RE: Stanislav's Thoughts (Full Version)

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JWE -> RE: Stanislav's Thoughts (2/16/2011 3:27:56 PM)


quote:

ORIGINAL: John 3rd
John--Would it be easier if I sent you the RA Files?

I know that Juan did all his Modifications by me simply sending it to him.

Sure. I know just what to change so it will be quick. I'll also include a complete changelog so you can un-doo any voo-doo you think is doo-doo [:D]

I'll send you a pm with my email address. Feel free. Ciao. John




JWE -> RE: Stanislav's Thoughts (2/16/2011 4:20:58 PM)


quote:

ORIGINAL: John 3rd
quote:

ORIGINAL: FatR
Although I looked at the development threads and realized that apparently only DaBigBabes, which rewrites OOB radically, splitting base forces and so on into smaller units, cuts down on the construction capabilities. So looks like my proposal isn't going to work and we're back to adjusting TOEs manually... Let's see what JWE will say, though.

EDIT: And of course, John, we need to decide by how much we want to reduce the construction capability. If 50% still seems too excessive, I propose 1/3 of the original. I'm afraid that 10% proposed by JWE will not only be very punishing for players who don't plan a year ahead (including slowing the game down to a crawl if the Allied player fails in that), but also will make airfield shutdown practically permanent and already-massive carrier superiority over LBA absolute.

I think down to 10% is way too far. For slowing things down, yet retaining the fun element, I think 50% is about right. Concur that we wait for JWE to jump in some more on this.

Yes, you guys are right. 10% is much too aggressive and will indeed have a negative impact on playabiity/balance. Overlooked the Carrier v LBA thing entirely. Wheels, within wheels, within wheels, sigh ... my bad.

A 50% reduction is working out very well, both sides can still build up BIG places rather quickly, but can only do it to about half the places (simultaneously) that they could in stock. That sort of timing and limitation on the number of bases that can be simultaneously built up big, is one of the main paradigms of Babes. So 50%, 33%, they will both work. The main concept is one must use 2x or 1.5x the stock number of units to get the same result as in stock; which means only 1/2 or 2/3 the number of things that can be done simultaneously. But you can still get the stock results (in terms of time to build to , fx, 8 or 9), just in fewer places. Um .. does this make sense, or am I getting tangled up my shorts again?

Anyway, I haven't looked at a stock based OOB for a while, but if you all want, I would be glad to check it out and try and come up with a 'least effort, highest benefit' solution that doesn't impact the AI in any way, and let you have the results.

John, I think you and your crew are running down a good track. Ain't the same as Babes, but it is no less valid. Be pleased to help in any way I can.

Ciao. John




Buck Beach -> RE: Slowing Things Down... (2/16/2011 9:17:12 PM)


quote:

ORIGINAL: John 3rd

quote:

ORIGINAL: FatR

So, about hindering Japan early...

The thing is, by the very nature of AE, operations in the game tend to unfold very rapidly, compared to RL, and you can't really buy as much time as in RL by trading territory for it. There are three main contributing factors to that:

1)Easy logistics. The RL complexity is reduced to providing fuel and supplies, only supplies to bases that aren't supposed to support fleet operations. And supply equation is such, that players often don't need to bother with secure naval lines of communication in the short term. Both sides also have sealifting capacity well in excess of their needs. Allies, in particular, have rather limited economic needs, and this gives them vast reserves of shipping that can be freely sacrificed to fuel military operations.

I'm not sure if anything can be done with this aspect of the game. A blanket reduction in ship cargo capacity will make feeding military operations in distant theatres more challenging, but also will impact Japanese economics rather hard. Now, I don't mind this aspect of the game to be more challenging, as in the game Japanese happen to have a significant surplus of merchants, instead of their RL constant shortage, but such profound changes are very hard to balance. I'm also not sure if other people really care about playing Transport Tycoon of the Pacific (I know you don't John, and often find micromanaging small convoys annoying myself).

2)Easy base building. Not even talking of extra perks Japanese get here in RA, in Scen 2 I made Tulagi into an airbase capable of launching attack missions (size 2) in about a month, without even a major commitment of construction units. Well, we all know how long it took Japanese to construct an operational airfield there in RL. Of course, this works even better for Allies. They can drop a bunch of troops in dot hexes and turn them into an airfield cluster of doom in a week or two - moves like this are more limited by amphibious capability than base-building one. Constructing an airfied capable of operating unlimited number of aircraft might take only about a month later in the game. This "Instant Base - Just Add Supplies" capability makes offensive operations faster and vastly reduces dependency on existing bases, allowing offensives also to be bolder. It is probably the main factor that makes deeply unrealistic Japanese moves, like early assault on Hawaii or moving into Southern Pacific with Rabaul as the closest forward base quite viable. It's also one of the main factors that allows the classic war-winning Allied gambit of jumping into a currently weakly-developed but strategically important region in force (like Cuttlefish was defeated by Q-Ball; I avoided this fate in my Ocean of Blood game only by destroying Allied carrier fleet).

