Mod q's (Full Version)

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Mosby -> Mod q's (10/13/2008 2:19:14 AM)

I've got some questions about all of the mods in this game. It seems like they really enhance the game...but there are quite a few to choose from and to be honest, they are all a bit confusing to me.

I've read some info about a couple of them, but I was wondering if y'all could explain the differences between them.




2ndACR -> RE: Mod q's (10/13/2008 2:28:26 AM)

Empire's Ablaze has a enhanced Japanese. New ships, a/c etc. The Allies get new goodies too, but be advised. Japan starts with 20,000 PP's so alot more troops can be sent to the front faster.

RHS I have not played, but alot here do.

CHS (assorted versions) is the mod that RHS and EA are built off of.

Nikmod has enhanced flak and major changes to a/c stats. Flak is now a major concern.




Mosby -> RE: Mod q's (10/13/2008 3:44:56 AM)

I'm thinking that I'm going to be playing a lot of solo games to get the game down...especially because the Japs seem so hard to play. I saw that the CHS page said that the AI wouldn't be able to handle some of the changes they made...is it the same with the others?




rockmedic109 -> RE: Mod q's (10/13/2008 5:22:57 AM)

I am playing the AI in a CHS game.  Works well but the AI cannot target Panama or Aden {which would have been difficult or impossible IRL anyway}.  As long as you don't do anything outlandish, CHS against the AI is fun.  A few tweaks in the editor and a couple of house rules help. 

Drop Hong Kong fortifications to at least 1.  I dropped them to 2 and Hong Kong is still in allied hands in FEB 43. 

Play MacA right and leave Manila.  I fortified Manila and it held out for a year.  Surrendered when out of supply.

Leave Percival incharge at Malaya.  Should make the Japanese run down the penninsula faster and allow quicker attack on Java.




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