RE: Da Babes Mod (Full Version)

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drw61 -> RE: Da Babes Mod (2/13/2010 9:19:22 PM)

Scen 027 is the Dec 8 Start.

Available at http://www.matrixgames.com/forums/tm.asp?m=2373258




Gary D -> RE: Da Babes Mod (2/13/2010 9:34:36 PM)

Joe;

Do you think it is smart to start a new game with either of the Lite v2 versions with "replacements set to off" or should we avoid the replacement issue and start with them on? I did a quick 14 day step through with Scenario 27, replacements set to off, and the units I was testing seemed to be working fine after I manually turned replacements on with them. I do not know much about the editor and TOE's but everything was "lining up" device by device and dragging the right quantity of new equipment into the units.

Just curious how you folks see it now. Thanks.

All the best!





JWE -> RE: Da Babes Mod (2/13/2010 10:08:42 PM)

Somebody, somewhere, asked if MO was Osterhaut. Yes. He's my friend Michael Osterhaut. He calls himself MO, and we all do too.

He's gonna frikkin hate this, but life's a witch, yeah? His written English might be be choppy, but that has nothing to do with what's on his mind. I was there when he gave a presentation to Henry Samueli that had both of us at the edge of our chairs.

Not only that, but this man is probably one of the world's 4 or 5 most knowledgeable authorities on 18th century naval warfare, and Age of Sail stuff in general. He don't write books, he sails on ships. I met MO when I first sailed on R.H.Dana's reconstructed ship, Pilgrim. He was the bosun, and as God is in his heaven, MO made that crew move sweet. He was also master's mate - corporate "master" pissants couldn't find their way from "A" mark to the harbor entrance.

A very good man. A very, very good man. Just my humble opinion.




Mac Linehan -> RE: Da Babes Mod (2/13/2010 10:24:08 PM)

Gents -

After carefully reading this thread and the thread on "Da Babes 2" I am still uncertain about which download to use and what to put where.

There is an "Art" download, and six chunks. Am I using all six chunks and the art download; or do I use certain chunks that have the "corrected" files? Do I download all into one folder and use it as a new Scn 26 (Dec 7th Start?)

I have the original release (Dec 20th) "Da Babes Lite", and love it. Thank you all in advance; it is obvious that I am not getting the whole picture.

I am most appreciative of your help.

Mac




Gary D -> RE: Da Babes Mod (2/13/2010 10:50:31 PM)

Mac;

I believe if you download the 6 chunks posted now, and unzip them all into your scenario folder you are fine. The art chunk gets unzipped into your art folder.

All the best




Mac Linehan -> RE: Da Babes Mod (2/13/2010 10:52:19 PM)


quote:

ORIGINAL: Gary D

Mac;

I believe if you download the 6 chunks posted now, and unzip them all into your scenario folder you are fine. The art chunk gets unzipped into your art folder.

All the best



Gary D -

You, Sir, are a lifesaver! Thank You!

Mac




Mac Linehan -> RE: Da Babes Mod (2/14/2010 12:03:20 AM)

Gary D -

Will the Da Babes 2A update a savefile (Dec 8th 1941) from the original Da Babes Lite? Am not clear on this; or is a restart necessary for full feature (such as sub torpedo tube ratios) implementation?

Also - how can I tell that the update (002A) has been sucessfully implemented?

Thank You,

Mac




Gary D -> RE: Da Babes Mod (2/14/2010 12:35:27 AM)

Mac;

It gave me the "yellow text" data base update choice when I loaded my Jun 42 game, however personally it did not fix the issue with CV groups for me or include the torpedo tube modification. This was with scenario 27 the December 8th start. I had a few other gremlins in replacements that the update could not fix either so I am just restarting. I really want to see the torpedo tube mod in action.

Your luck might be better though! [:)]

I do some minor editing of almost every scenario I play, that could account for my issues too I think.

All the best!




Mac Linehan -> RE: Da Babes Mod (2/14/2010 12:44:06 AM)

quote:

ORIGINAL: Gary D

Mac;

It gave me the "yellow text" data base update choice when I loaded my Jun 42 game, however personally it did not fix the issue with CV groups for me or include the torpedo tube modification. This was with scenario 27 the December 8th start. I had a few other gremlins in replacements that the update could not fix either so I am just restarting. I really want to see the torpedo tube mod in action.

Your luck might be better though! [:)]

I do some minor editing of almost every scenario I play, that could account for my issues too I think.

All the best!


Gary D -

I will have to do some experimenting...

Thank You!

