Mac Linehan -> RE: Latest Beta patch (10/8/2011 7:49:08 PM)
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ORIGINAL: witpqs quote:
ORIGINAL: steamboateng quote:
ORIGINAL: JeffK Ive waited to use the beta, working well PLUS some other goodies need you to be at the latest beta What other goodies would you reccomend? What a loaded question! [:)] Well, for starters you simply must look at DaBabes scenarios. If you are playing as Allies then you should be able to use them against the AI. Any that won't support the AI will be noted in the write up on the web site. There are so many improvements in DaBabes over the basic scenario that covering them here is a bit much. AFAIK they are discussed in the descriptions on the web site. Ground units re-worked, ships' guns, and on and on. Next, the 'c' variant of DaBabes has the cargo carrying capacity of many ships reduced. This is done to bring the scenario closer to the historical demands on shipping. Try as they might there are just many people and things not represented in the game (eventually they would require a computer the size of the earth to run the thing, eh?). So this change compensates for that. Next, 'they' have worked up a new pwhex file that, in concert with the latest Beta, provides limits of a sort on the number of troops that can be supported in the various terrain types - stacking limits. It does this by penalizing supply, similar to the method already used for small islands. Too many troops = supply penalty. Way too many troops = massive, unsustainable supply penalty. Next, there is also a modified map for DaBabes, with some nice improvement in certain areas. This is integrated with the stacking limits just mentioned. Next, Andrew Brown has made some modifications to the map & pwhex also, which are also integrated with those noted above. Some of this is pretty recent, so check DaBabes threads to make sure they finished ironing out the kinks. For example Andrew's latest changes modified the area between Aden and Abadan to put the route between the two on-map (and therefore vulnerable). That slightly moved the hex coordinates of those two bases, and DaBabes had to be modified for that. Once you look at the added realism corrections/additions in DaBabes you would have to be dragged kicking and screaming back to the basic scenarios. [:)] steamboateng - witpqs has very succinctly summed it up - the beta patches are the only way to go. It has been an enjoyable journey, trying out each beta build as it is released. Often a build will contain something new, and improved - a down right wonderful ongoing tweak that exemplifies AE's exceptionally high standard of excellence. There is absolutely no comparison between the last official patch (impressive in it's own right at the time) and the cumulative impact of all the beta builds combined. Furthermore: If Babes with the Andrew Brown maps are added to the mix - AE becomes a whole new game. A wider range of ships, each one of which serves a specific purpose and which - weather a humble local mine sweeper or a small but highly useful IJN Tosu Patrol Boat - adds a distinct flavor to the game. There is also a larger matrix of LCU devices - each of which performs a different function, thus allowing the Babes Team to create a wider spectrum of LCU's. Thus, for example, the stock game Naval Support has been modified to where it performs only a specialized function(s) - such as rearming your warships as outlined in the "Ship Rearmament At Ports Table", page 284 in the manual. Naval Support, while critical to rearming, is rather scarce and thus highly valuable. On the other hand, while stock AE Naval support would also accelerate loading and on-loading of your ships, this function has been removed from the Naval Support device. Now, there are specific units that represent a wide range of units - from specialized troops (USMC Pioneers) to IJN Construction Labor Squads (pressed Korean labor) - who, while contributing nothing to any engineering function are highly valuable as stevedores - and will help to make unloading supplies at a critical port or beach much faster. All this is customizable with the AE editor. As for Andrew's Maps and extentions - they are absolutely first class and are not only beautifully done, but add to one's visual enjoyment of the game. In short - give it all a try; there are some very sharp people who have put much effort and historical research into this modification. The wonder of it all is that no one is being paid to do this - all are motivated (driven?) by a love of history and AE. OK - I am by no stretch of the imagination particularly knowledgeable about all of the above (other than full of enthusiasm!) - I will trust the other forum members to correct me if I am off course. steamboateng, do hope you will give it a shot - you will not be disappointed. Mac
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