mob - it is fairly obvious who controls what is put out in the beta patches.


DaBabes was not "forced" to include stacking limits, nor anything else. That claim is pretty bizarre.

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RE: DaBabies Fleet Advance Base Force - 1/18/2012 4:47:16 PM   
tocaff


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Not all of the loudest whiners get what they want.  

If the game was purely a reenactment of history then the outcomes of battles wouldn't be in doubt.  That sounds pretty boring to me.


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RE: DaBabies Fleet Advance Base Force - 1/18/2012 5:05:04 PM   
Grfin Zeppelin


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quote:

ORIGINAL: ckammp


quote:

ORIGINAL: jeffk3510

ckammp-

If you dont like, don't play it.


I can't play it, due to too many changes introduced; changes introduced not in the attempt to improve the game, but simply to pander to the loudest whiners in the forum.

Some examples maybe ?

_____________________________



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RE: DaBabies Fleet Advance Base Force - 1/18/2012 5:08:37 PM   
ckammp

 

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quote:

ORIGINAL: witpqs

quote:

ORIGINAL: ckammp

The issue is that no one forces players to create huge mega-stacks of LCUs, they do it anyway.
And then the player moves his mega-stack around, attempting to crush anything in his way. So his opponent creates his own mega-stack, and they fight it out.
And it creates, of course, combat results that are nothing like historical results, and which neither player agrees with; in short it breaks the code.
However, rather than admit it was their fault for creating the a-historical mega-stacks, the players come running to the forum, loudly crying that "The game is borked, and someone should do something about it!"
And then the code is obliging changed to appease the whiners, often immediately and with no consideration for any long-term effects.

It was to prevent these situations that DaBabes was forced to include stacking limits; and it's a pretty sad situation when a mod has to include limits to prevent selfish players from abusing the game.

As for the alt-history, anything-goes mob - it is fairly obvious who controls what is put out in the beta patches.


DaBabes was not "forced" to include stacking limits, nor anything else. That claim is pretty bizarre.



Let me try one more time:

Players who create mega-stacks of LCUs are exploiting the game engine, and causing a-historical combat results.

Example: Putting 7 Divisions in a stack, then merrily marching overland from Buna to Port Moresby, taking the base, and marching back, all within two weeks,and without loss, is a gamey tactic.

To prevent such gamey exploits, DaBabes included stacking limits.

What is sad is that stacking limits are unnecessary, if only players didn't cheat in the first place.

What is sadder is the unwillingness of the devs to call players out on their gamey tactics, but instead change the code to allow such play.

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RE: DaBabies Fleet Advance Base Force - 1/18/2012 5:22:11 PM   
ckammp

 

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quote:

ORIGINAL: Gräfin Zeppelin


quote:

ORIGINAL: ckammp


quote:

ORIGINAL: jeffk3510

ckammp-

If you dont like, don't play it.


I can't play it, due to too many changes introduced; changes introduced not in the attempt to improve the game, but simply to pander to the loudest whiners in the forum.

Some examples maybe ?



Any of the recent beta patches; nothing but immediate code changes to appease rader & greyjoy and their followers.
Of course, they were responsible for getting michaelm that brand new computer, wasn't that such a thoughtful gesture.

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RE: DaBabies Fleet Advance Base Force - 1/18/2012 5:27:38 PM   
ckammp

 

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quote:

ORIGINAL: tocaff

Not all of the loudest whiners get what they want.  

If the game was purely a reenactment of history then the outcomes of battles wouldn't be in doubt.  That sounds pretty boring to me.




There is a big difference between playing out WWII exactly as it happened, and playing AE in a historical manner. The outcome of battles will be different, but the overall outcome should be the same as in real life - a defeat for Japan, and a bad one at that. With the code changes demanded by the whiners, AE is evolvong into an even match where either side could win, all in the name of fun. No thanks.

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RE: DaBabies Fleet Advance Base Force - 1/18/2012 5:38:12 PM   
witpqs


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quote:

ORIGINAL: ckammp

Let me try one more time:

Players who create mega-stacks of LCUs are exploiting the game engine, and causing a-historical combat results.

Example: Putting 7 Divisions in a stack, then merrily marching overland from Buna to Port Moresby, taking the base, and marching back, all within two weeks,and without loss, is a gamey tactic.

To prevent such gamey exploits, DaBabes included stacking limits.

What is sad is that stacking limits are unnecessary, if only players didn't cheat in the first place.

What is sadder is the unwillingness of the devs to call players out on their gamey tactics, but instead change the code to allow such play.