Mac




oldman45 -> RE: Da Babes Mod (2/14/2010 5:51:09 AM)

I am doing the Dec 7 version and it did not update the airgroups. I ran a turn to see if that mattered and it didn't. I am debating if I want to restart. I think I have figured out a way to work around the aircraft, just do a fit to ship but add the planes manually, perhaps that will work. I really don't want to restart.

Shame there is not a way to have the DB changes effect the current game if you are playing against the AI and a check if your playing PBEM. Oh well.




Central Blue -> RE: Da Babes Mod (2/14/2010 7:28:47 AM)


quote:

ORIGINAL: oldman45

I am doing the Dec 7 version and it did not update the airgroups. I ran a turn to see if that mattered and it didn't. I am debating if I want to restart. I think I have figured out a way to work around the aircraft, just do a fit to ship but add the planes manually, perhaps that will work. I really don't want to restart.

Shame there is not a way to have the DB changes effect the current game if you are playing against the AI and a check if your playing PBEM. Oh well.



Well that's pretty strange. I am back at home and the existing air groups for Lex, Sara, and Enterprise all say they will change. Hard to say about the reinforcements. I did the Historical start for December 7. I guess I'll see what happens when I apply the new stuff.

One of the advantages to a bunch of restarts is that I am finally beginning to slow the pace down in my head and get a sense of where assets will be when after I send them on their way -- even with variable reinforcements. So I am finally understanding what you have said in the past about not having to obsess over every turn.





Central Blue -> RE: Da Babes Mod (2/14/2010 8:03:06 AM)


quote:

ORIGINAL: JWE

Somebody, somewhere, asked if MO was Osterhaut. Yes. He's my friend Michael Osterhaut. He calls himself MO, and we all do too.

He's gonna frikkin hate this, but life's a witch, yeah? His written English might be be choppy, but that has nothing to do with what's on his mind. I was there when he gave a presentation to Henry Samueli that had both of us at the edge of our chairs.

Not only that, but this man is probably one of the world's 4 or 5 most knowledgeable authorities on 18th century naval warfare, and Age of Sail stuff in general. He don't write books, he sails on ships. I met MO when I first sailed on R.H.Dana's reconstructed ship, Pilgrim. He was the bosun, and as God is in his heaven, MO made that crew move sweet. He was also master's mate - corporate "master" pissants couldn't find their way from "A" mark to the harbor entrance.

A very good man. A very, very good man. Just my humble opinion.


Thank you JWE. I just like to know who is who. MO was very helpful when you were in the cooler and folks were speculating about your future involvement.




oldman45 -> RE: Da Babes Mod (2/14/2010 10:34:22 PM)

I decided with all the changes and corrections the best choice is a restart, but thats the last one till patch 3 [;)]




JWE -> RE: Da Babes Mod (2/14/2010 11:38:13 PM)


quote:

ORIGINAL: oldman45
I decided with all the changes and corrections the best choice is a restart, but thats the last one till patch 3 [;)]

The best choice is indeed a restart. Patch-3 will be an executable only patch. Perhaps, but only perhaps, the A/G update thing might be included. But that is already in Da Babes, so if you are playing with the latest (002a) update, you will be good to go and only need to update the executable. Since Da Babes is not an "official" scenario, the patch-3 installer will not impact it in any way.

So load, play, and update. No worries.




oldman45 -> RE: Da Babes Mod (2/15/2010 1:50:17 AM)

You and Don take a bow!!




Gary D -> RE: Da Babes Mod (2/15/2010 2:00:59 AM)

Gents;

For your next update, the December 8th start, Scenario 27, is starting on the 7th. The setup is fine, just one calendar day early. The day of infamy was Saturday December 6th! [:)]

Thanks again for all your efforts on this project.




treespider -> RE: Da Babes Mod (2/15/2010 11:40:31 PM)

quote:

ORIGINAL: Osterhaut


quote:

ORIGINAL: Gary D
Gents;

For your next update, the December 8th start, Scenario 27, is starting on the 7th. The setup is fine, just one calendar day early. The day of infamy was Saturday December 6th! [:)]

Thanks again for all your efforts on this project.

oh ok. These things all comes from the official scenarios and it is hard to have every file be good. setup is fine so just turn a Nelson's eye to calendar day [;)] Lite is done now and does not have any more fixes except for a real big one. Now we are working on the Big Babes and will keep you comments in the mind.