In certain situations, this can make the game harder for Allies - if they fail to push back until about second half of 1943, they are likely to face the Japanese perimeter that looks like Atlantikwall and Maginot Line combined. But I believe such situation to be just a sympthom of deeper failings on the Allied player's part.

If it is possible to adjust the speed at which engineers work, I don't know how to do this. So, the only way of fixing the situation seems to be going through TOEs and cutting the number of construction troops at least in half for both sides (for Japanese - from their increased number in Scen 70, to keep the intended bonus).

3)Players' greater risk tolerance, loss tolerance and willingness to outright sacrifice troops, ships and planes, compared to RL planners. Affects the Japanese side too, as many players do not mind expending assets that will be useless late in the war anyway, but mostly impacts how the Allies are willing to act, compared to RL.
Nothing really can be done about this aspect, except outsmarting and punishing one's opponent for his aggressiveness[:)].


As a consequence of all this, Japan in AE generally cannot be satisfied with the historical conquests, even with a few additions to complete the defensive perimeter, like Port Moresby. At the very least, the Japanese player must take Northern Australia, to safeguard Eastern DEI, that has a ton of dot bases and therefore is extremely vulnerable to an early, or even not-so-early Allied counterattack. Ideally, he should strike farther, to destroy Allied assets and disrupt their buildup whenever possible, and strike early, before the amphibious bonus will run out, and every Allied base of note will require a month of fighting to seize. Southern Pacific seems to be a rather popular direction for such assault, although after trying this direction for myself I'm not liking it very much. This requires bold advance and swift destruction of Allied forces in Malaya and DEI.
Conversely, a major slowdown in Phase 1 (reaching the historical perimeter) usually spells total disaster for Japanese. Again, see even my own example in Ocean of Blood AAR, Cuttlefish vs. Q-Ball and Aussies vs. Amis examples, heck, even Nemo121's game as an extreme example of what might happens when the Japanese player commits particularly grievous mistakes during the initial expansion phase.

And unless something is done to offset above-mentioned factors (those we can do anything about), I'm quite strongly opposed to make the initial DEI conquest harder. Yes, I know, in RL it was far from almost-sure thing it is in AE. But our goal with RA is to faciliate long-lasting campaigns that remain interesting as long as possible, and in the current metagame introducing small immediate bonuses for Allies at the start can give them an advantage snowballing in importance as the game goes on, and possibly shortening it by a year or two. In particular, significant reinforcement of Palembang, the base any Allied player who feels like hurting the enemy to the best of his ability, should already be reinforcing from Day 1, in hopes of causing severe damage to oil and refineries on capture, is likely to be very harmful for the Japanese in the long term.


Initial Comment: Damn.

This is well thought out and insightful Sir. I had to read it two or three times to really wrap my mind around your commentary. It is excellent.

OK.

1. Easy Logistics--Working in this area is a can or worms.

I personally like the idea of reducing carrying capacity of AKs/TKs/AKLs/etc...but it would be a NIGHTMARE to work on. To a certain extent the developers have already moved in this direction. Remember the original WitP?!!

Of course in RA we've already thrown a major handicap at the Japanese by making things tougher with a reduced fuel/supply stockpile. You are correct in that I truly HATE this side of the war but it is a necessity.

2. Easy Base-Building---This is more workable:

a. One could go through and reduce the engineers as described above. This could be done. Be a lot of work but do-able for someone who is methodic. I like this idea as the most simple solution.

b. A second thought would be to reduce those dot hexes and lower base possibilities. This would mean serious map work and might be quite difficult as well.

Your summation of what a Japanese player MUST do to simply secure the perimeter is spot-on. I feel that I must (by May 42) have Aleutians, South Pacific including PM, NW Australia, and ALL of Burma. Could the Japanese have done this IRL? NO. Simple as that but nearly all JFB feel they have do to simply forestall an early Allied counter.

I wish there would be some form of negative VP allowed for NOT fighting for locations. Something like if Soerabaja falls Feb 1, 1942--lose 200 VP, Soer falls Feb 15th lose 100 VP. This frustration goes to the Sir Robin defense. The Allied Player KNOWS the Japanese most be offensive in the extreme so many don't put up a real fight.

Anyone who has played the Japanese knows this is the exact opposite route one should take because the Japanese cannot replace early losses. An Allied player can lose a couple of CVs, BBs, and support ships because THEY WILL BE REPLACED. Not so the Japanese...

This could turn into a rant so I'll stop.

Got to say you really got the juices flowing with this Posting FatR!




This reply is directed to FatR, John 3rd, JWE and whoever and is Rant of sorts.

