New Version of Ironman Nasty (Full Version)

All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding



Message


Andy Mac -> New Version of Ironman Nasty (5/31/2014 11:53:53 PM)

OK this is a heavily modified version of Nasty only playable as the Allies be warned this is so far from fair as to be beyond belief.

As always feedback welcomed.

The 5 AI files are specific to this scenario and not portable to other scenarios they have been bespoked and are as crazy as I can make them




Andy Mac -> RE: New Version of Ironman Nasty (5/31/2014 11:54:46 PM)

Part 2 with the AI files

ps no peeking !!!




Peever -> RE: New Version of Ironman Nasty (6/1/2014 12:14:07 AM)

Any changes for the Allies or is it just stock settings for them?




PaxMondo -> RE: New Version of Ironman Nasty (6/1/2014 2:44:25 AM)

Allies are generally scen 1 for the Ironman I beleive.




Andy Mac -> RE: New Version of Ironman Nasty (6/1/2014 1:19:03 PM)

Yes but feel free to add some stuff you will need it !!




tomed63 -> RE: New Version of Ironman Nasty (6/1/2014 4:01:48 PM)

I loaded up scen 60 and played turn 1.
You must be related to Yamamoto.
Nasty! Nasty! Nasty!
I won't reveal what I found, but there will be a little work on the editor for me.
Hitler died and everything goes to Victorville AAF




kkoovvoo -> RE: New Version of Ironman Nasty (6/1/2014 7:46:51 PM)

All you need is unpack everything to scen folder, correct?




Andy Mac -> RE: New Version of Ironman Nasty (6/1/2014 9:06:06 PM)

Yes both zips




Peever -> RE: New Version of Ironman Nasty (6/1/2014 11:44:11 PM)

quote:

ORIGINAL: Andy Mac

Yes but feel free to add some stuff you will need it !!


Yeah I think I'll add some extra starting destroyers. It's been a long time since I last played one of your scenarios but I still remember losing a ton of ships in places I thought to be safe.




Andy Mac -> RE: New Version of Ironman Nasty (6/2/2014 7:16:28 AM)

ps the ONLY reason I don't recommend porting these AI scripts to other scenarios is that without all the never were things I have added for the Japanese the scripts will fall over through heavy AI losses.

There is no technical reason why they wont work it is simply that they are too aggressive and will lead to an early Death Spiral even on a standard Ironman campaign




btd64 -> RE: New Version of Ironman Nasty (6/2/2014 4:22:16 PM)

Andy, are you trying to give the old folk on this forum a heart attack?[:D][:D][:D][:@]. Though I would try it, ouch.......GP




Andy Mac -> RE: New Version of Ironman Nasty (6/3/2014 1:49:32 PM)

ps as always feedback if anyone is actually playing it is always welcome




Peever -> RE: New Version of Ironman Nasty (6/4/2014 5:26:20 PM)

After playing the first turn (historical start) it looks like the Allies best strategy is to "Sir Robin" everything to the UK because that is the only place to be safe from Japanese attacks. [X(]

I think I'll make some major changes to the Allied database; let Japan run wild for the first six months ,and then bring out the full weight of the "Arsenal of Democracy". I'm curious and terrified to see what Japan will do in the spring of '42 based off the opening moves.




traskott -> RE: New Version of Ironman Nasty (6/5/2014 12:16:38 PM)

Im dissapointed: im still owns PH and SF at 9th december [:D]

Now seriously: good ideas on this version. Can I pm you with some new annoyances?





Andy Mac -> RE: New Version of Ironman Nasty (6/5/2014 4:43:39 PM)

Of course feedback always welcome




Peever -> RE: New Version of Ironman Nasty (6/11/2014 2:20:53 AM)

Only a few turns in and my god what a crazy start.


My 2 cents so far:

Not sure if the invasion of Hilo is worth it for Japan. The troops were unable to take the base in the initial attack and the fleet was easily destroyed the following day. Seems like a waste. If you were to have Japan land at Kona or Lihue instead...[:D]

The Pacific Northwest attack is brutal. Lost just about every Canadian ship in Victoira/Vancover and took nasty losses in Seattle. My usual supply runs/reinforcements of Alaska have come to a complete halt until I deal with this situation.