MO


I guess if the scenario designer wanted to be less Ameri-Centric they could actually have the game start one day later... Remember the Day of Infamy was already Dec 8th in Manila/Tokyo/Singapore. So the next day would be Dec 9.[;)]

7:30am Dec 7 Pearl Harbor = 2:00am Dec 8 Manila = 3:00am Dec 8 Tokyo = 12:40am Dec 8 Singapore




oldman45 -> RE: Da Babes Mod (2/18/2010 7:48:53 PM)

Have you all seen this site? We might not want Don to see it [:)]

http://shipbuildinghistory.com/





JWE -> RE: Da Babes Mod (2/18/2010 9:10:28 PM)

edit




Don Bowen -> RE: Da Babes Mod (2/18/2010 10:15:42 PM)


quote:

ORIGINAL: oldman45

Have you all seen this site? We might not want Don to see it [:)]

http://shipbuildinghistory.com/





Don has seen it. JWE showed it to me.




oldman45 -> RE: Da Babes Mod (2/18/2010 10:52:05 PM)

Did you see how many drydocks we built, where in the world did we send to. Plus I was very surprised at all the army ships and boats that were built.




vettim89 -> RE: Da Babes Mod (2/19/2010 1:31:06 PM)

AH, I don't know how to ask this without possibly offending some people so I will try to say this as diplomatically as possible. I hope this is taken as just a honest question and by no means an attempt to start a firstorm.

Before I drop my bomb, I would like to say what you are talking about in this mod is very interesting to me. When I get around to playing my first PBEM, I may very well go with DBB. That ssaid I am still honoring my "No PBEM until patch 3" pledge to myselrf.

So my question: what was your motivation for Da Babes mod? Is it that there were some things not included in stock that JWE and Don Bowen thought should be included? Or is it that some things came out in play testing and initial deployment that seemed wrong and this is attempt t address those issues?

I just ask because it strikes this reader as odd to see a Mod being developed so soon after release and even more odd that that mod is being created by members of the original dev team.

You can ignore this if it opens up a can of worms that should be left closed. I understand




Don Bowen -> RE: Da Babes Mod (2/19/2010 3:39:46 PM)


quote:

ORIGINAL: vettim89

AH, I don't know how to ask this without possibly offending some people so I will try to say this as diplomatically as possible. I hope this is taken as just a honest question and by no means an attempt to start a firstorm.

Before I drop my bomb, I would like to say what you are talking about in this mod is very interesting to me. When I get around to playing my first PBEM, I may very well go with DBB. That ssaid I am still honoring my "No PBEM until patch 3" pledge to myselrf.

So my question: what was your motivation for Da Babes mod? Is it that there were some things not included in stock that JWE and Don Bowen thought should be included? Or is it that some things came out in play testing and initial deployment that seemed wrong and this is attempt t address those issues?

I just ask because it strikes this reader as odd to see a Mod being developed so soon after release and even more odd that that mod is being created by members of the original dev team.

You can ignore this if it opens up a can of worms that should be left closed. I understand


In developing the scenarios for the standard AE release, we had to consider a balance of historical accuracy and playability. Some folks (me! me!) want full accuracy - if's it's in the historical OOB it ought to be in the game OOB. Other people want an easier, more playable game and do not want to be bothered with handling small ships and units that have only a minor affect in the game.

The standard scenarios were developed with balance in mind. Once the game was released, we fanatics then began to create the full-on detailed mod. That's the reason the mod is named "Babes". Back in standard scenario development times, people would review my OOB requests and moan and groan about more "little baby" ships.

It is equally probable that someone will develop a less detailed mod where playability is considered over detail.




vettim89 -> RE: Da Babes Mod (2/19/2010 3:45:40 PM)


quote:

ORIGINAL: Don Bowen


quote:

ORIGINAL: vettim89

AH, I don't know how to ask this without possibly offending some people so I will try to say this as diplomatically as possible. I hope this is taken as just a honest question and by no means an attempt to start a firstorm.

Before I drop my bomb, I would like to say what you are talking about in this mod is very interesting to me. When I get around to playing my first PBEM, I may very well go with DBB. That ssaid I am still honoring my "No PBEM until patch 3" pledge to myselrf.

So my question: what was your motivation for Da Babes mod? Is it that there were some things not included in stock that JWE and Don Bowen thought should be included? Or is it that some things came out in play testing and initial deployment that seemed wrong and this is attempt t address those issues?

I just ask because it strikes this reader as odd to see a Mod being developed so soon after release and even more odd that that mod is being created by members of the original dev team.