I know you are trying but you are still not getting it. Computer games free people from using paper and pencil for everything or attempting to keep everything in their heads.

What exactly is enough troops in this particular hex, considering terrain, road net, and other factors?
How do you count the troops? Just units (but they vary in size)?

Stacking is complex enough that simple house rules would be just as prone to problems as no HR. Complex house rules - let the computer do the math instead. (I said I wouldn't get into defending why some players might want to use things like stacking limits, but I just did give one very important reason. I won't go back and forth on that any further.)

For you, do what you want to do.

But you make another claim:
quote:

What is sadder is the unwillingness of the devs to call players out on their gamey tactics, but instead change the code to allow such play.

The code allows a much better approximation of real life possibilities than your notion of player self limits. Why? Both because it calculates much more accurately and does it all the time and because it allows for the exceptions to the norm with accompanying penalties. Just like in real life sometimes commanders decided to pay the piper and deal with what we would call 'over-stacking' of airfields or areas of ground.

If you are implying that the stacking limits allow players to use mega-stacks willy nilly, then try it and see for yourself. You will find that violations of the stacking limits use up extra supply. Mega-stacks will act as black holes and suck up supply from the surrounding universe.

The most significant issue here is that these optional stacking limits have no effect on you, and yet you seem to castigate players who might want to use them as a competitive referee. You say that players who aren't self limiting troops in a hex are "cheating". Who are they cheating? Certainly not you. Certainly not their opponent, or they would have some house rule on it. Even better, they might be using the optional stacking limits and letting the computer keep track of things and make a far more accurate accounting than any house rule could ever do.

You make reference to this and other (unspecified) changes that "pander" to whiners. This example (stacking-limits) is clearly debunked by the facts. It is an optional change that makes the game better and more historical. If you have any legitimate examples, that list certainly does not include stacking limits.

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RE: DaBabies Fleet Advance Base Force - 1/18/2012 6:13:25 PM   
vettim89


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I think the point that ckammp is trying to make is that some players are better at exploiting the game systems than others. I would never go so far as to call such players "Cheaters". They play the game as just that: a game. To a certain extent, he is correct about stacking limits. Their optional implementation is to to put a mechanism in place to offer a historical reality check about the difficulties of supporting huge numbers of troops in difficult terrain. While it may be true that some players will install the changed pwhex file to provide an addition layer of historocity, others willl install them to prevent the misuse of the game system he describes.

As to the Devs pandering to certain voices, I think that rings hollow. As has been pointed out time and again, the Dev Team is made up of people kind enough to volunteer their time. I think throwing darts at the people who made AE possible is not only uncalled for but unreasonable. Most of us can probably come up with a thing or two that we would like to see addressed. The modders only have so much time to put into the game as the all have RL jobs, families, and other concerns. Just because a patch addresses issues one person thinks is not a priority while ignoring what that same person beleives is an important issue does not imply bias.

There are numerous Mods already available for AE and I think that number will continue to grow with time. DBB is an amazing extension which makes AE all that it can be. The stacking limits are just another cool addition but, as has been pointed out already, if you don't like it don't play with the altered pwhex installed


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RE: DaBabies Fleet Advance Base Force - 1/18/2012 6:37:27 PM   
US87891

 

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Thank you vettim89 and witpqs. Don't expect everyone to get it, but you clearly do. This response is for you and Gunner98.

Yes, the idea is to give players another option. SLs were originally devised by Andrew Brown to model logistic and operational choices differently. SLs add a richness of detail for those players wishing to face the logistic and operational constraints of the Pacific Theater in a more realistic fashion.

AE is a wonderful vehicle. If it were not, we would not have wasted our time on it. All Babes options are just that – options. Everything that is Babes-coded defaults to stock. Babes is a useful tool for many players. If one doesn’t like it, just don’t use it.

FABFs are like traveling PHs. They are for Fleet support, not so much for invasion staging. Add floating drydocks (1-2 ABSDs, 2-3 AFDMs, were the norm) and a HQ and you get the equivalent of a traveling Port 5 with a repair yard. PAFBs fit in places like the Solomons, around the PI, the Marshalls. Add 1-2 AFDMs and you get a Port 3 equivalent for CLs, DDs, subs, PTs, LSTs, just like Tulagi.

Engineering support is pretty straight forward.

USN Base and Spec engineers are Eng types so they can build. They are Shore Party flagged so they give load/unload bonus. They can’t AV and can’t reduce forts. They are found in USN BFs, USN Port Maint, USN Base Maint, and Seabee “Special” Bns. They work best when the combat troops leave. Use them to develop/improve captured/rear area bases and help load/unload in small ports.

