RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (Full Version)

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Lowpe -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (12/19/2017 10:39:14 PM)

Ok, downloaded and installed scenario 59. Everything is working and I am looking at it.

First response is I see lots of stuff I like...naming convention might be up there near the top. Need to figure out all the new map markings, some like oil are pretty easy to spot. Like the damaged ships at start, the good intel Japan starts with, well, too many things to list.

Oil looks worrisome for Japan. Very worrisome.




Mundy -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (12/20/2017 12:30:01 AM)

Things like ship names have cues on them if they get withdrawn. if they do, they have a "~" at the end of the name. His doc he wrote is very helpful.




Lowpe -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (12/20/2017 1:10:30 AM)

There is oil in some different spaces, so oil situation might not be that dreadful as I first looked.

Yes, there are lots of helpful symbols and signs and graphics.[sm=happy0065.gif]

I came across some REMFs in the TOE of some units![:D] Looking for Nurses but haven't found any yet. Japan does start with 4 AR which is very nice. Thailand has an air force.[X(]




Mundy -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (12/20/2017 10:24:19 PM)

In Manila, they're listed as "yummy nurses". [:D]





LargeSlowTarget -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (12/22/2017 8:38:14 AM)

Sorry Lowpe, no nurses on the Japanese side, and no comfort women either.




Anomander Rake -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (12/22/2017 12:20:55 PM)

So, this isn't historic mod. You should adopt this, something like hospital units. ;-)
In other side as you think is this mod already playable?
I have started short time ago last Big B mod and there was broken. Aircraft enhancing together with Japanese pilots experience increasing gives a bad effect.
Super-Oscars are like Corsairs... But China changes working good.
So I'm looking for reliable mod to play wihout risk like above.
p.s.
I saw in central China some IJA regiments (116 ID) with doubled supports. probably you should strongly reduce them motorised support.




LargeSlowTarget -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (12/22/2017 5:49:21 PM)

Playable I hope, certainly needs polishing. Well spotted the issue with the 116ID motorised support. On my fix list.




Anomander Rake -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (12/23/2017 9:26:05 PM)

I read more about your mod. Well done, fantastic stuff. When do you expect to enter your fix list?
Also I very like standard engine model but your industry changes look like very well. You did two optional scenaario with engine/industry changes and without it.
Are you planning something intermediate? I mean with industry changes and without engine (and so leaving Ha-xx engines).




JeffroK -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (12/23/2017 9:53:40 PM)

Gday LST, years back I did a list of RAN actual arrival times, do you need this info??




Anomander Rake -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (12/23/2017 11:14:40 PM)

One more question. You recommended to play with PDU on option. I think that PDU off is more interesting and more realistic. Is it a big risk to play with PDU off option?
EDIT
Is possible that I am getting used to these inconveniences like PDU-on or simplified engines.

I saw some errors or strange things anyway.
1. PG exPing Hai speed 220. Nice.
2. TB Mabel has a two torpedos.
3. G3M3 has 3xGP Bomb/3xSAP Bomb. Is this intentional (G3M2 has 2, and G4M1 has 2 or 1+)?
4. Hashima class CM no image.




LargeSlowTarget -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (12/26/2017 6:54:55 AM)

quote:

ORIGINAL: Anomander Rake
You did two optional scenaario with engine/industry changes and without it.
Are you planning something intermediate? I mean with industry changes and without engine (and so leaving Ha-xx engines).


Scen59 is using standard engines for the airframes, i.e. Ha-35 for the Zero, Ha-5 for Topsy I etc.

Scen 60 is using a simplified system, where engine types are grouped by type and generation, i.e. the Ha-31, Ha-32, Ha-33 and Ha-35 for example are one engine type called "early radial".

However, in BOTH scenarios the repair costs have been modified - the obsolete and early engines keep the standard 1000 supplies, but the newer engines like Ha-34 and Ha-60 and the Ha-4x family do require twice resp. thrice as much. Jet and rocket engines cost 5k supplies.


quote:

ORIGINAL: Anomander Rake

You recommended to play with PDU on option. I think that PDU off is more interesting and more realistic. Is it a big risk to play with PDU off option?