Here is a post I recently made in the Naval Issues thread, but given the issues ya'll (that's for you JWE since your now from Bama) I thought it may fit in here:

A friend of mine suggested that a portion of Japan's existing merchant fleet, at the start of the war, were left out of the game to represent those ships dedicated to domestic purposes as opposed to those in the game towards the "war effort". I don't ever recall seeing this. Does it sound familiar?

"Say it is not so Joe" ,but while it may not be true it seems by some of what you are saying, it is appropriate because of the "games" already over capacity of supply/merchant ships.

I have no doubt that it's true game wise and you guy collectively are a group of pretty "fart smellers" (as my uncle would say) and this comment in no way is disrespectful towards you.

Sort of seems like we have come full circle back to issue with stock WITP. It was recognized by many and pursued with gusto by EdCid (among others). Recall the reconfiguration and reduction of Allied AKs to cut in half the vessels and reduce their capacities. ElCid went farther and created "supply sinks" and damaged supply centers in the US to cut down on the initial over capacity of the US production and the begining of the war.

So what's my rant. Well here we are some 3 years later with our dream game and its sameo, sameo. In fact it seems we have even more supply than in WITP. And then there are the other issues you guys surface (and rightfully so). I visioned this game at least as representing "RL" data and was extremely delighted with the Mod expansion to DaBabes Lite and then the Biggy, bringing more and better toys to the party, Don's approach to the ship inventory, if it was there, put it in got my 68 year old heart beating faster. Now I am learning that it just adds to playability issues.

Why is my re-post germane. Well I have been on a 6 month or more long project to bring the shipping on both sides in line with RL (including capacities and armament, with concentration on the Japanese merchant ships for over a month. In a couple of PMs between Don he seemed to be interested in the results I might come up with, but maybe only just as a curiosity.

I have spent countless hours researching the Internet, buying an online subscription and purchasing several books to this end and then there's the entering of the data for maybe 150 to 200 (or more) additional Japanese merchants (large and small). Hey nobody told me to do it but it seemed to be one of the themes of the overall DaBabes project and I was excited. And now we don't even need or want more ships.

Well guess what folks, you've heard it before "the game is broken" and I guess needs to be adjusted/dumbed down to non-real equipment "shootem-up beer and pretzel fantasy fun game like Grand Fleet" to make it work of sorts. Ok it will never be that but I am a worn out old fart that is pretty disillusioned at this point.

I appreciate all that the developers and you modders have tried or are trying to do for this game but it appears it has turned out to be truly expensive "Mission Impossible"

I'll still be lurking around (not that any of you should care) but with a hell of a lot less enthusiasm.

Buck

Don Bowen, if you are still interested in the additional Japanese merchants I found (to date), just ask.




treespider -> RE: Slowing Things Down... (2/16/2011 10:17:04 PM)

Been lurking for quite some time and haven't fired up AE for quite a bit due to some spousal health issues...however the past few posts are great and informative.

One point that you guys may be overlooking is the fact that the resources necessary to be transported to Japan are IIRC still not up to the "real-life" levels.... During development a decision was made to "scale" back the resources necessary to be transported to "keep the game from breaking". The levels are far more restrictive in AE than in WitP however they are still not "real-life".

I do not have the numbers currently in front of me and it would require some work up on my part to input the correct data...However one change that was implemented is in the editor...that is the ability to fiddle with industrial resource input requirements and output ... Bottomline is the Japanese Merchants in stock AE are far more stretched than it was in vanila WitP but it is still less than history. By using the editor you can change the resources required for industry which would result in greater strain on the Japanese merchants.

Also one item that was also discussed (but not chnaged) was supply usage - in terms of unit supply consumption and supply spoilage. Both are likely vastly underated...when compared to history. For example our digital QM's bring in exactly what units need when they need it...the digital QM will never bring in a ship loaded with toilet paper and condoms that sit on the beach unused...

.........

On a note related to base expansion...one item that both Nik and I toyed with was an across the board reduction in base sizes and SPS size. By reducing sizes you increase the cost to expand beyond the SPS IIRC. In addition, remember you can still operate at bases smaller than "optimal" size you just do so at a penalty...

.........

One final note while on my "Rant"... one other aspect that seems out of accord with "reality" is the ability of aircraft to detect TF's at very long distances as well as the ability to strike the same TF's at very long ranges...not saying that it shouldn't happen but perhaps a few more "Flight unable to locate target" messages...maybe this has been changed in my near 8 month absence.

Now back to your regularly scheduled programming....






stuman -> RE: Stanislav's Thoughts (2/16/2011 10:52:59 PM)


quote:

ORIGINAL: JWE


quote:

ORIGINAL: John 3rd
quote:

ORIGINAL: FatR
Although I looked at the development threads and realized that apparently only DaBigBabes, which rewrites OOB radically, splitting base forces and so on into smaller units, cuts down on the construction capabilities. So looks like my proposal isn't going to work and we're back to adjusting TOEs manually... Let's see what JWE will say, though.

