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RE: Ironman Japan v10

 
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All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> RE: Ironman Japan v10 Page: <<   < prev  1 2 3 [4]
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RE: Ironman Japan v10 - 8/17/2012 12:02:56 PM   
traskott


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From: Valladolid, Spain
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Very interesting game with the last version. PH very hard: All BB sank but 3, and hordes of Bettys all over the map. Very funny !!! Thanks !!!

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Post #: 91
RE: Ironman Japan v10 - 8/17/2012 3:08:18 PM   
Andy Mac

 

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I will investigate Kriegsmarine

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Post #: 92
RE: Ironman Japan v5 - 8/18/2012 4:31:39 PM   
Andy Mac

 

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i have fixed the devicw file will upload whenj ready

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Post #: 93
RE: Ironman Japan v5 - 8/18/2012 4:52:07 PM   
Mac Linehan

 

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Andy Mac -

Your ongoing desire to improve and support AE is very much appreciated.

Mac


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LAV-25 2147

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Post #: 94
RE: Ironman Japan v5 - 8/18/2012 5:51:11 PM   
Califvol


Posts: 135
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From: The Land of Yore
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quote:

ORIGINAL: Andy Mac

i have fixed the devicw file will upload whenj ready


Thank you very much.

Do I just reload the original file in this thread?

Thanks!

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Post #: 95
RE: Ironman Japan v5 - 8/18/2012 7:19:04 PM   
Fallschirmjager


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Great. I spent about 10 hours modifying Ironman for my own specific tastes and now I have to do all that over again

I am glad for the fixes however. I don't suppose there is a way to copy ships from one scenario over to another is there?
Does the copy and paste function work if you open a whole new scenario?

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Post #: 96
RE: Ironman Japan v5 - 8/18/2012 7:20:18 PM   
Fallschirmjager


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quote:

ORIGINAL: Califvol


quote:

ORIGINAL: Andy Mac

i have fixed the devicw file will upload whenj ready


Thank you very much.

Do I just reload the original file in this thread?

Thanks!



His edits are back from July 30th so I don't think he has updated the newest one yet.

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Post #: 97
RE: Ironman Japan v5 - 8/18/2012 8:06:49 PM   
Andy Mac

 

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Waiting on it getting stamped so it can update games in progress before I post it
Use witpload.exe to merge scneario changes

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Post #: 98
RE: Ironman Japan v5 - 8/18/2012 8:56:23 PM   
Fallschirmjager


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quote:

ORIGINAL: Andy Mac

Waiting on it getting stamped so it can update games in progress before I post it
Use witpload.exe to merge scenario changes



I have no idea what that is. But now that I know it exists, I will figure it out :)
Afterall, I figured out the editor on my own. It seems intimidating, but once you dig into it, it is not all that bad.

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Post #: 99
RE: Ironman Japan v5 - 8/19/2012 8:54:07 AM   
drw61


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quote:

ORIGINAL: Fallschirmjager


quote:

ORIGINAL: Andy Mac

Waiting on it getting stamped so it can update games in progress before I post it
Use witpload.exe to merge scenario changes



I have no idea what that is. But now that I know it exists, I will figure it out :)
Afterall, I figured out the editor on my own. It seems intimidating, but once you dig into it, it is not all that bad.


I took this off the forums a long time ago on how to use witploadAE, sorry I don't remember who originally posted it.
Daryl


Open a DOS prompt by: clicking 'start', then run. On the 'run' prompt, I type cmd then click ok.

At the dos prompt, I type: CD C:\Games\WITP AE\SCEN (that's where I have it saved on my computer.)
C:\Matrix Games\War in the Pacific Admiral's Edition\SCEN

Now, I type: WITPLOADAE.exe /e /s198 (Long ago, I opened Scenario 1 in the editor and saved it as scenario 198.)

That gives me CSV files that I can open in Excell and modify to my hearts extent.

To import, I go back to the DOS prompt and type: WITPLOADAE.exe /i /s198

this produces files that are saved in a different location and need to be copied back to the SCEN folder.
My location is C:\Matrix Games\War in the pacific admiral's edition\scen
I go there, highlight all the files, right click and choose copy, then go to my SCEN folder above and paste.