I saw some errors or strange things anyway.
1. PG exPing Hai speed 220. Nice.
2. TB Mabel has a two torpedos.
3. G3M3 has 3xGP Bomb/3xSAP Bomb. Is this intentional (G3M2 has 2, and G4M1 has 2 or 1+)?
4. Hashima class CM no image.


You can play with PDU-off if you want, but I don't like the inflexibility and "dead ends" it imposes (too many groups ending at Zero M3 / M5 or Oscar II / III without possibility to atleast finish the model path).


1. noted for exPingHai - should be 21kn max speed
2. Mabel has two torps in Scen 60 - data entry error, but this scenario is far from ready and not even officially released, I'm reworking all bombloads yet again
3. G3M3 issue - you must be looking at scen60 as well, which is not ready to be used
4. I have no art file, requested one here on the mod forum some time ago but no takers...


quote:

ORIGINAL: JeffroK

Gday LST, years back I did a list of RAN actual arrival times, do you need this info??


I remember a discussion about RAN arrival dates in the ex-sticky thread on "naval issues". I have modified them accordingly, but double-checking does not hurt - yes, I would be interested.





Anomander Rake -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (12/26/2017 8:23:09 AM)

Thank you for your answer.
I'm not sure but I think that all labours like water enginers, port labours etc.. do nothing. Am I right?
Also I'm not sure what is construction cost for: resource center, manpower, armament and aircraft with R&D.
I see that in your mod Jack IJN airplane has faster than George (and probably faster than he was in real). I checked it and even on Japanese Wikipedia they wrote that Jack was speed about 600 km/h.
I read also that after war Jack indeed reached higher speed but in use special fuel.
Old Japanese CA like Idzumo etc. have probably too strong armour. This ships had thick armour but it was old type. Older stell and worse arrangement made it much less effective than on newer ships.

You add some bases. In China it will reflect reality. Japanese can do almost everything but almost nothing has no sense. Good work.
You also add many bases in other place but in deep India you didn't. Doesn't it cause that conquer India is relatively easier?
I think that will be good to move some bases from India-Burma or Burma-Thailand border to Indian subcontinent like you did some bases in Oz.

quote:

2. Mabel has two torps in Scen 60 - data entry error, but this scenario is far from ready and not even officially released, I'm reworking all bombloads yet again
3. G3M3 issue - you must be looking at scen60 as well, which is not ready to be used

It is a pity. I very like your bomb arrangement on Japan bombers. Finally, some models may have been useful, such as the popular Sonia.

One more question. I understand that WitP tracker doesn't work good together with mod. So, it may not matter but I don't see in tracker when US torpedes will be more realiable.




LargeSlowTarget -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (12/26/2017 1:36:01 PM)

quote:

I'm not sure but I think that all labours like water enginers, port labours etc.. do nothing. Am I right?


There are many different kinds of Engineer, Construction and Labor troops.

Some are genuine "Eng" type devices which can build airfields, ports, forts.

Others are "squad" devices and cannot build anything.

For both, if the anti-armor value is 1 or larger, the device can reduce forts, and if anti-soft is 9 or larger, it will contribute to attacking AV.

Finally, a device can have the "shore party attribute", in that case it will help load/unload ships.

So there is a matrix that represent a mix of abilities; build stuff, reduce forts, attack, load/unload.

Some units do all of the above, others some of the above and a few none of the above (basically just "eaters" / load costs inflaters)

As a rule "Const" units don't fight and don't load/unload, but most do build stuff, while Transport/Shipping/Amph Support/Pot Service units will load/unload, but most won't fight nor build, and Combat Eng build , fight and reduce forts, but don't load/unload.

quote:

Also I'm not sure what is construction cost for: resource center, manpower, armament and aircraft with R&D.


You cannot construct resource centers and manpower, and expansion costs for industries and the HI costs for airframes cannot be modded.

