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: Empire - Get it here! 24th Sept 21 - New V1.5

 
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: Empire - Get it here! 24th Sept 21 - New V1.5 Page: <<   < prev  1 [2]
Login
Message << Older Topic   Newer Topic >>
RE: Empire - Get it here! 24th Sept 21 - New V1.5 - 10/7/2021 9:19:02 AM   
Cavalry Corp

 

Posts: 3107
Joined: 9/2/2003
From: Sampford Spiney Devon UK
Status: offline
Seanmac 456 ,

Thanks for the review. Happy to receive all comments and I hope I can justify ...

Firsty the reason why one of the KGV class BB is called Beatty is because- it was really going to be.
https://en.wikipedia.org/wiki/King_George_V-class_battleship_(1939)

The Howe (ex Beatty) in this mod is an Admiralty class BC - which in fact it was going to be. Howe already exists in this mod before KGV class... so KGV BB is Beatty.
https://en.wikipedia.org/wiki/Admiral-class_battlecruiser

In this mod some BB/BC under construction at end WW1 and or Treaty time were allowed to be completed and or not scrapped.
This is a fictional mod where possible I have used all names that are correct or in line with the ship class to make sure the chrome feels right.

As regards 15KT cruise speed - almost all warships ships were given this as you can find websites stating almost anything and 15 suited, just because a ship had a slower max speed does not mean the cruise speed is always going to be less than others. A few ships designed for pursuit and or had v modern efficient/powerful modern engines or had an exceptional max a speed for their class got 18kt.The 15 was also given as you will see that many old BB have pretty short ranges, this 15kt does not assume the most efficient speed but allows them some flexibility and viable use in game.

Hope this was useful.


Cav



(in reply to seanmac456)
Post #: 31
RE: Empire - Get it here! 24th Sept 21 - New V1.5 - 10/7/2021 7:41:35 PM   
seanmac456

 

Posts: 14
Joined: 2/22/2021
Status: offline
the Beatty thing was joke. He doesn't deserve a ship. IRL they were going to do it but it along with Jellicoe but they ended up basically rehashing the arguments about blame for Jutland so they renamed both ships. In all likelihood they would have still renamed the ships because those wounds were still fresh at the time.

As for the 15 knot cruise on older ships I don't like it because it really homogenizes the older ships with newer ones. IMO the fact that the game doesn't have a variable cruise speed is an issue because carriers and modern BBs at 15 knots was probably what they were speced for peace time cruising but I know that Fast Carrier Task force's cruise speed was 23 knots because the US wanted to keep up operational tempo and they could afford the fuel expenditure. That's the reason the standards couldn't keep up with carriers and 28 knot ships could. there were certain situations were everyone would have to go flank it might cause issues. during a lot of the raids the FCTF did the Iowa class were the battleship escorts and the slower NC's and SD's were left behind because it made strike planning easier and it was low risk anyways but when you into places PI in 44 the NC's and SD's were included in the task forces. all of that is to say the distinction of 12 and 15 cruise is a poor implementation of a historical reality which I like to keep in the game because it makes task force composition more interesting and historical.



_____________________________

Either I will be Decorated or Court Martialed. Fire!

(in reply to Cavalry Corp)
Post #: 32
RE: Empire - Get it here! 24th Sept 21 - New V1.5 - 10/12/2021 5:11:24 PM   
Cavalry Corp

 

Posts: 3107
Joined: 9/2/2003
From: Sampford Spiney Devon UK
Status: offline
Sorry for the late reply.

Firstly I could probably not disagree with you on the naming of those ships! Although I thought they were named because of Jutland. Britain probably saw it as a strategic victory which it was even if it was a bit of a tactical defeat. I wish there was a really good game on Jutland.

As regards the cruise issue well it is a bit of a tricky one and it is a shame that ships cannot have a few more different speeds available. That is really why I made most ships 15. If players however think that certain combat ships should be reduced then I see no reason why it could not be put in the next patch. But I don't think it will really make all that much difference and if we reduce the speed of ships that need to be used in the game it may have a bit too much of a negative effect. As the game progresses as we all know these slow battleships generally have less and less useful and in my long experience of playing they are torpedo magnets of the highest magnitude. Reducing their cruise speed would probably make it even worse, their full speed 21kt even makes most of them fairly poor all the time same applies to most of the old Japanese battleships. Please feel free to give me a list of ship classes that you think should be reduced to 12kt. Thank you though for commenting on the game and I hope you have a tour around it.


(in reply to seanmac456)
Post #: 33
RE: Empire - Get it here! 24th Sept 21 - New V1.5 - 10/15/2021 1:26:27 AM   
seanmac456

 

Posts: 14
Joined: 2/22/2021
Status: offline
The issue is that is that Beatty and Jellicoe had there own very different version of events that not just factional splits in the navy but also in the public.



In terms of the 15 knot cruise speed I am working on my own mod and what I am thinking about is the option to rebuild the standards. granted in this mod that would take them into full on 28 knot fast battleship territory due to some of the alt history i am doing but what i would do in your mod is change it back to 12 knots with a rebuild option and you can have that be just a cruise speed increase, I E installing new cruising turbines, or a full speed increase depending on what you want

_____________________________

Either I will be Decorated or Court Martialed. Fire!