USN Constr engineers are the Seabees. They can build. They are not Shore Party flagged. They cannot reduce forts, but can AV and have a good Anti-Soft. They are found in USN Seabee Bns. They work best when fighting is still going on. Land them with the first or second wave and use them to improve bases with enemy troops still in the hex.

USMC Pioneers are Squad type, so cannot build. They are Shore Party flagged so they give load/unload bonus. They can AV and have a good Anti-Soft. They belong to corresponding MarDivs and provide the initial load/unload bonus for troops and supply. They can go into the line as riflemen. Land them with their division in the first wave .

USA Port Service are equivalent to USN Base engineers. They can build, give load/unload bonus. Cannot AV or reduce forts. They are found in Army Port Constr Bns. They work best when the combat troops leave. Use them to develop/improve captured/rear area bases and help load/unload in small ports.

USA Constr engineers can only build. Cannot AV, reduce forts or give load/unload bonus. Are found in USA Construction Bns/Regts. Work best when the combat troops leave. Use to quickly improve a base to a large scale.

USA Amphib Sup are Squad type, so cannot build. They are Shore Party flagged so they give load/unload bonus. They can AV and have a good Anti-Soft. They are found in Army Boat and Shore and AmphTrac Bns and provide the initial load/unload bonus for troops and supply. Land them in the first wave.

The B&S units are the model for the 2nd, 3rd, 4th Engineer (Amphibious) Brigades that ran MacArthur’s amphibious operations in new Guinea.

Hope this helps.

Matt

< Message edited by US87891 -- 1/18/2012 6:39:48 PM >

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RE: DaBabies Fleet Advance Base Force - 1/18/2012 6:53:48 PM   
jeffk3510


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quote:

ORIGINAL: ckammp


quote:

ORIGINAL: jeffk3510

ckammp-

If you dont like, don't play it.


I can't play it, due to too many changes introduced; changes introduced not in the attempt to improve the game, but simply to pander to the loudest whiners in the forum.



Sounds to me like you have won that award..

Also - No one is forcing you to play DaBabes either...the recent Betas have actually increased the playability of the GC, and decreased the time required...

< Message edited by jeffk3510 -- 1/18/2012 7:02:47 PM >


_____________________________

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Currently chasing three kids around the Midwest.

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Post #: 22
RE: DaBabies Fleet Advance Base Force - 1/18/2012 9:09:19 PM   
US87891

 

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Anyone who thinks the Babes people pander to anybody is only apparently thinking clearly because they have their head shoved so for up their butt, it's coming out the other end.

We make options for players willing to go deeper into the operational imperitives of the Theater. If you are the kind of jerk that's offended by anything intellectually challenging, the Babes is not for you anyway. You don't like it? you aren't smart enough to handle it? Then kiss off and don't waste our time. And don't waste the time of players who are smart enough to handle it and wish to discuss it.

This thread started with a question. I hope the question was answered. If it wasn't, I invite the OP to ask again. Any asshole who interjects will be ignored.

Appologies to them that are smart enough and answered best they could. You know who you are, and so do we.

Matt

< Message edited by US87891 -- 1/18/2012 9:54:39 PM >

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Post #: 23
RE: DaBabies Fleet Advance Base Force - 1/18/2012 9:51:49 PM   
ckammp

 

Posts: 756
Joined: 5/30/2009
From: Rear Area training facility
Status: offline

quote:

ORIGINAL: US87891

Anyone who thinks the Babes people pander to anybody is only apparently thinking clearly because they have their head shoved so for up their butt, it's coming out the other end.

We make options for players willing to go deeper into the operational imperitives of the Theater. If you are the kind of jerk that's offended by anything intellectually challenging, the Babes is not for you anyway. You don't like it? you aren't smart enough to handle it? Then kiss off and don't waste our time. And don't waste the time of players who are smart enough to handle it and wish to discuss it.

This thread started with a question. I hope the question was answered. If it wasn't, I invite the OP to ask again. Any asshole who interjects will be ignored.

Matt



Post reported.

(in reply to US87891)
Post #: 24
RE: DaBabies Fleet Advance Base Force - 1/18/2012 10:08:25 PM   
Gunner98

 

Posts: 5508
Joined: 4/29/2005
From: The Great White North!
Status: offline
Matt, Witpqs,

Thanks for the help - BTW I like the stacking limits and the engineer options - a lot. I appreciate the time you guys took to build this mod and want to get the most out of it. My schedule does not allow for a live opponent, so for now I am stuck with the AI (not complaining) and just want to get a better challenge - the SL and DaBabies helps.