However, the repair costs per device can be modded:

Oil 2k
Resources 1k
manpower 1k
HI 2k
LI 500
naval shipyard 5k
merchant shipyard 5k
repair shipyard 2,5k
Armament 1k
Vehicle 2k
Refinery 2k

quote:

I see that in your mod Jack IJN airplane has faster than George (and probably faster than he was in real). I checked it and even on Japanese Wikipedia they wrote that Jack was speed about 600 km/h.
I read also that after war Jack indeed reached higher speed but in use special fuel.


I have not changed air stats from the DBB base line.

quote:

Old Japanese CA like Idzumo etc. have probably too strong armour. This ships had thick armour but it was old type. Older stell and worse arrangement made it much less effective than on newer ships.


True, I will nerf them.

quote:

You also add many bases in other place but in deep India you didn't. Doesn't it cause that conquer India is relatively easier?
I think that will be good to move some bases from India-Burma or Burma-Thailand border to Indian subcontinent like you did some bases in Oz.


There are only 2000 slots available for bases / dots and I have used them all, with priority for the areas I expect most of the ground fighting will take place - China and Burma. In these areas there is the most need for additional bases in order to establish the supply caps and garrison requirements. If these emasures re effectivem the chances that the fighting advances into India should be very remote.

quote:

I don't see in tracker when US torpedes will be more realiable.


No changes from DBB IIRC. First improvement in Jan 1943, and from September 1943 on, US torpedoes are ok.





dwbradley -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (12/26/2017 9:41:28 PM)

Thank you LargeSlowTarget for this massive undertaking of a mod. It is fun just reading through your documentation.

Anomander Rand and I are contemplating starting a game using your mod. So, I have been reading your .doc file and looking at the first turn Allied situation in an effort to get my mind wrapped around it all. Anomander has been asking some questions already and I have a few also. I hope you do not mind.

My questions concern road and rail innovations you have added. The Burma-Thailand and Sumatra require building of ports along the routes before use of the RR. I like this and restraint of use by house rule should not be too cumbersome to implement.

The Ledo Road and other roads through the jungle barrier are a bit confusing to me. Please correct me if I am wrong on any of this but you have added (via the pwhexe.dat, I assume) trails winding from Wazurup to Ledo, along a set of dot bases. And in similar fashion from Katha to Imphal and from Akyab to Prome. You describe this configuration as a “constructable road”. I can imagine building the dot bases to some SPS level and then letting that be the gating function for allowing use of the “road”. Are you saying that players should not traverse these trails until the road is “constructed”? Surely, before these “roads” can be “constructed” there will be need for units to make their way through the jungle wall, either to retreat or advance during an offensive. And trail movement will surely be faster than the stock hexes without the trails. And I am completely out of my depth here but would this not also affect supply movement to/from the terminus of each end of these three “roads”.?

A similar question regarding supply and trails arises in my mind regarding Adam's bridge from Ceylon to India. Would this allow flow of supply/fuel/etc., negating isolation factor of Ceylon being an island? Or perhaps this is the intention?

Cheers
Dave Bradley




Anomander Rake -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (12/27/2017 8:27:01 AM)

I think that LST road idea isn't about blocking units moving. Road port building is probably to support the materials transfer only. I understand that standard transfer has been decreased.
I understand that road building should be done in such a way that we should finish port after port. So at first we should finish one port (depending on level 1, 3 or 6) and after this we should start building port on the next hex. Or maybe is it accetable to build incomplete ports series?

One more questionto LST. Do you anticipate publishing any quick fix to scenario 59?




LargeSlowTarget -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (1/3/2018 2:05:54 PM)

The “constructable road” does in fact exist as trail in the pwhexdat file. The construction of "ports" along the trail will increase the supply cap, i.e. the simulated road construction will help the materials transfer. Troops could profit from the trail movement rate even if the simulated road has not been constructed yet. There are no formal restrictions to move troops on the trail when the road has not been constructed yet, but in that case I would impose self-restraint to large-scale troop movements and keep units moving along the trail in combat mode.

The Adam's bridge has a trail that simulates the ferry connection between the railway terminals on both sides of the land "bridge". Both bases representing the terminals have a low supply cap of 100, so the supply flow to Ceylon will be just a trickle.