CaptBeefheart -> RE: New Version of Ironman Nasty (6/11/2014 7:09:08 AM)

I just spooled up this scenario and Hilo worked just fine for Japan. Those super AKAs are something to behold! The NW NA attack was also pretty sneaky.

I'm awaiting further surprises that only a devious mind could create!

Cheers,
CC




Andy Mac -> RE: New Version of Ironman Nasty (6/11/2014 8:18:22 PM)

Thanks Guys the attacks are designed to slow down the ability of an allied human player to flood the DEI and derail the Japanese attack - ps its as sneaky as I can make it.

This scen is designed for you to0 play at top game without giving the AI any breaks its big enough and ugly enough to take its lumps if you can find a good spot.

Andy




CaptBeefheart -> RE: New Version of Ironman Nasty (6/12/2014 3:43:57 AM)


quote:

ORIGINAL: Andy Mac

Thanks Guys the attacks are designed to slow down the ability of an allied human player to flood the DEI and derail the Japanese attack - ps its as sneaky as I can make it.



That it does, all right. There's no thought of doing the standard defensive moves.

One thing I just noticed was at 1/3/42 (or maybe a day later) an IJN CV TF stumbled on the minefield at Singapore and three CVs took mine hits. Not sure if you can do anything about that.

Cheers,
CC




Andy Mac -> RE: New Version of Ironman Nasty (6/13/2014 7:53:42 AM)

Hmm hopefully they didn't sink but the AI can take some casualties




oldman45 -> RE: New Version of Ironman Nasty (6/17/2014 5:15:12 PM)

I want to chime in Andy. Your new abuse you have heaped upon us AI gamers is the best ever. I have never lost so many ships so early in the game. Old play styles go out the window. Thanks for making such a challange.




Andy Mac -> RE: New Version of Ironman Nasty (6/18/2014 5:58:15 PM)

[:D][:D][:D] I need feedback always

ta guys




CaptBeefheart -> RE: New Version of Ironman Nasty (6/23/2014 5:48:59 AM)

Regarding those mine hits, two of those CV show up as sunk about 6 weeks later, although I doubt one mine hit would take out a CV, would it?

SPOILER ALERT [don't read on if you want to be surprised by this scenario]:
.
.
.
.
.
.
I noticed the AI hasn't really supported or fully reinforced the Big Island or its British Columbia possessions. In BC, it withdrew from Bella Bella and Alliford (sp?) and USMC paras retook them easily as of mid-Feb. Once I get enough PPs it'll be easy to retake Kona/Hilo and Coal or Cold Harbor (the one on northern Vancouver Island that's invaded on 12/7), barring another strong reinforcement wave. By going deep into French Polynesia the AI has forced me to look at fighting in the Marquesas for the first time ever. I have reinforcements heading that way now. Also, the interdiction of convoy routes between Cape Town and Adelaide is causing enough losses that I will have to deal with the IJN using Brit and possible USN carriers.

Keep up the good work and looking forward to further surprises.

Cheers,
CC




ny59giants -> RE: New Version of Ironman Nasty (6/23/2014 10:16:09 AM)

Allied adjustments made to date as I started this mod...

Slight increase in Allied production, mainly fighters and recon airframes, but small tweaks in device production.

13th Armored Division comes in Dec 42 and does NOT get withdrawn (she will need 6 months of Sherman production to fill out). She can be bought out!! [sm=00000028.gif]

Added dedicated training groups (3 Army, 2 Marine, and 3 USN) in USA that we use in RA to give the Americans some better pilots.

4 full CV TF starting in mid-43 coming in every 6 months (2CV, 2CA, 2CL, 10 Fletcher DDs). I'm expecting some CV losses by then.

4 Porter Class DDs with Boise at start

3 at start fighters in Singapore and Rangoon get Hurricane Is vs Buffaloes

Force Z stays at Singapore

PP start at 300 with 60/day




oldman45 -> RE: New Version of Ironman Nasty (6/23/2014 11:47:00 AM)

I have had to do some adds, over all I am really enjoying this.




