RE: New Version of Ironman Nasty (Full Version)

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Andy Mac -> RE: New Version of Ironman Nasty (6/23/2014 11:24:56 PM)

Has anyone gotten a game to mid 42 yet ??

Very keen to understand how some of the AI easter eggs worked out....




Califvol -> RE: New Version of Ironman Nasty (6/23/2014 11:31:45 PM)

Like I said, I am only to Feb '42.

I don't know if the I-400 subs are in the Nasty as of 1941. But, one could use the I-400's in a group to raid "safe bases". Kind of like creating a KB of submarine aircraft. I don't know if you can even use sub aircraft in that fashion? But, if you could, assuming all the I-400's Yamamoto wanted were built (LOL before he even thought to request them built) and in service on 7 December 1941, then you could have a very deep raiding force at start that should be survivable given early war Allied ASW assets.

Thanks for the note back with an explination!




Andy Mac -> RE: New Version of Ironman Nasty (6/23/2014 11:53:38 PM)

I will see what I can do with enhanced sub raiders

There are a few surprises yet to come that may help cover off some of those ideas but I will take another look at the Ai's sub force




Andy Mac -> RE: New Version of Ironman Nasty (6/24/2014 12:02:55 AM)

I just want the AI to genuinely surprise someone and make a real game of it




Lowpe -> RE: New Version of Ironman Nasty (6/24/2014 12:17:57 AM)

What difficulty level do you recommend? Hard or Very Hard? I will try VH I think.[:D]




CaptBeefheart -> RE: New Version of Ironman Nasty (6/24/2014 6:02:04 AM)

Those deadly floatplane-toting Q Ships and extra fictional CVLs are a real pain in the backside as they do a lot of damage to Oz-bound convoys. Andy, your objective #2 is being met, as I can hardly move anything without the full Allied CV complement escorting unless I accept 30% losses.

As with NY Giants, I added a few airplanes to the production, mainly US fighters and recon. I added three USN training squadrons, as those are seriously lacking in stock. I also added one extra Cleveland and Northampton to show up later with six DDs each. One thing I could not figure out was making them upgradable. It all looked good in the editor to me but no upgrade option in the ship screen (not a big deal, but I would want to figure that out before doing a serious mod).

Also, I didn't make any PP adjustments. That's really making life hard.

I am now in March and am completely unable to stop the AI where I normally do. Good fun!

EDIT: I should also mention I turned withdrawals off, which is a huge plus for the Allies. Would be great if you could turn off just RN ships, for instance, which was what I was really after. As it is, those squadrons I disbanded in the PI and Singers are coming back to life and will be usable.

EDIT 2: Andy, I'll let you know once I come across more Easter eggs. Of course I'll PM so as to not spoil the fun for others.

Cheers,
CC




oldman45 -> RE: New Version of Ironman Nasty (6/24/2014 11:55:28 AM)

Cody, a couple of things;

You can go through the editor and remove the withdrawal date manually for the ships you want to keep.

The upgrades are already in the editor, so if you copy and paste a ship that is the "late war" version than all the upgrades are assumed to be completed. If you pick an earlier one you will get the up grades.




Peever -> RE: New Version of Ironman Nasty (6/24/2014 4:53:07 PM)

Losing transports to Japanese cruisers in ports with coastal defense guns is getting pretty damn annoying.[:@][:@] I'm looking at you Sydney! Do coastal guns have no effect whatsoever in stopping surface action in their hex?




Andy Mac -> RE: New Version of Ironman Nasty (6/24/2014 8:29:45 PM)

Muhahahahah




Andy Mac -> RE: New Version of Ironman Nasty (6/24/2014 8:30:25 PM)

But seriously if anyone gets a game to may/June could you send me a save please a.mcphie@btinternet.com




CaptBeefheart -> RE: New Version of Ironman Nasty (6/25/2014 6:15:45 AM)


quote:

ORIGINAL: oldman45

Cody, a couple of things;

You can go through the editor and remove the withdrawal date manually for the ships you want to keep.