Regarding a "quick fix" - the issues discovered so far are minor or concern the unfinished scenario 60, so for the moment I would prefer to wait for more stuff that needs fixing to accumulate.




Anomander Rake -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (1/3/2018 2:11:16 PM)

Ok, thank you.
I saw two more things:
- one hex in China (W or maybe SW of Shanghai) is deep water hex;
- one NZ bn on Samoa has broken components.




LargeSlowTarget -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (1/3/2018 2:56:21 PM)

Checking...

Yes, strange - land hex 87/55 is terrain type "OD" - to the fix list.

What's wrong with the Kiwis on Samoa?

There is the 30th Bn at Nadi which belongs to 14th Bde / 3rd Div - the other two Bns of the 14th Bde (35th Bn and 37th Bn) arrive as reinforcements at Auckland.

And there are the 29th Bn and 34th Bn at Suva, which belong to the 8th Bde / 3rd Div. The third Bn of 8th Bde (the 36th Bn) arrives as reinforcement at Auckland.

Finally, the two Fiji Bns, one at Suva, one at Nadi.

The TO&Es look normal to me.




Anomander Rake -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (1/3/2018 6:33:06 PM)

Samoa bn at Savaii has the first element as 27, but this unit hasn't the first element or I can't see it in the game.
This same problem is with the Tonga unit.
There is also some problem with displaying the attachment of units from Fiji (this appears several times in the game).
[img]http://s5.ifotos.pl/mini/attached-_qxahpxr.jpg[/img]

I have found it. It means for Samoa bn and this second units. They have coded 641 device element at first place but this element is empty. What should it be there?




LargeSlowTarget -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (1/9/2018 11:40:17 AM)

641 should be a copy of device 638 Fitafita Guard, but named Tonga Native Guard, and there should be another copy in 639 named Samoa Native Guard. Fixed in latest build of Bottlenecks v1.2 which I will send you.




dennishe -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (2/18/2018 9:32:10 PM)

I really like the idea of this mod. Excellent work. I have been staring at WITPtracker for quite a while. The empire is short on 4600 resource centers (this is 300 for regular DBB-C) and since one cannot switch off the light industry this is a major problem. One would have to reduce the HI production to 33% to break even. I can't find 4600 resource centers on the map for the Japanese to take (DEI, Malaya, Burma, Philipines). Can you give me a few suggestions how this mod should be played as a Japanese player? At this point I don't see how one can keep the economy from crashing within just a few weeks.




dennishe -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (2/18/2018 9:39:07 PM)

added a picture

[image]local://upfiles/26552/A0DFB25D7BE74DBFB378703B223F64D7.jpg[/image]




LargeSlowTarget -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (2/19/2018 2:23:43 PM)

Well, that's why it is called 1.1Beta, and that's why I have warned in the mod notes that I may have messed up things since my approach was pretty much "seat of the pants". Seems that my intuition was off a bit, so I have made corrections for the release version.

Here is a recap of the current state of things in the v1.1. release candidate:


Bottlenecks Economics Theory

The economy in stock and DBB scenarios have two shortcomings:

1. Japan can afford to keep a lot of merchant ships idle in port without suffering a deficit in resource imports.

2. Allied supply production is fixed, they produce the same amount of supplies each day between Dec 7th 1941 and the surrender, instead of starting on a shoestring and having production rise over time.

My tinkering with the economy tries to rectify this. After feed back from forumites, I have tweaked the economy a bit more.

1. I have increased the resource generation per resource center and increased the resource requirements of heavy and light industries by 5 points each, and 2 points for oil. This means more resource/oil input is required per HI/supply/fuel point generated. The amount of resources and oil/fuel that must be moved to feed the industries is higher, therefore increasing shipping requirements.

Note that resource requirements for LI actually dropped from 25 to 20 from the first bottlenecks version, since originally the required input for LI was 15 and I had added 10 instead of 5 points by accident.