That's about all the help I can give. the spaces above are important, and it's case sensitive, I think

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Post #: 100
RE: Ironman Japan v5 - 8/19/2012 4:01:43 PM   
Andy Mac

 

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Updated to fix German Weapons

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Post #: 101
RE: Ironman Japan v5 - 8/19/2012 8:14:37 PM   
Fallschirmjager


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From: Chattanooga, Tennessee
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quote:

ORIGINAL: Andy Mac

Updated to fix German Weapons


You only updated 1 of your 4 posts. Was that intentional? Was that the extent of the fixes?

Thanks again Andy for all that you do :)

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Post #: 102
RE: Ironman Japan v5 - 8/20/2012 5:05:47 AM   
CaptBeefheart


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Thanks a lot, Andy! One question: Did you implement any Dababes changes in this, such as shipborne AA?

Cheers,
CC

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Post #: 103
RE: Ironman Japan v5 - 8/21/2012 6:10:48 AM   
Califvol


Posts: 135
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From: The Land of Yore
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Runs very fine.

Thank you very much for the fix!

However, my Tanker crews are now upset they can no longer pawn a German BC. Cest le guerre.

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Post #: 104
RE: Ironman Japan v5 - 8/22/2012 1:00:25 AM   
PaxMondo


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quote:

ORIGINAL: Andy Mac

Updated to fix German Weapons

Thanks for the great work AND support!!!!



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Pax

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Post #: 105
RE: Ironman Japan v10 - 8/31/2012 6:51:27 PM   
Keifer


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From: San Diego, CA
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Andy,

It looks like part 1 and 4 have duplicates of the same files:
scn010.cmt
wpa010.dat
wpc010.dat
wpd010.dat
wpg010.dat
wph010.dat
wpp010.dat

Is this intentional?

I assume I use the latest version of the files.



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Old School Midway Fanboy

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Post #: 106
RE: Ironman Japan v10 - 10/6/2012 4:22:12 AM   
sdhundt

 

Posts: 300
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From: Milwaukee, WI, USA
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Will these new AI files work with a game in progress or do I have to start a new Iron Man game...I'm in March of 1942 and don't want to go back four months, Thanks.

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Post #: 107
RE: Ironman Japan v10 - 10/6/2012 1:21:56 PM   
PaxMondo


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AI files would require a restart.  When a new game is start, there is a random choice of which AI file to run weighted to run the primary more frequently.  Once chosen, that file then is what is used for the rest of the game.  If you want to force a variant, copy and rename that one to the primary AI slot and start.

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Pax

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Post #: 108
RE: Ironman Japan v5 - 8/9/2014 5:16:17 PM   
miv792

 

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Joined: 4/28/2013
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*del

< Message edited by miv79 -- 8/9/2014 6:17:09 PM >


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Sorry for my english

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Post #: 109
RE: Ironman Japan v5 - 10/7/2014 9:03:05 PM   
Kensai

 

Posts: 81
Joined: 2/28/2002
From: Karlsruhe, Germany
Status: offline
Hi,

I recently started a new game with that scenario. I'm now at Sept. 1942 and have recently taken Guadalcanal.

Unfortunatly, the AI doesn't react to anything I do. I've loaded as Japan and found the following thing:

- they have no decent bombers on Rabaul (2 x KI21, most Betties seem to be in China bombing Chinese junk units)
- only one Zero squadron on Guadalcanal (lvl5 airfield)
- only one CA at Rabaul
- many surface units doing a patrol in the middle of nowhere


In short, while Lunga hat about 900+ AV on it I've taken the island after one week or so. The AI didn't even try to attack my unprotected transports, neither by air or by sea.

I've now quit the game for good, and I'm a bit sad, since I've really put alot of work into it.

Or is this a general weakness of the AI?

(in reply to miv792)
Post #: 110
RE: Ironman Japan v5 - UPDATED - 10/21/2018 12:23:51 PM   
Enforcer

 

Posts: 320
Joined: 3/14/2002
From: New Smyrna Beach, Fla
Status: offline
what map and extra would I use for these files


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Post #: 111
RE: Ironman Japan v5 - UPDATED - 10/25/2018 5:48:03 PM   
Kull


Posts: 2625
Joined: 7/3/2007
From: El Paso, TX
Status: offline
quote:

ORIGINAL: Enforcer

what map and extra would I use for these files



That version is old. Please see this post for the 2016 version of the Tier 1 Ironman (Scenario 102).

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Post #: 112
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