EDIT: And of course, John, we need to decide by how much we want to reduce the construction capability. If 50% still seems too excessive, I propose 1/3 of the original. I'm afraid that 10% proposed by JWE will not only be very punishing for players who don't plan a year ahead (including slowing the game down to a crawl if the Allied player fails in that), but also will make airfield shutdown practically permanent and already-massive carrier superiority over LBA absolute.

I think down to 10% is way too far. For slowing things down, yet retaining the fun element, I think 50% is about right. Concur that we wait for JWE to jump in some more on this.

Yes, you guys are right. 10% is much too aggressive and will indeed have a negative impact on playabiity/balance. Overlooked the Carrier v LBA thing entirely. Wheels, within wheels, within wheels, sigh ... my bad.

A 50% reduction is working out very well, both sides can still build up BIG places rather quickly, but can only do it to about half the places (simultaneously) that they could in stock. That sort of timing and limitation on the number of bases that can be simultaneously built up big, is one of the main paradigms of Babes. So 50%, 33%, they will both work. The main concept is one must use 2x or 1.5x the stock number of units to get the same result as in stock; which means only 1/2 or 2/3 the number of things that can be done simultaneously. But you can still get the stock results (in terms of time to build to , fx, 8 or 9), just in fewer places. Um .. does this make sense, or am I getting tangled up my shorts again?

Anyway, I haven't looked at a stock based OOB for a while, but if you all want, I would be glad to check it out and try and come up with a 'least effort, highest benefit' solution that doesn't impact the AI in any way, and let you have the results.

John, I think you and your crew are running down a good track. Ain't the same as Babes, but it is no less valid. Be pleased to help in any way I can.

Ciao. John



Well, I don't know about your shorts, and don't want to ! [:)]

But I would like to add as a mere , lowly end user that DaBabes is a delight, and has a very good " feel " to it. Also ( as I read more, and more, and more ) it seems to strike a balance between real world " as it happened " and playability.




stuman -> RE: Slowing Things Down... (2/16/2011 11:22:00 PM)

quote:

due to some spousal health issues


I am very sorry to hear that, is she ok ?

quote:

toilet paper and condoms that sit on the beach unused


Aren't both of those used up quickly [:)]


It is nice to have you back. Don't you have a son that is active in sports ? How is he doing ?




treespider -> RE: Slowing Things Down... (2/16/2011 11:53:49 PM)


quote:

ORIGINAL: stuman

quote:

due to some spousal health issues


I am very sorry to hear that, is she ok ?


Yes she is doing fine now...an atrial septal defect bigger than a quarter (us currency for our friends outside the U.S.) in size. Had to stop her heart and go into the inside to patch the hole between the two atrial (sp?) chambers of her heart. Caused me to seriously re-evaluate the priorities in my life...

quote:


quote:

toilet paper and condoms that sit on the beach unused


Aren't both of those used up quickly [:)]


Ok poor example...how about typewriters and tires that are the wrong size...but you get my point.

quote:


It is nice to have you back. Don't you have a son that is active in sports ? How is he doing ?


I have two sons...one is a futbol player who just made his High School Team as a freshman...didn't quite make the cut this year for the ODP team as the widdled from 36 to 18...maybe next year.

The other son is a bass clarinet-est who is an alternate for the All-State band as a sophomore.

Not usre I am "fully" back but have found myself popping in a little more frequently here lately...

----

Sorry for the hijack... back to our regularly scheduled program




John 3rd -> RE: Slowing Things Down... (2/17/2011 4:49:34 AM)

No apologies needed whatsoever Treespider. It is GOOD to see you Posting and I hope things continue to improve with your Lady! My boys are 7 and 4 and I think their Mother would have a royal conniption if either of them played Football.

A lot of things Posted here today. It was my one day off for the week and I got called into the Hotel for 8 hours work. SUCKED! Am pretty busy trying to balance things. Thoroughly understand the above Post's comments about having to re-evaluate life priorities...

Comments to today's Posts:
1. JWE--Thank you for the very kind and considerate offer. If Stanislav, BK, and Michael are good with the idea, I will send the latest version of our work to you for your re-tooling. Have to admit the 'doo-doo' line about had me on the floor in convulsions laughing.

2. Buck--I am sorry for work being done and not having a good feeling of appreciation. I'd be curious to know what you did and what you FOUND? I'll never say 'not interested' to someone's hard work. Please email me or Post here what you've found. It might be interesting.

3. Stuman--Thanks for the feedback regarding 'dababes.' I admit to not having read much about it. I know there is a strong following and some darned good research that went into the Mod.

4. Treespider--Your refreshing comments as to the decision process for AE and some of the insights there is quite helpful. FatR suggested changing base sizes last page and I like that idea, however, the work would truly blow chunks (technical term!).




Buck Beach -> RE: Slowing Things Down... (2/17/2011 8:04:54 AM)

quote:

ORIGINAL: John 3rd

2. Buck--I am sorry for work being done and not having a good feeling of appreciation. I'd be curious to know what you did and what you FOUND? I'll never say 'not interested' to someone's hard work. Please email me or Post here what you've found. It might be interesting.



