Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Ironman Japan v5

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> RE: Ironman Japan v5 Page: <<   < prev  1 2 [3] 4   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Ironman Japan v5 - 2/16/2012 1:25:49 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
you wont yet...

(in reply to Keifer)
Post #: 61
RE: Ironman Japan v5 - 2/17/2012 4:31:52 PM   
sanderz

 

Posts: 862
Joined: 1/8/2009
From: Devon, England
Status: offline

quote:

ORIGINAL: Andy Mac

standard map download and paste into scen file Ai files also attached same thing just download and paste into scen file

quote:

ORIGINAL: sanderz

hi

i am thinking of giving this a go when v6 comes out but have a couple of questions:

1) i assume this is played on the standard map, also the download is just .dat files does it use standard ai? (Basically what needs doing to install this?)

many thanks

sanderz




Hi again

i think i am missing something here but where are the ai files? The attachment in the first post just has 9 .dat files and 1 .cmt file (all of which i assume i just paste into the scenarioa folder)

many thanks

sanderz

(in reply to Andy Mac)
Post #: 62
RE: Ironman Japan v5 - 2/20/2012 2:43:23 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
you dont need the AI files they are already there in a standard install

(in reply to sanderz)
Post #: 63
RE: Ironman Japan v5 - 2/24/2012 11:22:42 AM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
I assume this is working ok

(in reply to Andy Mac)
Post #: 64
RE: Ironman Japan v5 - 2/28/2012 12:04:33 PM   
HansBolter


Posts: 7704
Joined: 7/6/2006
From: United States
Status: offline
quote:

ORIGINAL: Andy Mac

I assume this is working ok


Sorry for the delay in getting back to you. I went on vacation for a week. The new version seems like a fine and still very strong start. The Pearl strike is still a bit larger than the older version (about 160 some odd Kates and Vals versus 140 some odd of each) and hits lots and lots of very valuable destroyers, putting the US even further in the escort hole than the older version. The additional port strikes on Davao, Hong Kong and Rangoon also add nicely to the Japanese tally on day one.

My game is up to December 25 and progressing nicely. I did have a strange occurrence with my evac from Manila tho. The AI sent a mini KB into the sea south of the Philippines (can't remember the name) almost up to Tarakan just as the bulk of the evacuees were headed there. I diverted the evacuees north and west of Borneo expecting them to get slaughtered by both surface forces and air. Almost every ship made it to Batavia. The air ignored them and continued bombing the invasion targets while the ships sialed by unaccosted.

Have you considered some additional scripts to have the AI make some of the typically agressive early moves a player makes? I recall a game a long time ago when the AI sent a full division to Koumac long befoe I even got a garrison into Noumea, but haven't encountered that script in many many games. A move in the first few days on Sinkwang with a quick follow up to place air base and air units in it to dominate the sea lanes between Singapore-Palembang-Batavia would be very challenging. Anyway, just some quick thoughts...have to get to work now.

< Message edited by HansBolter -- 2/28/2012 12:06:24 PM >


_____________________________

Hans


(in reply to Andy Mac)
Post #: 65
RE: Ironman Japan v5 - 2/29/2012 12:26:49 PM   
topeverest


Posts: 3376
Joined: 10/17/2007
From: Houston, TX - USA
Status: offline
Andy,

if I were to design a PBEM mod off this base scenario, are there any potholes that I might miss beyond the editor that would swing the empire performace even higher than the obvious changes?

_____________________________

Andy M

(in reply to Andy Mac)
Post #: 66
RE: Ironman Japan v5 - 3/1/2012 5:19:04 AM   
Keifer


Posts: 92
Joined: 9/27/2007
From: San Diego, CA
Status: offline
Playing v5. Singapore managed to hold until Feb 23 with only Aus 8th Div Bns as reinforcements.

Still waiting to see which way the AI is going to go.

_____________________________


Old School Midway Fanboy

(in reply to topeverest)
Post #: 67
RE: Ironman Japan v5 - 3/3/2012 9:04:14 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
thanks guys feedback very welcome

pbem would need a lot of changes to this stat

(in reply to Keifer)
Post #: 68
RE: Ironman Japan v5 - 3/7/2012 1:34:36 AM   
khyberbill


Posts: 1941
Joined: 9/11/2007
From: new milford, ct
Status: offline
Edited





Attachment (1)

< Message edited by khyberbill -- 3/8/2012 9:26:09 AM >


_____________________________

"Its a dog eat dog world Sammy and I am wearing Milkbone underwear" -Norm.