Andy Mac -> RE: New Version of Ironman Nasty (6/23/2014 7:09:42 PM)

Good oh that was the intent remember I never really expect the AI to hold Canada just cause a little mayhem and slow down an allied reaction

If you leave it alone it will grow like a weed but its not a real threat in all the AI scripts no its not a threat at all <whistles innocently>




Andy Mac -> RE: New Version of Ironman Nasty (6/23/2014 7:11:01 PM)

this is about as tough as I can make it I would like to go further but its hard to see how I can make nastier




Lowpe -> RE: New Version of Ironman Nasty (6/23/2014 10:10:58 PM)


quote:

ORIGINAL: Andy Mac

this is about as tough as I can make it I would like to go further but its hard to see how I can make nastier



Give Japan an atomic bomb and hit LA?[:D]




Califvol -> RE: New Version of Ironman Nasty (6/23/2014 10:43:59 PM)

quote:

ORIGINAL: Andy Mac

ps as always feedback if anyone is actually playing it is always welcome


Understanding that the Ironman Nasty is a fantasy world (wonderful game, and challenging, I am in Feb ’42 and loving it!) Just to make the nasty- NASTY. (Please note, I am not trying to make any political statements here, just adding more nasty to the nasty)
You could:

1-Have a brigade of German-American Bund appear on December 7 along the eastern US railroad route. Historically the German-American Bund was dying off before Pearl Harbor and the attack was its death knell before being outlawed at the end of the month. However, in 1939 there were over 2,000 members in the “security” (i.e. brown shirts) apparatus. For this game scenario it would be assumed they did not lose membership after the war had started in Europe, but instead got even more supportive of Germany and actively tried to start a partisan war to coincide with the Pearl Harbor attack.

http://en.wikipedia.org/wiki/German_American_Bund


2-Have two Japanese infantry divisions, sans artillery, just “appear” on the west coast of the US in February 1942 anywhere from San Francisco to San Diego either in a group or driblets of brigades in various areas. This would reflect people refusing to be relocated and offering armed resistance to the US round-up of 100K plus of US citizens of Japanese ancestry. (Historically, there was no resistance, and these people were in fact exceptionally loyal US citizens, but heck, this is a fantasy scenario.)

http://en.wikipedia.org/wiki/Japanese_American_internment


3-Indian National Army (INA). Have this organization set to “appear” in up to two division strength in India 90 days after the fall of Singapore. This would reflect an infiltration of troops that switched sides after the fall of Singapore (which is where the INA got its initial boost), but instead of forming a conventional army- they infiltrate back to India and organize partisan level army units. Didn’t happen in reality (duh), but, it’s within the concept of the fantasy scenario and what they hey, gives some of those restricted units in India something for the player to play with.

http://en.wikipedia.org/wiki/Indian_National_Army

Just some wild and wacky ideas, because you asked. No politics here, just some outlandish thoughts on how to explain some really weird places to have units show-up. Keep up the good work. Thank you for your efforts.




Andy Mac -> RE: New Version of Ironman Nasty (6/23/2014 11:23:44 PM)

Great ideas unfortunately units cannot arrive on map after the game starts without having a base to arrive at so I would need to set a base to Axis control in North America.

I could increase the at start sabotage guys that begin in India.

In macro terms what I am trying to achieve is to make it more difficult for an allied player to early forward project force.

The AI is at its absolute weakest during the conquest of Malaya and the DEI lots of small dinky TF's get eaten alive by competent allied players so most of my enhanced Japan aids fall into 3 or 4 broad categories.

1. Things that give japan more redundancy - higher stockpiles, moreships, more aircraft, more LCU's etc
2. Things that create problems in ahistoric areas for the allies to force a player to respond to those threats thus not enabling some of the normal human v AI tactics
3. Things that strengthen the known AI weakneses - e.g the AI loves small dinky TF's that are never escorted enough and are vulnerable to small SCTF's - fixes add more DD's to make sure more are escorte, add Q ships so every now and then the allied TF's run into a buzzsaw, add better escorts that are more capapble to give some protection and reduce the tempo cause damage to allied SCTF's e.g. the AI is not great at covering by air vulnerable TF's hence the float zeros
4. Things just for the hell of it to annoy and surprise players - Hilo, German Raiders etc etc




Page: [1] 2 3 4   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
1.183594