It isn't that I'm feeling unappreciated, no way and no how. My work was for me and me alone as an AI only player. I am and have been willing to share just for the good of the community and only if interested. I have mentioned this to JWE on several occasions that my interest in lies in my sandbox.

I went through the on-line and purchased cd for all the Esso tankers and U.S. troop ships filtering out those not having entered the Pacific and setting withdrawal dates for those that had. I seached for every possible ship I could find on the Internet to see if they were canadates for my mod.

I was adjusting capacities of the Esso tankers based on each ship's trip records. Also, was in the process of searching various books that reflect the armament on U.S. merchants when they were sunk or damaged to use as a yard stick for tweaking that data (and other navies as well). And finally, I paid for a site that gave me basic stats and other information on almost all ships with my interest being the Japanese merchants (and warships) AP,AK and tankers including build dates sinking dates. That alone has amounted to more than 300 ships. Not only did I include those built during the war but I searched and found (this job not finished) 10 questionable ships having different stats that those same ships in the game and 68 additional (and counting) pre-war ships still used during the war exceeding 900 tons that are not in the game.

Are there errors in this project well as I said before I'm 68 and don't even come close to being as sharp as I use to be, not to mention that I am not collage educated.

Feeling unappreciated no, but none the less disillusioned that the game (stock or mods) can not handle real life data. Not even for the PBEM boys.

Sorry for the run on post but I am so exhausted that I don't even feel like proof reading it.

Give me a few days to clean it up a little and convert the ship data to a new excel spead and I will send it PM.

Buck




Kereguelen -> RE: Slowing Things Down... (2/17/2011 9:50:39 AM)


quote:

ORIGINAL: Buck Beach


And finally, I paid for a site that gave me basic stats and other information on almost all ships with my interest being the Japanese merchants (and warships) AP,AK and tankers including build dates sinking dates. That alone has amounted to more than 300 ships. Not only did I include those built during the war but I searched and found (this job not finished) 10 questionable ships having different stats that those same ships in the game and 68 additional (and counting) pre-war ships still used during the war exceeding 900 tons that are not in the game.



Hi,

I did some research on Japanese merchant ships as well and would be interested to know, how many ships you were able to find. I was able to identify 1,678 Japanese merchant ships (including tankers) that were registered by Japanese shipping companies in December 1941 (only ships bigger than 300 grt). This figure includes several ships that were commissioned by the IJN as auxiliaries of various sorts (mostly as patrol boats).

Regards

K




Brady -> RE: Slowing Things Down... (2/17/2011 4:00:33 PM)

When we were testing I recall this being the subject of much debate, and their were many many ships not included in the that were built during the war for Japan, of course most of the woden hulled merchant fleat is totaly absent, amounting to over a million tons of shipping, but a great many steel hulled ships were left out as well.

Part of the problem of course is that their size was smallish, even the steel hulled ships would of amounted to literly hundereds of more ships in game and they would of been dificult to manage to be shure.

In game terms what this means of course is that while the number of hunters is more or less the same, Allied subs and aircraft being very acurately represented, the number of targets for them has been greatly reduced.

................

Below is a passage from The Japanese Merchant Marine in WW2, in the Chapter "Rumbling Down the Way's" I don not regreatable have a compleat listing of all the ships built withen the following classes, though I hope to aquire a source with more specific data withen the month... (Edit- I did get this book, Ugly Ducklings it coveres the War time built standaradised merchants.)

p.164:

"In late 1942, therefore , the Navy General Staff ordered a magor reorganization of the industry. The Authorities first implemented an upgrading of the shipbuilding facilities inspection system. Coal steal and other related industries also received more carefull quality controle and study. The formost change howeaver was the navys assumption of Jurisdiction over all shipbuilding plans and scheduals (except for woden hull construction) from the ministery of communications. This authority passed to the technical buero of the Navy Ministery, which accordingly opened a special section for merchant ship management and expanding its powers to include materials allocations among shipyards. As in the past , the goverement held the real authority and left execution to a private agency, the industrial equipment corporation. But with the Navy directly involved, the harried communications ministrys administration of the shipbuilding program gave way to direction that was more streamlined, organised, and forcefull.
The impact was immediate and dratmatic. Most private idustries began to experance decreased allocations as the navy funneled more resources into merchant shipbuilding. At a glance the monthly yen input figures will readly confirm this. In the fifteen months up to and including October 1942, the average monthly input to shipbuilding was just under 25 Million yen. But for the Next 15 months the average was 82,385,000 yen, including the wartime pinicle of 162,278,000 yen reached in January 1944. Monthly input did not drop bellow the 150 million yen mark untill very late in the year."

Thier is an acomping chart and it indacates that not till November/Dec is thier an apricable drop.

