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modding aa in an exisiting game..

 
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All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> modding aa in an exisiting game.. Page: [1]
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modding aa in an exisiting game.. - 8/26/2012 6:34:07 AM   
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artuitus_slith
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Posts: 141
Joined: 11/22/2009
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I've read that the DBB mod has significanty altered the AA, and from what I've read its for the better. My question is, were these changes to the device or the actual coding/formulae for AA fire? If possible, I'd like to fix the AA problem without a restart. I am playing a slightlly modified scen 1, with both sides recieving apx 20 fighters more of thier primary fighter force in the early war (p40e for allies, A6m2 for IJ) and 10 fighters more of their CV A/C (a6m2 again-for a bonus of 30 per month and f4-f3 for allies). Thus as i understand it i can modify devices in an ongoing game (wouldn't be possible in true scen1).

Assuming it was a Database mod done by DBB, any chance you guys could either release the AA mods seperate, or at least give me a general idea of how much they were changed so i can mod them myself? Its depressing to read AARS where 50 planes attack a TF with Massive AAA capability and discover only 2-3 A?C are destroyed and a similar number damaged, just seems to be very unreaistic. AA shot down more planes in WW2 than any other means, and American TF's in particular were bristiling with AA and could inflict serious hurt on enemy Air raids.

Thanks for any help,
gmoney
Post #: 1
RE: modding aa in an exisiting game.. - 8/26/2012 6:53:04 PM   
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US87891
Matrix Veteran


 

Posts: 422
Joined: 1/2/2011
Status: offline

quote:

ORIGINAL: gmoney

I've read that the DBB mod has significanty altered the AA, and from what I've read its for the better. My question is, were these changes to the device or the actual coding/formulae for AA fire? If possible, I'd like to fix the AA problem without a restart. I am playing a slightlly modified scen 1, with both sides recieving apx 20 fighters more of thier primary fighter force in the early war (p40e for allies, A6m2 for IJ) and 10 fighters more of their CV A/C (a6m2 again-for a bonus of 30 per month and f4-f3 for allies). Thus as i understand it i can modify devices in an ongoing game (wouldn't be possible in true scen1).

Assuming it was a Database mod done by DBB, any chance you guys could either release the AA mods seperate, or at least give me a general idea of how much they were changed so i can mod them myself? Its depressing to read AARS where 50 planes attack a TF with Massive AAA capability and discover only 2-3 A?C are destroyed and a similar number damaged, just seems to be very unreaistic. AA shot down more planes in WW2 than any other means, and American TF's in particular were bristiling with AA and could inflict serious hurt on enemy Air raids.

Thanks for any help,
gmoney

It is a database mod. More than 150 device slots were modified. And it uses the 'special' fields that don't show up in the editor, but do on the 'special' July, 2011 WitploadAE. No it cannot be released separately.

If you need it, then take either a BabesLite or BigBabes device file (they are different) and rename it to your mod and add your mods things to it.

Matt

(in reply to artuitus_slith)
Post #: 2
RE: modding aa in an exisiting game.. - 8/27/2012 2:52:22 AM   
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Mac Linehan
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From: Denver Colorado
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Matt -

Very helpful information.

Babes AA forever...

Mac

< Message edited by Mac Linehan -- 8/27/2012 2:53:07 AM >


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LAV-25 2147

(in reply to US87891)
Post #: 3
RE: modding aa in an exisiting game.. - 8/27/2012 3:01:25 PM   
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artuitus_slith
Matrix Trooper


 

Posts: 141
Joined: 11/22/2009
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thanks for the help- just to make sure i am understanding this right-i should download the mod, load up the database, then save it over my mod slot? taht would give me the more realistic AA without forcing a restart?

gmoney

(in reply to Mac Linehan)
Post #: 4
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