The upgrades are already in the editor, so if you copy and paste a ship that is the "late war" version than all the upgrades are assumed to be completed. If you pick an earlier one you will get the up grades.


Thanks. Will try that next time.

quote:

But seriously if anyone gets a game to may/June could you send me a save please a.mcphie@btinternet.com


Will do.

Cheers,
CC




Andy Mac -> RE: New Version of Ironman Nasty (6/25/2014 6:50:57 PM)

How is the AI coping with the new Burma and Malayan bases ??

Anyone had any odd behaviour yet ?




Califvol -> RE: New Version of Ironman Nasty (6/27/2014 7:26:44 PM)

I don't see any "new" bases. Do you have map coordinates for them?




Andy Mac -> RE: New Version of Ironman Nasty (6/29/2014 1:08:00 PM)

New bases in Malaya and Burma I thought I had included them but perhaps not




ny59giants -> RE: New Version of Ironman Nasty (6/29/2014 1:29:08 PM)

You did. i just lost Toungoo to the forces starting at some of these bases.




Califvol -> RE: New Version of Ironman Nasty (6/29/2014 4:14:55 PM)

I certainly have the new forces starting positions as they have captured existing bases. But, I don't see the new bases themselves. I assume they are dot bases and hence are very hard to see at times. This was a two part download. Maybe I download one of the parts wrong? I just stuck the whole thing in the scenario folder, was that correct?




ny59giants -> RE: New Version of Ironman Nasty (6/29/2014 4:22:12 PM)

There are 13 new dot bases in Burma. This screen shot shows some between Magwe and Akyab in the jungle, North of Magwe and then down around Toungoo.

[image]local://upfiles/15133/5A60D3AC99F84D38928CED3E84E8F42D.jpg[/image]




Califvol -> RE: New Version of Ironman Nasty (6/29/2014 5:46:18 PM)

Thank you for taking the time to upload a screen shot!

On my game base 58,48 (just southwest of Meiktila) does not appear, nor do the other new bases. I am using the newest version of "Nasty" that is a two part download. Since you have it and I don't, my question to Andy (or anybody in the know) was the entire two part download to go into the scenario folder? If so, was there a sequence order as I actually loaded part 2 first.





Andy Mac -> RE: New Version of Ironman Nasty (6/29/2014 11:21:30 PM)

Hmm ok I will check the download tomorrow the install you described should have worked




Peever -> RE: New Version of Ironman Nasty (6/30/2014 8:09:03 PM)

Andy I was wondering if you have ever tested games with the Soviets active from the start? Without creating a host of new AI scripts would the AI fall apart too fast if another front was opened from the start of the war?

I've been thinking about the idea of a fantasy scenario based of Iornman where Japan joins Germany's war against Russia shortly after Barbarossa starts and captures some territory, mostly the bases around the Sea of Okhotsk, but not a full scale invasion of Russia. The start of the scenario would have Japan controlling all of the island Sakhalin and bases West of Yakutsk; Magada, Petropavlovsk, Anadyr etc. The Russian fleet would have been destroyed before the game starts and a large portion of Russian air units would also have been destroyed.

My fear is that adding this front would bog down the AI and have it spend too much trying to capture Vladivostok that it would neglect the South Pacific. Japanese forces would also have to be beefed up in Manchukuo to prevent a human player from sending a Soviet steamroller down to Port Arthur and Korea/China. I think I could solve that by increasing the starting disabled % on all Soviets as well as creating static fortified Japanese units in key areas. However I'm still afraid the AI would spend too many resources against the Soviets before securing the Dutch East Indies.

EDIT: Never mind. The more I thought about this it doesn't seem like it would add much to the game and just create more problems.







Andy Mac -> RE: New Version of Ironman Nasty (7/2/2014 10:04:11 PM)

Sorry Peever yers you could do it but it would be a PITA for the AI




oldman45 -> RE: New Version of Ironman Nasty (7/2/2014 10:15:43 PM)

I had to stop playing so I could make some changes to the Allies. It seems (I know its not true but its my story) that the AI can control weather and it snuck the KB into the Coral Sea when my ships were thinking it was just transports. After losing the rest of my big carriers (6 in the span of 3 days) I decided to call it a game. Well done Andy, I will have to rethink how I face the AI in your games.