(in reply to Cavalry Corp)
Post #: 34
RE: Empire - Get it here! 24th Sept 21 - New V1.5 - 10/15/2021 11:35:01 AM   
Cavalry Corp

 

Posts: 3107
Joined: 9/2/2003
From: Sampford Spiney Devon UK
Status: offline
Seamac,

I think it's a very good idea to offer re build options but realistically I'm not sure players will take it up because if you're going to make it anything like authentic it's going to take a very long time. It is better to build the new ships instead especially for Japan in my mod. Engine refits would be a huge undertaking. I'm sure there are players out there like me actually that would like the option to do these things. Maybe it's something I could add later.


(in reply to seanmac456)
Post #: 35
RE: Empire - Get it here! 24th Sept 21 - New V1.5 - 10/17/2021 5:29:03 AM   
seanmac456

 

Posts: 14
Joined: 2/22/2021
Status: offline
well i mean it's up to the player if they think it's worth it

_____________________________

Either I will be Decorated or Court Martialed. Fire!

(in reply to Cavalry Corp)
Post #: 36
RE: Empire - Get it here! 24th Sept 21 - New V1.5 - 10/17/2021 12:37:49 PM   
Cavalry Corp

 

Posts: 3107
Joined: 9/2/2003
From: Sampford Spiney Devon UK
Status: offline
agree

(in reply to seanmac456)
Post #: 37
RE: Empire - Get it here! 24th Sept 21 - New V1.5 - 10/29/2021 7:56:42 PM   
Cavalry Corp

 

Posts: 3107
Joined: 9/2/2003
From: Sampford Spiney Devon UK
Status: offline





1. V 1.6
2. Removed duplicate bases in DEI. – REQUIRES RE START
3. Removed the 5 starting (Prototype) planes from pool from E15K2 Norm, reduced other prototypes slightly.
4. Adjusted a very slightly a couple of build rates for early allied and Japanese bombers and pools
5. Adjusted slightly some Japanese plane stats for more cohesion and TR plane loads and SR.
6. Reviewed some older Japanese BB ranges/ fuel in light of new thoughts on modernisation.
7. Slightly put back Japanese CVL arriving 42 by c 1 month, Scn 42 and 2/3 months Scn 43.
8. Slightly reduced Japanese Garrison requirements in China and added a few more security units.
9. Slight reduced exp on starting air Groups CV Shokaku, Zuikaku and CVL Ryujo
10. Slightly reduced PP for both sides.
11. Amended the optional one attack rule, per day turn to all Forest and all combination Mountain and Combination Rough hexes (optional).

(in reply to seanmac456)
Post #: 38
RE: Empire - Get it here! 24th Sept 21 - New V1.5 - 12/13/2021 12:57:51 PM   
Cavalry Corp

 

Posts: 3107
Joined: 9/2/2003
From: Sampford Spiney Devon UK
Status: offline
pbem v 1.6 , 2 days turns Late December 41

In my second game I have found a lot more fun to be had with the surface raider. This was the first of two successful intercepts partly helped by very long range Japanese reconnaissance. The second intercept unfortunately ended because unfortunately of low ammunition issues.

All the ships in the picture were sunk...

Anybody that is currently playing this mode I would be very happy to see any interesting situations that have arisen. In 1.6 it's pretty tough for both sides because although Japan is a lot stronger they also have a lot of obsolete equipment. It is very tempting to waste a lot of pilots in very obsolete aircraft for virtually no gain




Attachment (1)

< Message edited by Cavalry Corp -- 12/13/2021 12:59:23 PM >

(in reply to seanmac456)
Post #: 39
RE: Empire - Get it here! 24th Sept 21 - New V1.5 - 12/19/2021 10:35:28 AM   
Cavalry Corp

 

Posts: 3107
Joined: 9/2/2003
From: Sampford Spiney Devon UK
Status: offline
Just updated info on mod on first page

(in reply to seanmac456)
Post #: 40
RE: Empire - Get it here! 24th Sept 21 - New V1.5 - 1/9/2022 6:15:38 PM   
Cavalry Corp

 

Posts: 3107
Joined: 9/2/2003
From: Sampford Spiney Devon UK
Status: offline
Jan 22

Thanks to Dean for whipping our way through PBEM now in Feb 42 , Its the best way to balance and find glitches...

V1.6c Minor update - Corrected Error base at Ternate( caused by unhelpful editor slots) and corrected range stats of RAAF Spitfire MK II


(in reply to seanmac456)
Post #: 41
RE: Empire - Get it here! 24th Sept 21 - New V1.5 - 1/31/2022 3:55:23 PM   
Cavalry Corp

 

Posts: 3107
Joined: 9/2/2003
From: Sampford Spiney Devon UK
Status: offline
New update/ play balance tweaks - coming soon

Awaiting 1942 PBEM feedback from allied side

reviewing some suggestions

Play testing some hypothetical situations

(in reply to seanmac456)
Post #: 42
Page:   <<   < prev  1 [2]
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> RE: Empire - Get it here! 24th Sept 21 - New V1.5 Page: <<   < prev  1 [2]
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

2.859