Your comments on the various types will point me in the right direction, I had some of it sorted out but the FABF is such a big beast I want to get it right.


B

(in reply to US87891)
Post #: 25
RE: DaBabies Fleet Advance Base Force - 1/18/2012 10:15:27 PM   
jeffk3510


Posts: 4132
Joined: 12/3/2007
From: Kansas
Status: offline

quote:

ORIGINAL: US87891

Anyone who thinks the Babes people pander to anybody is only apparently thinking clearly because they have their head shoved so for up their butt, it's coming out the other end.

We make options for players willing to go deeper into the operational imperitives of the Theater. If you are the kind of jerk that's offended by anything intellectually challenging, the Babes is not for you anyway. You don't like it? you aren't smart enough to handle it? Then kiss off and don't waste our time. And don't waste the time of players who are smart enough to handle it and wish to discuss it.

This thread started with a question. I hope the question was answered. If it wasn't, I invite the OP to ask again. Any asshole who interjects will be ignored.

Appologies to them that are smart enough and answered best they could. You know who you are, and so do we.

Matt


Wow... must be all DaBabe members..


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Life is tough. The sooner you realize that, the easier it will be.

Currently chasing three kids around the Midwest.

(in reply to US87891)
Post #: 26
RE: DaBabies Fleet Advance Base Force - 1/18/2012 10:25:26 PM   
JWE

 

Posts: 6580
Joined: 7/19/2005
Status: offline
Okey doke. So I will interject here. And your problem ckammp is? Somebody actually challenged you? And now what; oh go whining to Matrix? They won't help ya none (had to wait for hours to finish laughing and get the wine-snot out of my nose).

What Matt says is a modicum of truth for Babes players.

What you say is a personal piece of psycho babel. You are entitled to your thoughts. As everyony acknowledges. People think your ideas suck, so who the heck are you to go whining to Matrix because your ideas are irrelevant?

Oh, sad, sad, boy; whose notations aren't paid attention to. Wanna report the post? I'll help. I'll send this all to Joe.

Ok, that's over. Screw the jerk, and back to the OP thing.

"We make options for players willing to go deeper into the operational imperitives of the Theater. If you are the kind of jerk that's offended by anything intellectually challenging, the Babes is not for you anyway. You don't like it? you aren't smart enough to handle it? Then kiss off and don't waste our time. And don't waste the time of players who are smart enough to handle it and wish to discuss it."


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(in reply to ckammp)
Post #: 27
RE: DaBabies Fleet Advance Base Force - 1/18/2012 10:36:07 PM   
GreyJoy


Posts: 6750
Joined: 3/18/2011
Status: offline

quote:

ORIGINAL: ckammp


quote:

ORIGINAL: Gräfin Zeppelin


quote:

ORIGINAL: ckammp


quote:

ORIGINAL: jeffk3510

ckammp-

If you dont like, don't play it.


I can't play it, due to too many changes introduced; changes introduced not in the attempt to improve the game, but simply to pander to the loudest whiners in the forum.

Some examples maybe ?



Any of the recent beta patches; nothing but immediate code changes to appease rader & greyjoy and their followers.
Of course, they were responsible for getting michaelm that brand new computer, wasn't that such a thoughtful gesture.


That is very unfair.

Unfair to micheal, who in your words is a just an instrument...a muppet in our hands.

Unfair to us. We asked for clarifications and lately we also discovered a bug.



(in reply to ckammp)
Post #: 28
RE: DaBabies Fleet Advance Base Force - 1/18/2012 10:38:16 PM   
Dan Nichols


Posts: 863
Joined: 8/30/2011
Status: offline
Before this thread get locked, let me say that I love the stacking limits. It is too bad they couldn't have been put in the original AE release, but at least they got put in to the exe so the moders could use them. It certainly makes the game play a bit different and much more interesting and it does take some actual thought, not mindless pushing large stacks about.

< Message edited by Dan Nichols -- 1/18/2012 10:39:32 PM >

(in reply to JWE)
Post #: 29
RE: DaBabies Fleet Advance Base Force - 1/18/2012 10:42:07 PM   
Grfin Zeppelin


Posts: 1515
Joined: 12/3/2007
From: Germany
Status: offline
I can only speak for myself but I am indeed A devoted follower and always urge Michaelm to change the game in leisure of my masters.


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(in reply to GreyJoy)
Post #: 30
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