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RE: RA 6.3 Change Log - 11/29/2013 8:31:35 PM   
John 3rd


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Nice exchange guys. As normal I leave the airframe performances up to you two.

I don't want Jack in the game. It is the trade-off for all the acceleration of the Zero airframe. Since I've got the files, I'll delete the plane. Wish we could leave it there but a player will find a way to build it if they can. Not gonna happen...

Want to get this release done within a day or two!


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Post #: 451
RE: RA 6.3 Change Log - 11/29/2013 8:41:54 PM   
John 3rd


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Nevermind. Got your note FatR. Thanks!


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Post #: 452
RE: RA 6.3 Change Log - 11/30/2013 7:52:14 PM   
FatR

 

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quote:

ORIGINAL: Symon
Stan, for you, I will open my overcoat. Lets chat. We got lots to talk about. You got my pm, but I prefer to go direct.

Ciao. John


Glad to hear this Do you mean by going direct continuing discussion in the thread or connecting through ICQ/Skype/whatever?


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Post #: 453
RE: RA 6.3 Change Log - 12/1/2013 2:57:29 PM   
Symon


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pm sent. JWE

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Post #: 454
RE: RA 6.3 Change Log - 12/2/2013 3:28:02 AM   
John 3rd


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Glad you guys are putting your heads together.

Hope to have 6.4 done tomorrow. Am having issues with Ise's conversion but that is about it.


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Post #: 455
RE: RA 6.3 Change Log - 12/2/2013 8:48:08 PM   
FatR

 

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quote:

ORIGINAL: John 3rd

Hope to have 6.4 done tomorrow. Am having issues with Ise's conversion but that is about it.


I'm glad to be of some help.

I'll need to do some necromancy on my old AAR, not to describe operations (too much had happened, pity that I was unable to keep posting, as the game became an example of Allies most likely winning the war on schedule despite not one, but three crushing defeats in carrier battles), but to write down certain strategic-level observations for RA and AE in general.

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Post #: 456
RE: RA 6.3 Change Log - 12/3/2013 3:09:43 AM   
John 3rd


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Would love those impressions.

Did all sorts of yard/Christmas work today here. We've got a massed arctic front coming in so we'll go from low-60s to low-20s tomorrow. Brrrr...

Should be done tomorrow.


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Post #: 457
6.4 Ise Issues - 12/3/2013 5:10:13 PM   
John 3rd


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OK. It LOOKS like I have done everything right but am having issues with the Ise/Fuso Hybrid Conversions.

This is what I have done. Both BBs get an upgrade in late-42 and then have another in mid-43. It is at the mid-43 point that they get their conversion option (Bind 104--Fuso & Bind 105--Ise. I have them--at that upgrade slot--going from class **** to class ****. I refresh the binds, save the campaign, and then launch the game. The game shows the upgrades but no conversion available at the mid-43 upgrade. Any idea what I am screwing up?

Posting a series of screenshots:





Attachment (1)

< Message edited by John 3rd -- 12/3/2013 6:11:04 PM >


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Post #: 458
6.4 Ise Issues - 12/3/2013 5:13:10 PM   
John 3rd


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Here we have the second half of it:





Attachment (1)

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Post #: 459
Ise Issues - 12/3/2013 5:15:30 PM   
John 3rd


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Game Screen 1 on Dec 7th:





Attachment (1)

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Post #: 460
Ise Issues - 12/3/2013 5:17:01 PM   
John 3rd


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The Upgrade where the conversion is allowed:






Attachment (1)

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Post #: 461
RE: Ise Issues - 12/3/2013 5:17:32 PM   
John 3rd


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I am sure that I'm just missing something stupid and I am being stupid. A little help please...


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Post #: 462
RE: Ise Issues - 12/3/2013 5:30:47 PM   
moore4807


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OK

All I see different at first glance is you have (Ise) 1706 highlighted on the left screen going to 1709 and in the center bars under upgrade you have 1707 chosen? Then 1709 in the after conversion 2nd shot?

< Message edited by moore4807 -- 12/3/2013 6:52:29 PM >


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RE: Ise Issues - 12/3/2013 5:57:21 PM   
moore4807


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Here is the yellow line to show what I mean...




Attachment (1)

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RE: Ise Issues - 12/3/2013 5:58:22 PM   
moore4807


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and then here... Hope it helps.




Attachment (1)

< Message edited by moore4807 -- 12/3/2013 6:58:39 PM >


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RE: Ise Issues - 12/4/2013 2:42:12 AM   
John 3rd


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FIXED!

Will update the RA Site later tonight or tomorrow morning. Will Post here once I've got that uploaded.


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Post #: 466
6.4 Release - 12/4/2013 2:35:35 PM   
John 3rd


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6.4 is done and now loaded on the RA Site. I've also added the RA Change Log for download there.

ENJOY!


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Post #: 467
RE: 6.4 Release - 12/4/2013 6:36:57 PM   
Symon


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Hi John. I'm sure you been reading the comments about the new air stats and my response. The only thing I would tweak is the Jack, but you don't have that in your game system, so it's a no-brainer. I'm not backing off anything (except perhaps Jack maneuver and a skoosh of speed).

