LargeSlowTarget
Posts: 4443
Joined: 9/23/2000 From: Hessen, Germany - now living in France Status: offline
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quote:
What did the river crossings with yellow X mean? A yellow X means a bridge did exist but has been damaged / destroyed prior to Dec 7th. 1941, a red X means no bridge did exist until after the war. You will also note that some rail links are black-grey dotted lines - these indicate railroads destroyed or railroads not existing on Dec. 7th, 1941 For the dotted railroads and the yellow X crossings, the railroad is actually in place map-data-wise, players have to observe the house rule not to use the rail for strat moves until "repaired" or "constructed". This is being simulated by using Eng assets in order to increase the port in the two hexes connected by the bridge resp. each hex traversed by a dotted railroad to max standard level before being allowed to use strat move of units in these hexes. The flow of supplies over yellow X and dotted railroads and accopanying roads is still possible, but is strangled due to the application of supply caps - it will increase with each port level built. I don't think, the flow of fuel/oil/resources is being impacted by supply caps, but you will need to occupy the entire railroad from Hanoi to Shanghai in order to create what has been termed the "magic highway" that links Singers with Shanghai, and find the necessary garrison forces since each hex has a garrison requirement. Given the limitations and possibilities of the game engine, this is the closest I have come up with to simulate infrastructure improvements by player choice in the game and the necessary investments (engineering assets and supplies). The alternative way of handling this would be to use a set of different pwhexdat (map data) files that would need to be applied by each player at predefined dates, starting with no railroads in place where damaged/not build and adding sections of repaired/constructed railroads over time. However, this would not tie-down any engineering assets and not use supplies, giving infrastructure improvements for free. Plus the hassle with different map data files to manage. Not my cup of tea. quote:
If you set Vals to attack land targets at 10-15K they will dive bomb land targets and get more exposed to AA. Thus here in your mod since the Sonias are now dive bombers you will get the same effect at these altitudes dive bombing and not level bombing. So like Vals you will need to set the Sonias in your mod to attack land targets below 10K or above 15k to avoid more intense AA from divebombing... My Sonias also have the "attack bomber" profile. I'm not sure how it interacts with the dive bomber profile - I think (or rather hope) they dive-bomb if set to 10k-15k, level-bomb above 15k and between 7k and 9k but drop to attack at 1k with a full bomb load when set to 6k or below. quote:
Also I take it you will not be updating your map to the most current version of Bellum Pacifica or a non-hexside version? I really like Bellum Pacifica v3 and use it in my PBEM. Always wanted to do a Bottlenecks version of it, but it is a lot of work and I have not found the motivation to start working on it - yet. quote:
I also saw you noted there are no AI files included but I did notice there are AI files for Scen 59, 60, and 61 included in the mod folder. These are perhaps from DaBabes mod? Yes, from DaBabes. Included for testing, not intended for playing a campaign vs computer - AI probably won't use the new bases or worse may get confused. quote:
How does the Historical First Turn On/Off option work with your mod since you already include historical strikes? Do you recommend on or off? Personally, I like giving orders on turn 1 to change some "historic stupid moves" like the Wake Is. invasion, so I turn historical first turn off. As long as you heed the HR about keeping the air forces grounded on the first turn, "historical off" should be fine.
< Message edited by LargeSlowTarget -- 2/20/2022 5:11:53 AM >
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