(in reply to Andy Mac)
Post #: 69
RE: Ironman Japan v5 - 3/8/2012 12:56:35 PM   
janh

 

Posts: 1216
Joined: 6/12/2007
Status: offline
quote:

ORIGINAL: Commander Cody

Andy: Understood on your motivations. I hear DaBades handles the AA on ships pretty realistically, so that might be a great thing to port over. Also, I like their idea of even more restricted stacking and the extended map, but understand that might be a lot of trouble to port to Ironman.

Cheers,
CC


The base force splitting is one thing that does seem to be very reasonable, but playing AE already burns so much time that I simply cannot afford any more micromanagement than already present unless for very compelling reasons. But the "AA tweaks" and also the changes to the "Super E" escorts are very good ideas.

Also the reduced troop and cargo load of ships does makes sense to reduce op-tempo. It might be worth considering to port that, since it will give Allied players more trouble to overwhelm the IJ AI in 43-45 offensive period. Sounds like it could make any game against AI more challenging? Not sure whether that would mess up the transport considerations of AI in the initial expansion phase, though?

< Message edited by janh -- 3/8/2012 12:57:33 PM >

(in reply to CaptBeefheart)
Post #: 70
RE: Ironman Japan v5 - 3/8/2012 7:46:36 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
Possibly I will look at it and talk to JWE about it

(in reply to janh)
Post #: 71
RE: Ironman Japan v5 - 3/8/2012 9:46:52 PM   
khyberbill


Posts: 1941
Joined: 9/11/2007
From: new milford, ct
Status: offline
That would be great. I played one PBEM of the BigBabes and we both liked it more than stock.

_____________________________

"Its a dog eat dog world Sammy and I am wearing Milkbone underwear" -Norm.

(in reply to Andy Mac)
Post #: 72
RE: Ironman Japan v5 - 3/9/2012 5:15:47 PM   
Keifer


Posts: 92
Joined: 9/27/2007
From: San Diego, CA
Status: offline
Andy,

On April 14 the Japanese CV's were raiding SW Australia and sailed into Melbourne. Kaga and Shoho both reported hit by mines.

I think the raids are self defeating for the AI. I have to restrain myself from setting up an ambush to destroy the Japanese CV's piecemeal during the raids.

Although maybe this is an artifact of the AI

_____________________________


Old School Midway Fanboy

(in reply to khyberbill)
Post #: 73
RE: Ironman Japan v5 - 3/9/2012 5:30:34 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
Can you email me a save please I want to take a look at that script

thanks

Andy

(in reply to Keifer)
Post #: 74
RE: Ironman Japan v5 - 3/9/2012 9:18:40 PM   
HansBolter


Posts: 7704
Joined: 7/6/2006
From: United States
Status: offline

quote:

ORIGINAL: Keifer

Andy,

On April 14 the Japanese CV's were raiding SW Australia and sailed into Melbourne. Kaga and Shoho both reported hit by mines.

I think the raids are self defeating for the AI. I have to restrain myself from setting up an ambush to destroy the Japanese CV's piecemeal during the raids.

Although maybe this is an artifact of the AI



This happended to me many games ago when the AI brought a huge KB to Perth and then chased my fleeing ships eastward. It ran in to the sheltered bay at Melbourne and was hammered by coastal guns and mines. I did supply Andy with a save of that one when it happened.

_____________________________

Hans


(in reply to Keifer)
Post #: 75
RE: Ironman Japan v5 - 3/12/2012 5:46:41 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
I could use another save of this one I lost a lot of audit files in my melt down

(in reply to HansBolter)
Post #: 76
RE: Ironman Japan v5 - 3/21/2012 2:04:53 AM   
Keifer


Posts: 92
Joined: 9/27/2007
From: San Diego, CA
Status: offline
How do I send you a savegame file?