"The navy used some of this mony and material to expand facilities in old yards and to build several new and efficient specilised shipyars, but the majority of resources went into merchant ship construction. This accounts in large meashure for the fine preformance of the shipbuilding industry in 1943 and 1944, when it grew from the 10th to third largest employer among all manufacturing types, behind only Aircraft and Ordance production. Power consumption withen the industry had nearly doubled by then too.
Their were howeaver some other factors worthy of of partial credit for the unexpectedly high wartime productivity of Japans shipyards. Heading the list was the standization of various merchant ship designs. With an eye toward the obvious advantages of componet interchangeability, simpler construction, and incerased efficiency through repetition, several yards had already developed their own standard specifications for various hip types before the war. Early in 1942 the ministry of Communications studied some of these designes and made minior modifactions, and accepted a dozen of them as national standards. When the Navy ministrys technical beauro assumed authority for the industry soon after, it eliminated five of the standard types, added two otehrs, and substantialy reworked the remaining designs to simplify construction.
The standard designs included five freighter types (A,B,C,D, and E) ranging from 530 to 6,400 tons, three tankers (TS,TM and TL) of from 1,000 to 10,000 tons, and a 5,400-ton ore carrier (Type K). All nine varities crused at 10 Knots or more (the TL could steam efficiently at over 16 Knots0 and had maximum speads of about 3 knots higher. A transport (Type M) and a railroad car fery (W), and another freighter (F) were among the original standard types but the Ministry of comunications never awarded any contracts for them.

"Their can be no question that standarization stimulated tonnage production beyond what would have otherwise been achieved. The standard 6,600 ton cargo vessel, for example , averaged ninety days from keel laying to outfitting in 1942. But during the course of the war, the Japanese yards turned out 121 of these vessels, and so the delevery times droped impresively, one yard even managed to finish one in 36 days. It is imposable to calculate how many extra merchant men that the standardization allowed the Japanese to turn out, but since standard ship types acoounted for three out of ever four wartime tons launched and all new tonnage after 1943, undoubtedly the gain was substantial."

For example the book quotes that nearly 400 Type E tankers were built during this time frame(aprox 870 tons, they could be sunk with one torpedo).

It should be noted that many of the above types were not built with double bottoms and transverse bulkheads, and some had engine relability issues, Typicaly the Private sector made use of the standard types, and the Military almost always used the prewar types.

.................

Thier is also a lot of confushion over what the term Civilian Controle constituted for the Japanese:

p. 38 The Japanese merchant marine in WW2:

"Providing Japanese estimates of the nations shipping needs were accurate, adaquate maritime transport existed for all these roles. At the time of pearl harbor, the merchant fleet amounted to 6.4 million tons. There were in adation, approximatly 1.2 million tons of wodden vessels as well.

The Civilain slice of the pie:

" Coal transportation would occupy 1.8 million tons, while the movement of Aragrcutural products and suplies (450,000)and steal making materials(300,000) would absord the rest."

p.34

"Japanese farmers grew about 80% of what it took to fead the home islands"

"Japan imported about 3 million tons of Husked grains,other food stuff's, fertilizers,and livestock."

The Japanese ecenomy also ran on caol, not oil.

p.33 "Coal imports exceaded 2 million tons per month at the time of Pearl harbor"

"40 million tons of coal were produced anualy" Withen Japan proper.

"Manchuria and China suplied the bulk of the heavy Indistrual coal"


So as you can see the Civialan controeld shiping acounted for the movement of the suplys that fueled the empires war machine, the Military ships were largerly and soly ocupied with the movement and sustaining of troops in the field.

Tankers almost soly suplied the Militarys neads, and thusly should be almost interly considered as Military:

"Every year of the war the nation would use from 4 to 4.5 million tons and the Military would account for the bulk of this total"









Andrew Brown -> RE: Slowing Things Down... (2/18/2011 1:14:16 AM)

quote:

ORIGINAL: treespider

Been lurking for quite some time and haven't fired up AE for quite a bit due to some spousal health issues...however the past few posts are great and informative.


Good to hear from you again Treespider, and I also hope those health issues get resolved soon.

quote:

One point that you guys may be overlooking is the fact that the resources necessary to be transported to Japan are IIRC still not up to the "real-life" levels.... During development a decision was made to "scale" back the resources necessary to be transported to "keep the game from breaking". The levels are far more restrictive in AE than in WitP however they are still not "real-life".


Indeed. The Japanese were given a boost in the game by scaling back the amount of material needed to be shipped to the home islands, compared to real life. From the information you compiled, the real figure amounts to about 50,000 tons (points) per day. In the game we originally set it to about 48,000, but it was reduced to about 42-44,000 or so (from memory - I'll have to check that later).

One reason for reducing the figure was to account for any ships "missing" from the database. Of course not every single merchant ship was going to be in the data, especially the small ones, so the reduced figures account for part of that.