2. Note that neither refineries nor heavy industry generates supplies, only light industry does.

For me, heavy industry is primarily the conversion of metal ores into basic metal products like armor plate, sheet steel, wire etc. which is then used in the manufacturing industries - shipbuilding, aircraft/armament/vehicle factories and light industries to produce weapons, tanks and trucks etc. Light industries also use resources to produce ammo, uniforms, gear and food i.e. supplies in the game sense.

The oddity is that airplanes use supplies created exclusively by light industries - before they used supplies generated at least in part by refineries. In an ideal game, there would be avgas, but we have to make to with what we have. Anyway, I deemed it even more odd that that in stock/DBB ground units can "eat" supplies generated by refineries or heavy industries. Planes flying on supplies or LCU eating mineral oil products - I had to make a choice. My decision should it make less desirable to establish a "fortress Palembang" type of defense with the garrison being supplied with food and ammo produced by a refinery.

In order to compensate for the loss of supply generation by HI and refineries, the supply generation of LI has been doubled and the number of LI centers has been adjusted, so that at game start, the same amount of supplies is being produced for Japan than in the base DBB scenario. For the USA, see 5. below.


3. I have removed most of the heavy industries in the SRA and modified the light industries quantities. Apparently there was little if any conversion of metal ores into metal products in the SRA.

Concerning the DEI: "In 1941, the Dutch East Indies produced large quantities of coffee, tea (20% of the world's supply), cacao, coconut (25% of the world's supply), sugar, pepper, tobacco, rubber (35% of the world's supply), quinine (most of the world's supply), and oil (significant portion of the world's supply). The islands were the Netherland's main source of raw materials; very little industry was developed in the Dutch East Indies." Source: https://ww2db.com/country/dutch%20east%20indies

Same for Malaysia: "Malaysia had very few secondary industries before World War II. The little that did appear was connected mainly with the processing of the primary exports, rubber and tin, together with limited production of manufactured goods for the domestic market (e.g. bread, biscuits, beverages, cigarettes and various building materials). " Source: https://eh.net/encyclopedia/economic-history-of-malaysia/


4. Japan is resource-poor and had to import much of the resources and food needed. In the game, the ratio of "home-grown" resources and imports seems to be slanted too much towards "home-grown", so I have moved a sizeable number of resource centers from the home islands to Korea/Manchukuo/SRA. As a consequence, the daily resource deficit of 38k at the start is now considerably higher than in DBB, and Japan must conquer 1534 resource centers in the SRA and ship those resources to Japan to pull even. There are 3600+ resource centers in the historic SRA for the taking, so this should be doable. The resource stockpiles Japan controls at game start have been increased to 10m, which will cover the 38k resource deficit for about 267 days. Within this time, you must get the SRA resource flow running.

Note that in DBB, the resource stockpiles did cover a daily resource deficit of only 5800 for a whopping 1250 days, thus not requiring imports from the SRA for most of the war, no industry expansion provided. I don't believe Japan was self-sufficient in resources to that point.


5. For the Allies, many factories etc. start damaged and must be repaired. This reflects the fact that production levels esp. in the USA at start of the Pacific War were just picking up from post-depression peace-time levels.

Forumite feedback suggest that the five major CONUS ports go and do stay "in red" supply-wise for weeks, making it difficult to ship supplies to the PTO for months.

Therefore, I have revisited the factories and daily supplies in CONUS. In the US+Canada, LI supply production start at only 4556 points, but once fully repaired, LI centers will yield 57k supplies per day. On day 1, all industries and resource centers needing repairs in the USA and Canada do require 122186 supplies daily. Daily supplies at 53k and LI production at only 4556 at start obviously will not allow to repair everything at once. The key is a selective repair of assets. LI, HI and resource centers should be priority. It is highly recommended to delay repairs of repair shipyards, oil centers and refineries until the LI and resource centers have recovered - they require 5k (repair yard) resp. 2k (oil facilities) supplies per point repaired for a total of 71k supplies per day. Expanding oil facilities and shipyard facilities is heavy construction work and requires time, the delay will lead to more realistic delivery schedules.


Picture: Current state of Japan at start - HI, fuel and supply generation are at or very close to DBB base scenario levels.