You really did a good job in this, thanks so very much!!




CaptBeefheart -> RE: New Version of Ironman Nasty (7/3/2014 7:08:15 AM)

I decided I had to cheat by firing up Japan on Dec 7 in order to count the number of CVs, CVLs and Q-Ships (i.e. ACMs and AKAs with floating fighters and dive bombers) I'd be facing. Hint: The IJN has naval aviation superiority well into 1944. This severely restricts Allied options for defense, especially if you don't fiddle with Andy's standard PP accumulation. This is certainly a challenge and it's not fun to lose a whole squadron of P-40Es on an AKV heading for Perth, not too mention other reinforcements, supplies and fuel.

In other words, I like it!

Cheers,
CC




traskott -> RE: New Version of Ironman Nasty (7/3/2014 9:18:58 AM)


quote:

ORIGINAL: Commander Cody

I decided I had to cheat by firing up Japan on Dec 7 in order to count the number of CVs, CVLs and Q-Ships (i.e. ACMs and AKAs with floating fighters and dive bombers) I'd be facing. Hint: The IJN has naval aviation superiority well into 1944. This severely restricts Allied options for defense, especially if you don't fiddle with Andy's standard PP accumulation. This is certainly a challenge and it's not fun to lose a whole squadron of P-40Es on an AKV heading for Perth, not too mention other reinforcements, supplies and fuel.

In other words, I like it!

Cheers,
CC


[X(][X(][X(]

Looks like the statment of Andy of: Feel free to add allied toys on the roster is not a kindly suggestion, it's imperative!!




Andy Mac -> RE: New Version of Ironman Nasty (7/3/2014 12:07:09 PM)

I just lost Wasp and Hornet by straying a convoy to close to Christmas Island in Oct 42 so I feel your pain......

I am barely clinging on to southern Australia as well at the moment (fingernails are almost gone !!!)

Andy




CaptBeefheart -> RE: New Version of Ironman Nasty (7/4/2014 2:23:02 AM)

That OZ invasion is getting to be a tad worrisome for me, too.

I'm in late May and will try to remember to send you a save this weekend (I'm at work now).

Cheers,
CC




oldman45 -> RE: New Version of Ironman Nasty (7/4/2014 11:22:27 AM)

You know its bad when the designer is barely hanging on.... You created a monster her Andy.




Peever -> RE: New Version of Ironman Nasty (7/4/2014 5:37:09 PM)

What kind of convoy lanes do/did you guys have setup to Australia by the way? I keep having to push my convoys further South to avoid raiders and seaplane carriers. I'm thinking Australia should push their island closer if they want me to supply it.




Andy Mac -> RE: New Version of Ironman Nasty (7/4/2014 10:18:37 PM)

lol




traskott -> RE: New Version of Ironman Nasty (7/7/2014 8:20:03 AM)

Lol? More raiders?

I'm played only 10 days and I'm out of airframes all over the map. Even P.H. is almost empty and Hilo Fortress is.... I hate the 19th Garrison unit !![sm=00000055.gif].

Overall is very frustrating ( which is the point ). Burma/India saboteurs are uber powerful against the poor trained indian/burmese units... Even the MG bon of the 7th is unable to hold a position against one unit. One brigada was expulsed from a base with fort2 by another saboteur unit...

On the bright side: My dutch CLs and DDs of the ABDA Fleet rocks!! Remember those wonderful APAs loaded with a full ija division? [sm=00000036.gif]. ( First time EVER dutch fleet fight - and wins - a naval combat since I bought the WitpAE ). 10.000 japanese losses. Yeah....

Edit: Have u tweaked the V.P.? I'm only lost H.K. and some non critical points and the japanese have 19k against my 10k ??




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