Another thing to keep in mind is that one of the things that accounts for the small ships not represented is the "free" transport between adjacent ports. This is especially so for the main Japanese islands. All transport between them, except for Hokkaido, is "invisible" with no ships required - in effect it accounts for a portion of the "missing" small Japanese cargo ships.

So if more Japanese cargo ships were added it would make sense to increase the resource requirements for the Japanese home islands.

Andrew





John 3rd -> RE: Slowing Things Down... (2/18/2011 4:10:12 AM)

Thanks Andrew. I remember some of what has been discussed here in other Threads. Appreciate you guys who did a bunch of the work on AE jumping in and contributing to the discussion.

FatR, BK, and Michael: Are you guys OK with letting JWE shift the LCUs?

Am wanting to settle one thing before we jump into another!

It makes sense to me, as Andrew has just pointed out, that if the developers reduced the economic requirements as a way to eliminate a portion of the smaller ships then if we INCLUDE some of them we will need to compensate. Makes me a little nervous going down this road...

Should also ask if we any artwork for Red Lancer? His planesides were quite nice for the Mod and I wonder if there are any others that need to be done?





bigred -> RE: Slowing Things Down... (2/19/2011 1:24:35 AM)

quote:

FatR
Transport Tycoon of the Pacific

Interesting Quotes.

quote:


A.Brown
Another thing to keep in mind is that one of the things that accounts for the small ships not represented is the "free" transport between adjacent ports. This is especially so for the main Japanese islands. All transport between them, except for Hokkaido, is "invisible" with no ships required - in effect it accounts for a portion of the "missing" small Japanese cargo ships.


quote:


John 3rd
Makes me a little nervous going down this road...






bigred -> RE: Slowing Things Down... (2/19/2011 1:53:32 AM)

edit




John 3rd -> Slowing Things Down... (2/19/2011 3:57:41 AM)

Alright. Now that the AK/TK discussion has shifted to its own Thread we can get back to the business of RA 3.0.

JWE has kindly offered to take the files and update them to his Mod's level. This is a pleasant and decent act to share the work of their Mod. Additionally, he will take care of 'fixing' the ASW routine as we have discussed.

If all this happens we will then be back to Square One with Japanese LCUs. Luckily, as stated earlier, I have notes for the changes we originally made at the beginning. It is my intention to wait and look at the changes made by John and then add a few vehicles and engineers to the Japanese Naval LCUs. This will provide some but limited help for base construction. By the sounds of things we shall be looking at a rough 50% reduction in base-building speed.

Think will help with all that FatR had to say with his concerns stated earlier.





BigBadWolf -> RE: Slowing Things Down... (2/19/2011 7:40:04 AM)

50% from the current numbers in mod or in stock? If from mod, sure, there are too many Japanese bulldozers around, In my game, it's January 4th and Rabaul is already lvl 7 AF and lvl 5 port) but if from stock, I really don't see how Japan can achiever even historical expansion.




JWE -> RE: Slowing Things Down... (2/19/2011 12:40:08 PM)


quote:

ORIGINAL: John 3rd
Alright. Now that the AK/TK discussion has shifted to its own Thread we can get back to the business of RA 3.0.

JWE has kindly offered to take the files and update them to his Mod's level. This is a pleasant and decent act to share the work of their Mod. Additionally, he will take care of 'fixing' the ASW routine as we have discussed.

If all this happens we will then be back to Square One with Japanese LCUs. Luckily, as stated earlier, I have notes for the changes we originally made at the beginning. It is my intention to wait and look at the changes made by John and then add a few vehicles and engineers to the Japanese Naval LCUs. This will provide some but limited help for base construction. By the sounds of things we shall be looking at a rough 50% reduction in base-building speed.

Think will help with all that FatR had to say with his concerns stated earlier.

Don't think it will be as bad as you might think. Looked at stock and it should be straight forward to dink with the engineers. What I suggest is adding one new 'squad' type, called Engineering Labor perhaps, to the Devices. Has no Eng function, small firepower, no AV, same as a Type 252 Eng, but can't build anything either. Then find the 252 devices, cut them in half, and add the half back in as an Eng Labor device. One benefit is load cost don't change, AV don't change, Support don't change, nothing much changes except Eng 'function' is halved. Other benefit is if half turns out to be too much or too little, it's a straight forward adjustment to 75% or 30% or whatever, just adjust the proportions of Engineers to Laborers.

I can turn this pretty quick, so it shouldn't hold you up for long if you want to proceed. Let me know.

Ciao. John




John 3rd -> RE: Slowing Things Down... (2/19/2011 2:31:51 PM)

JWE--Can you email me your address? I'll send the files in a Zip!




John 3rd -> Slowing Things Down... (2/19/2011 2:44:28 PM)

Nevermind. I found your PM from last week and your email was there. Files have been sent. The current RA working folder is now entitled RA 3.02 using Scenario 69's slot.