_____________________________


Old School Midway Fanboy

(in reply to Andy Mac)
Post #: 77
RE: Ironman Japan v5 - 3/21/2012 4:30:25 AM   
drw61


Posts: 894
Joined: 6/30/2004
From: South Carolina
Status: offline
Andy,
I was told that there is a new set of AI files for Ironman, I have looked for them but cant find any. Can you post them here or point me in the right direction to were they are? I currently have aei010-XX dated 12/5/2009
Thanks Daryl

(in reply to Keifer)
Post #: 78
RE: Ironman Japan v5 - 3/26/2012 11:57:29 AM   
Omat


Posts: 2414
Joined: 8/18/2004
Status: offline
Hello

The first post..there is a attachement with ironman v06

Hope it helps...

Omat

quote:

ORIGINAL: drw61

Andy,
I was told that there is a new set of AI files for Ironman, I have looked for them but cant find any. Can you post them here or point me in the right direction to were they are? I currently have aei010-XX dated 12/5/2009
Thanks Daryl



_____________________________

"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people so full of doubts."
Bertrand Russell

(in reply to drw61)
Post #: 79
RE: Ironman Japan v5 - 3/26/2012 12:36:25 PM   
drw61


Posts: 894
Joined: 6/30/2004
From: South Carolina
Status: offline
Omat, thanks for the reply. The download in the first post has the scenario data files, I had heard there may be new AI files, aei010-01.dat to aei010-18.dat those are the ones I was inquiring about.

For clarification- I'm working on a DaBigBabes version of Ironman, allied ver AI, and PaxMondo asked if I was using the new and especially sadistic AI files or the original AI files? The aei010-01.dat to aei010-18.dat files I have are from 12/5/2009 and was wondering if newer ones are available.

Thanks Daryl


quote:

ORIGINAL: Omat

Hello

The first post..there is a attachement with ironman v06


Hope it helps...

Omat

quote:

ORIGINAL: drw61

Andy,
I was told that there is a new set of AI files for Ironman, I have looked for them but cant find any. Can you post them here or point me in the right direction to were they are? I currently have aei010-XX dated 12/5/2009
Thanks Daryl





< Message edited by drw61 -- 3/26/2012 12:57:29 PM >

(in reply to Omat)
Post #: 80
RE: Ironman Japan v5 - 3/26/2012 3:14:05 PM   
HansBolter


Posts: 7704
Joined: 7/6/2006
From: United States
Status: offline

quote:

ORIGINAL: Keifer

How do I send you a savegame file?


copy your saved game to your desktop and then rename it changing the extension to .zip. The the site will treat it like a ZIP file and allow you to attach it to your post like an image file.

_____________________________

Hans


(in reply to Keifer)
Post #: 81
RE: Ironman Japan v5 - 3/29/2012 10:34:06 AM   
sanderz

 

Posts: 862
Joined: 1/8/2009
From: Devon, England
Status: offline

quote:

ORIGINAL: drw61

Omat, thanks for the reply. The download in the first post has the scenario data files, I had heard there may be new AI files, aei010-01.dat to aei010-18.dat those are the ones I was inquiring about.

For clarification- I'm working on a DaBigBabes version of Ironman, allied ver AI, and PaxMondo asked if I was using the new and especially sadistic AI files or the original AI files? The aei010-01.dat to aei010-18.dat files I have are from 12/5/2009 and was wondering if newer ones are available.



a few threads up i asked about ai downloads - however apparantly its just the ones in the game as is - i assume that its the new ironman 'scenario' files that PaxMondo refered to that all get used by the generic ironman ai in the original game (really not 100% on this so hopefully someone will dive in and clarify things if thsi is wrong)

(in reply to drw61)
Post #: 82
RE: Ironman Japan v5 - 3/30/2012 11:52:39 AM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
There is no additional AI files beyond the one in te last data patch for scne 10

I had more in development but lost them when my PC melted and have nt had the heart to start again yet

(in reply to sanderz)
Post #: 83
RE: Ironman Japan v5 - 3/30/2012 11:53:03 AM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
send save to a.mcphie@btinternet.com please

(in reply to Andy Mac)
Post #: 84
RE: Ironman Japan v5 - 4/22/2012 10:42:52 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
any feedback on v6 ?