You can ignore this if it opens up a can of worms that should be left closed. I understand


In developing the scenarios for the standard AE release, we had to consider a balance of historical accuracy and playability. Some folks (me! me!) want full accuracy - if's it's in the historical OOB it ought to be in the game OOB. Other people want an easier, more playable game and do not want to be bothered with handling small ships and units that have only a minor affect in the game.

The standard scenarios were developed with balance in mind. Once the game was released, we fanatics then began to create the full-on detailed mod. That's the reason the mod is named "Babes". Back in standard scenario development times, people would review my OOB requests and moan and groan about more "little baby" ships.

It is equally probable that someone will develop a less detailed mod where playability is considered over detail.


I see said the blind man as he picked up his hammer and saw. That makes sense. I was struck by the lack of lift in Canadian WC bases. We now have even more bases and so few resources to keep them supplied. I am sure there are similar issues for the Japanese especially after the SRA is conquered. Nice to see the little extras added in. Now I want to play it even more. Will finish toying with my ASW ideas also




Central Blue -> RE: Da Babes Mod (2/19/2010 9:40:34 PM)


quote:

ORIGINAL: vettim89


quote:

ORIGINAL: Don Bowen


quote:

ORIGINAL: vettim89

AH, I don't know how to ask this without possibly offending some people so I will try to say this as diplomatically as possible. I hope this is taken as just a honest question and by no means an attempt to start a firstorm.

Before I drop my bomb, I would like to say what you are talking about in this mod is very interesting to me. When I get around to playing my first PBEM, I may very well go with DBB. That ssaid I am still honoring my "No PBEM until patch 3" pledge to myselrf.

So my question: what was your motivation for Da Babes mod? Is it that there were some things not included in stock that JWE and Don Bowen thought should be included? Or is it that some things came out in play testing and initial deployment that seemed wrong and this is attempt t address those issues?

I just ask because it strikes this reader as odd to see a Mod being developed so soon after release and even more odd that that mod is being created by members of the original dev team.

You can ignore this if it opens up a can of worms that should be left closed. I understand


In developing the scenarios for the standard AE release, we had to consider a balance of historical accuracy and playability. Some folks (me! me!) want full accuracy - if's it's in the historical OOB it ought to be in the game OOB. Other people want an easier, more playable game and do not want to be bothered with handling small ships and units that have only a minor affect in the game.

The standard scenarios were developed with balance in mind. Once the game was released, we fanatics then began to create the full-on detailed mod. That's the reason the mod is named "Babes". Back in standard scenario development times, people would review my OOB requests and moan and groan about more "little baby" ships.

It is equally probable that someone will develop a less detailed mod where playability is considered over detail.


I see said the blind man as he picked up his hammer and saw. That makes sense. I was struck by the lack of lift in Canadian WC bases. We now have even more bases and so few resources to keep them supplied. I am sure there are similar issues for the Japanese especially after the SRA is conquered. Nice to see the little extras added in. Now I want to play it even more. Will finish toying with my ASW ideas also


Then you will be impressed by the amount of lift in Babe's Lite. There are all kinds of handy little vessels in Canadian waters just right for moving regiments and battalions around that region. All the big passenger ships that can't dock anyway can now be sent off to other theaters.




Gary D -> RE: Da Babes Mod (2/19/2010 10:07:02 PM)

And all these little guys have a lot of personality.

Lose a crusier... what the heck there are always more around somewhere. Lose one of your little Teapa AKL's and I had to go sit on the porch with my scotch and cigar and mourn them for a half an hour. [:)]




comte -> RE: Da Babes Mod (2/20/2010 9:06:38 AM)

The More ships the better in my opinion [:)]




Gary D -> RE: Da Babes Mod (2/20/2010 10:19:06 PM)

Gents;

Possible data base gremlin in Scen 27, Lite v2. Ship 152, T War Emergency class, has 0 ammo for the 20mm in weapons slot 7. First of the class is Trusty that shows up on 1 Jan 42. The 44 upgrade has 18 ammo so for my purposes thats what I tossed on it.

I realize you are done with Lite but thought it might be carrying over to your next version.

All the best.




Herrbear -> RE: Da Babes Mod (2/20/2010 11:11:08 PM)


quote:

ORIGINAL: Gary D

Gents;

Possible data base gremlin in Scen 27, Lite v2. Ship 152, T War Emergency class, has 0 ammo for the 20mm in weapons slot 7. First of the class is Trusty that shows up on 1 Jan 42. The 44 upgrade has 18 ammo so for my purposes thats what I tossed on it.

I realize you are done with Lite but thought it might be carrying over to your next version.

All the best.


FWIW - It is also that way in Scen 26 Lite v2.




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