[image]local://upfiles/1313/B85201385F674C2493051ED09DEDAE67.jpg[/image]

Edit: As you can see, in my mod Japan will start with less oil centers in operation than in DBB, but has damaged oil centers. The damaged oil centers represent the coal liquefaction which Japan increased during the war.




dennishe -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (2/19/2018 4:36:07 PM)

Thanks for your very elaborate response. I think your new numbers are spot on. I'm looking forward to the release of v1.1.




Yaab -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (2/19/2018 6:54:29 PM)

LargeSlowTarget, I am not sure if I am voicing a general sentiment, but every time I click on a HQ unit and view its TOE, I am dumbfounded by "Brass/Staff/REMFs" device. The informal name breaks immersion for me. Can't you just name this device Staff?




btd64 -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (2/20/2018 12:03:36 AM)

LST, Is there more art somewhere. I dl'd and the Allied art has just one ship in the file....GP




LargeSlowTarget -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (2/20/2018 7:05:04 AM)

For those who want to take a look and help with playtesting: Bottlenecks v1.1 "Release candidate" [incremental update, requires v1.0]

- economy revamped - see post further up
- fixes a pwhexdat issue west of Shanghai
- fixes various glitches with ship upgrade paths and LCU TOEs
- adds a few new ships
- some changes to base sizes, for example in the Aleutians west of Dutch Harbor.
- more stuff I may remember later

quote:

I think your new numbers are spot on.

Time will tell. As observed above, a mod is never really finished. Please provide feedback [:)]

quote:

Can't you just name this device Staff?

Feel free to change the name of device 808 to whatever you want before starting a new Bottlenecks game.

quote:

LST, Is there more art somewhere. I dl'd and the Allied art has just one ship in the file....GP

v1.1. Beta / RC is an incremental update, you need to install v1.0 first and then "patch" to v1.1 Beta / RC.

The "official" v.1.1. will be a full version.




Anomander Rake -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (2/21/2018 9:55:52 AM)

Some impresion after 2 months of play (game time).
You should remmember that we (I and Dave) are playing a modified version of game, so Japan not run out of resources but is big problem to delivered them.
1. I have first resource crissis. Maybe LST changed somethig or I have to bring more resources, so transfer from Kiushiu to Honsiu is very limited. So, I have closse to 1 mln resources in Japan but shortages in Tokyo.
I must change my conwoy routes. Anyway it will be hard to deliver everything what Empire wants.
2. China situation could be a little harder for Japan. Maybe several Central Corps should be better trained and more completed. It is possible that Dave felt too confident seeing the initial chaos. And when he sorts out his positions, the situation will stabilize a bit.
3. On other fronts is not so easy so the reason for China's weakness is the quality of their army, and also mobility of Japanese troops.
4. Sonias even with 50 kg bombs are very usefull in new configuration. I think that will be more problem with Lilys dive bombers version with 2x100 kg bombs only (really?).
5. Engineering forces are missing, but that's what I expected.
6. A lot of dot-bases may be the reason for easier supply of units on such a front.
7. There is too little fuel in Europe. Perhaps sending ships there does not make any sense at all (replacing fuel and resources for supplies), but there are so few fuels that there is no way to get back from there.




Lowpe -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (2/26/2018 8:32:36 PM)

Got tracker up and running....

Some more observations: Tabby available at game start really improving air lift for Japan.

Industry inputs/output comparison:



[image]local://upfiles/44178/6BB4850097704ACE900CD254AD581D4D.jpg[/image]




Anomander Rake -> RE: Mod Update: Bottlenecks in the Pacific 1.1.Beta (2/28/2018 7:55:36 PM)

I found error in database. This is effect of repairing an error with an invisible Kate model.
Now Kate 2 upgreade to non-existent 693 aircraft (or similiar number). In effect I lost my Kate2 factory. It is possible that I can fix it but we will be know it after next turn.
Fuel problem is probably unsolvable. I play version with Refinery fuel output = 9 and this is to little due to very increased shipping.
Is it posible to change refinery output in being game?
Sonias are still not efective in terrain different than clear and armour isn't help when enemy have AA guns.




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