(in reply to Andy Mac)
Post #: 85
RE: Ironman Japan v10 - 7/30/2012 11:53:45 PM   
Andy Mac

 

Posts: 15222
Joined: 5/12/2004
From: Alexandria, Scotland
Status: offline
Ironman v 10 posted in 4 parts on 1st 4 posrtings by me on page 1

(in reply to Andy Mac)
Post #: 86
RE: Ironman Japan v10 - 8/10/2012 12:34:10 AM   
CaptBeefheart


Posts: 2301
Joined: 7/4/2003
From: Seoul, Korea
Status: offline
Andy: That's great! Can you tell us some of the enhancements you made in the latest version?

Thanks,
CC

_____________________________

Beer, because barley makes lousy bread.

(in reply to Andy Mac)
Post #: 87
RE: Ironman Japan v10 - 8/15/2012 12:43:17 AM   
Califvol


Posts: 135
Joined: 11/8/2002
From: The Land of Yore
Status: offline
I loaded this file and started a game when it got modified.

It runs great-

EXCEPT the German raiders are losing to Allied Merchants. I have had both a German BC and German AMC get beat up by tankers and merchants with zero damage to the tankers and merchants. Only applicable to Germans for some reason, Allies and Japanese run fine.

Maybe it's this, I have also loaded the other thread's file for DaBabes that changes base data for regular AE scenarios except Ironman.

Is the ship data all from a common base regardless of scenario?

In which case I guess I might have inadvertently overwritten the German data so they can't shoot anymore?

Example I had had a Dutch SS engage a merchant with a deck gun and thought that was limited to the correction to DP guns done by the DaBabes data. I would think since this version of Ironman isn't using the DaBabes data the Ducth subs should NOT be using their deck guns on ships?

Just to be clear here. I am NOT running DaBabes. I did upload the data changes that the DaBabes sight had for the standard AE scenarios EXCEPT Ironman. After this I uploaded the Ironman file from this thread. The Germans appear no problem, they just don't shoot at all.

Sadly, I am not in a postion to where I can upload a save file.

Thanks in advance!

P.S. This has happend about four (4) times and without exception the Germans don't shoot. They close to 7,000 yards or less and the tankers shoot their guns but nary a shot from the Germans. My Allies merchant do run from them as a surface threat, just no shooting.

< Message edited by Califvol -- 8/15/2012 12:49:29 AM >

(in reply to Andy Mac)
Post #: 88
RE: Ironman Japan v10 - 8/15/2012 12:50:26 AM   
Fallschirmjager


Posts: 6793
Joined: 3/18/2002
From: Chattanooga, Tennessee
Status: offline

quote:

ORIGINAL: Califvol

I loaded this file and started a game when it got modified.

It runs great-

EXCEPT the German raiders are losing to Allied Merchants. I have had both a German BC and German AMC get beat up by tankers and merchants with zero damage to the tankers and merchants. Only applicable to Germans for some reason, Allies and Japanese run fine.

Maybe it's this, I have also loaded the other thread's file for DaBabes that changes base data for regular AE scenarios except Ironman.

Is the ship data all from a common base regardless of scenario?

In which case I guess I might have inadvertently overwritten the German data so they can't shoot anymore?

Example I had had a Dutch SS engage a merchant with a deck gun and thought that was limited to the correction to DP guns done by the DaBabes data. I would think since this version of Ironman isn't using the DaBabes data the Ducth subs should NOT be using their deck guns on ships?

Just to be clear here. I am NOT running DaBabes. I did upload the data changes that the DaBabes sight had for the standard AE scenarios EXCEPT Ironman. After this I uploaded the Ironman file from this thread. The Germans appear no problem, they just don't shoot at all.

Sadly, I am not in a postion to where I can upload a save file.

Thanks in advance!


When I bring up any German unit in the scenario, even in the editor, I get a blank screen for device data. i.e no weapons and no radar are listed.
Is it possible that these units really have no weapons and thus can't fire?


_____________________________


(in reply to Califvol)
Post #: 89
RE: Ironman Japan v10 - 8/17/2012 6:16:22 AM   
CaptBeefheart


Posts: 2301
Joined: 7/4/2003
From: Seoul, Korea
Status: offline
I gave this a whirl and yes, the Kriegsmarine is toothless.

Cheers,
CC

_____________________________

Beer, because barley makes lousy bread.

(in reply to Fallschirmjager)
Post #: 90
Page:   <<   < prev  1 2 [3] 4   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> RE: Ironman Japan v5 Page: <<   < prev  1 2 [3] 4   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.282