Full speed ahead and "damn the torpedoes". Ciao. JWE

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Post #: 468
RE: 6.4 Release - 12/4/2013 11:48:18 PM   
John 3rd


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Would LOVE to have that BAD BOY in the Mod but it does not fit into the RA vision.

I'm starting a game with AAR so we'll see what your is like FROM THE START.


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Post #: 469
RE: 6.4 Release - 12/5/2013 3:34:52 PM   
Adolf Galland


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Hi

The rational idea to refit, the weak old IJN Light Cruiser in a CLAA found not a implementation in RA 6.4 ?

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Post #: 470
RE: 6.4 Release - 12/30/2013 4:05:47 PM   
FatR

 

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As far I can see in 6.4, it did.

Though I question the rationality of this idea, from the game standpoint at least. Surface assets, even low-quality ones, are probably more valuable than some extra flak ships in a carrier battle.

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Post #: 471
RE: 6.4 Release - 12/30/2013 4:25:12 PM   
FatR

 

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Speaking of Symon's aircraft stats...

I think it goes without saying, that Realistic R&D is a must have now for RA (either that, or a houserule restricting plane acceleration), and PDU Off is recommended. I wonder if an appropriate recommendation should be placed on the site? While I'm currently being schooled in the Allies winning the war without air superiority at all, I don't think this should be an average experience by late 1944...

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Post #: 472
RE: 6.4 Release - 12/30/2013 7:36:10 PM   
Symon


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quote:

ORIGINAL: FatR
Speaking of Symon's aircraft stats...

I think it goes without saying, that Realistic R&D is a must have now for RA (either that, or a houserule restricting plane acceleration), and PDU Off is recommended. I wonder if an appropriate recommendation should be placed on the site? While I'm currently being schooled in the Allies winning the war without air superiority at all, I don't think this should be an average experience by late 1944...

Hi Stan. Yes, the new stats are meant to be played with PDU = off and Realistic R&D = on. But that's what the old stats were meant to be played with.

If some liddle teenie kiddle wants to game the system, so be it. You have a nice mod. Let the players play it. Let the juveniles alone. J

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Post #: 473
RE: 6.4 Release - 12/31/2013 8:52:02 PM   
FatR

 

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I'd argue that with the old aircraft stats exploiting Japanese production and pilot training possibilities to the max were basic necessities for surviving an average AE game into 1944, much less later, not so long ago, even in Scen 2 and possibly in earlier RA versions. Several factors have changed since then. Speaking of the air side, reduced airplane serviceability reduces the Allies's capability to steamroll airfields with 4Es + high-altitude sweeps, which was the immediate reason why people started rushing to accelerate Franks and Georges (so that Allies only start to clearly dominate the air after getting decent numbers of Thunderbolts, instead of after getting decent numbers of Lightnings and B-17s). It also makes keeping at least a part of one's fighter force on SR1 planes more vital. Reduced cargo capacities (included in RA) should make logistics a bit more difficult, generally slowing down the earlier lightning pace of operations. Maybe they will even make Allied players a bit less willing to sacrifice their merchant ships, although considering how gigantic the Allies' surplus of merchant tonnage was when I tried the Allied side, I rather doubt that.

< Message edited by FatR -- 12/31/2013 9:52:28 PM >


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Post #: 474
RE: 6.4 Release - 12/31/2013 8:58:45 PM   
FatR

 

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Uh, John, hate to inform you about this, but the RA 6.4 version on the site still contains nothing of the final air changes that were contained in the files, I've sent you. That is most obvious from the fact, that Jack is still present. Should I replace it myself?

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Post #: 475
RE: 6.4 Release - 12/31/2013 9:41:40 PM   
John 3rd


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Hmmm...

THOUGHT I took care of that!

I'll deal with it. Am trying to practice working on the RA Site so I'll get 'er done. Will Post when dealt with.


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Post #: 476
RE: 6.4 Release - 1/5/2014 1:44:29 PM   
robinsa


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Im sorry if this has been asked before but how will the AI work with this mod? Is just for multiplayer? If it does work, is there any difference between the sides ?

Edit: Also, are there any AI scripts that are compatible with this mod/version?

Thanks for your response.

< Message edited by robinsa -- 1/5/2014 3:32:55 PM >

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RE: 6.4 Release - 1/5/2014 3:43:17 PM   
btd64


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As robinsa asks above, Is RA 6.4 AI ready?
Cheers

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Post #: 478
RE: 6.4 Release - 1/6/2014 8:20:58 PM   
John 3rd


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OK. I have uploaded the 6.5 version to the web site.

Jack no longer exists whatsoever!

The game can be played against the AI. I've had several players tell me that they have gone into 1943 playing the AI. You SHOULD be able to do it.


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Post #: 479
RE: 6.4 Release - 1/6/2014 9:37:13 PM   
btd64


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Thank you John.
Cheers

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