JWE -> RE: Slowing Things Down... (2/19/2011 3:14:40 PM)

Got it. On it. J




FatR -> RE: Slowing Things Down... (2/19/2011 3:20:00 PM)

quote:

ORIGINAL: John 3rd

Thanks Andrew. I remember some of what has been discussed here in other Threads. Appreciate you guys who did a bunch of the work on AE jumping in and contributing to the discussion.

FatR, BK, and Michael: Are you guys OK with letting JWE shift the LCUs?

You mean the 50% reduction you've picked (from the mod level, for Japanese, I assumed, after both JWE's and yours work is finished). Well, I do not mind this.








FatR -> RE: Slowing Things Down... (2/19/2011 3:25:02 PM)


quote:

ORIGINAL: BigBadWolf

50% from the current numbers in mod or in stock? If from mod, sure, there are too many Japanese bulldozers around, In my game, it's January 4th and Rabaul is already lvl 7 AF and lvl 5 port) but if from stock, I really don't see how Japan can achiever even historical expansion.

I think you're underestimating stock quite a bit. As far as I know, Scen 2 does not specifically add construction units (you get a bit more engineers as a part of infantry formations), and the construction is still fast, fast enough to really support advance through base-scarce regions, if you focus.




John 3rd -> RE: Slowing Things Down... (2/19/2011 4:51:08 PM)

As I see it, the change would be roughly 50% across-the-board from Scenario 1. With that as a starting point we then make the changes for RA reflecting everything we've settled on over the last year. It WILL be slower but the Japanese will not be AS SLOW as the Babes Mods due to the slight changes within the IJN Land-Based Units.

JWE's idea about changing and/or adding non-Engineers and Vehicles (like conscript workers) is interesting to think about.





JWE -> RE: Slowing Things Down... (2/19/2011 5:51:53 PM)

Hi John,

ASW stuff is done, coming to an email near you shortly. Tweaks to the Device file, Class file, Ship file; full boogie changelog included. Thought I would do it this way in case you wanted to keep it separate from the Eng changes. You know, use one, not the other, yadda, yadda, yadda.

Eng stuff will be solely to the Locations file and one (perhaps two) additions to the Device file. Real easy to keep the two things apart if that's what you need to do. The additions to the Device file are in otherwise unused slots, so they won't doo-doo any voo-doo if you want to defer using the changed Locations. So:

ASW is new Device, Class, Ship.
Engs is new Locations.
None, Either, or Both.

Sweet, yeah? Gosh, I love it when a plan comes together.




JWE -> RE: Slowing Things Down... (2/19/2011 7:00:29 PM)

Ok, so there I was doing the 'Snoopy' dance when the brick wall hit me right on the nose. I was thinking of the Eng reduction in terms of the Japanese, only.

I don't think this is too harsh, because I was thinking of applying the reductions to only the Type=10 Engineer/Base Force Units and leaving the 'combat'-type LCUs alone. So far as the Allies go, I think we cut Eng capability by about 20%, but replaced a lot of that with 'stevedores' having 'Shore Party' flags set. Some small percentage of the Japanese Engineers that were lost, were also replaced by 'Shore Party' capable devices.

I understand you guys don't use the 'Shore Party' switch. Cool. That makes the Japanese reduction to 50% a bit more definitive.

Given that, and the fact you don't use 'Shore party' alternatives, how about tweaking down the Eng component of Allied Type=10 Engineer/Base Force Units by 20% to compensate?




John 3rd -> RE: Slowing Things Down... (2/19/2011 8:48:07 PM)

That all sounds OK to me.




John 3rd -> RE: Slowing Things Down... (2/19/2011 8:48:40 PM)

Got your email but am stranded at work for the next 5-7 hours so I cannot look at it until then.




John 3rd -> Sulu Sea Volunteers (2/22/2011 2:32:03 PM)

Today is a 'working on RA morning' and the first development is Sulu Sea joining the team to do some cosmetic changes to the scenario. This is the note I just emailed him:

You are hereby “contracted” into RA Sir!

I would love to see all the screens changed with new art and pictures. The only one I want to keep in the Mod is the painting of Yamamoto since he is the center of our changes. Beyond that—HAVE FUN! I don’t have anything specific in mind. You could use paintings, photos, whatever.

Am going to Post this onto the RA Thread. Please comment there so everyone on the team can contribute.

Will also send the current RA Scenario (70) that has the intro as well as current art and the RA 3.0 file that is under development. It has none of the 70 art since its listed as Scen 69 as we work on it.




John 3rd -> Stepping Stones (2/22/2011 3:32:20 PM)

Have decided to copy the old RA Folder of AE and created a new one so the newest version cannot be confused with previous RA copies/variants.

Am excited about adding a new book to my research library. Bought Jentschura's Warships of the Imperial Japanese Navy, 1869-1945. It cost a pretty penny but the tome lists EVERY warship built, designs and specs, a small service history, and names of ships planned but not constructed. Very COOL!




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