RE: Updated Scen 1 and 2 (Full Version)

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Yaab -> RE: Updated Scen 1 and 2 (5/28/2020 6:21:01 PM)

Interesting idea, Kull.

However, one must take note of supply spoilage. At 17k supplies required by your unit, a base will try to gather 54k supplies, thus you need to be in a base which has at least port+airfield=5, giving the base 53k supply capacity. Spoliage destroys 1,2-1,6% of TOTAL supplies at a base which has supplies over its supply capacity limit.




Kull -> RE: Updated Scen 1 and 2 (5/28/2020 7:04:15 PM)

There's literally no issue in using this system with any of the "Japan Ironman" scenarios, since by definition those are playable only as Allied-human and you can do anything you want with supply since the whole point is to buff the Japanese beyond their historical levels. It's only tricky with Scenarios 1 & 2, since you have to account for the possibility of a Japan-human player.




Andy Mac -> RE: Updated Scen 1 and 2 (5/28/2020 7:15:52 PM)

I thought I had in Ironman done something similar I just increased the AV of all the Manchko forts so pretty sure all ironman scenarios have this already with additional LI and resources to make it supply neutral




Kull -> RE: Updated Scen 1 and 2 (5/29/2020 3:52:14 AM)


quote:

ORIGINAL: Andy Mac

I thought I had in Ironman done something similar I just increased the AV of all the Manchko forts so pretty sure all ironman scenarios have this already with additional LI and resources to make it supply neutral


That's a great idea, but let's take a look at the AV of Manchukuo CDs in Scen 10 (see attachment). It's definitely higher - instead of a total AV of about 500 (Scen 1 & 2) all CDs sum up to almost 4500 - but that's still only half the 8000 requirement. It will delay the problem, but not necessarily eliminate it.

If the AV went from an average of 330 to 580 each, that would do it. Or just add one more CD with an AV of 4000 and an 8/1/45 withdrawal date.

[image]local://upfiles/25668/DD5171ACCFCA4C0EA5F183F7513B842C.jpg[/image]




Kull -> RE: Updated Scen 1 and 2 (5/29/2020 3:39:48 PM)


quote:

ORIGINAL: Pentakomo

Any luck with device 1467 for japan in scenario 2?


That is fixed in the latest Scen2 updates.




Andy Mac -> RE: Updated Scen 1 and 2 (5/29/2020 4:16:09 PM)


quote:

ORIGINAL: Kull


quote:

ORIGINAL: Andy Mac

I thought I had in Ironman done something similar I just increased the AV of all the Manchko forts so pretty sure all ironman scenarios have this already with additional LI and resources to make it supply neutral


That's a great idea, but let's take a look at the AV of Manchukuo CDs in Scen 10 (see attachment). It's definitely higher - instead of a total AV of about 500 (Scen 1 & 2) all CDs sum up to almost 4500 - but that's still only half the 8000 requirement. It will delay the problem, but not necessarily eliminate it.

If the AV went from an average of 330 to 580 each, that would do it. Or just add one more CD with an AV of 4000 and an 8/1/45 withdrawal date.

[image]local://upfiles/25668/DD5171ACCFCA4C0EA5F183F7513B842C.jpg[/image]


I don't raid all of army remember scen 1 and 2 have to be playable PBEM as well so I cannot add units that would disturb PBEM balance

Scen 10- has never activated Soviets (except when my script goes wrong and a unit trespasses !!) I don't take enough units and there are other reinforcements




Kull -> RE: Updated Scen 1 and 2 (5/29/2020 9:07:03 PM)


quote:

ORIGINAL: Andy Mac

Scen 10- has never activated Soviets (except when my script goes wrong and a unit trespasses !!) I don't take enough units and there are other reinforcements


It's not you that activates the Soviets. You could drop the Garrison down to ZERO AV, and the AI will not be affected.

The issue is this - if a human player opens the game as Japan in order to give the AI an assist AND the Manchukuo Garrison is below 8000 AV, the Soviets can activate. Eventually - as the game progresses and more and more units are harvested from the Kwantung Army - the garrison is so low that activation is guaranteed, and it becomes impossible for the human player to give the AI a helping hand.

Adding the temporary CD unit is a way to guarantee that never happens, by ensuring that the Manchukuo Garrison cannot fall below 8000 AV.




Andy Mac -> RE: Updated Scen 1 and 2 (5/29/2020 10:04:22 PM)

;) Actually it is me because I am the one stripping Manchuria of units what is there right now is sufficient its never an issue in Ironman because of the steps I have taken already.

And I cannot fix scen 1 and 2 because of the knock on implication for PBEM and the need to be playable by both sides - basically its fixed as much as I can fix it - putting another 4000 AV into Manchuria is surplus to requirements unless the AI is attacking Manchuria deliberately....




Andy Mac -> RE: Updated Scen 1 and 2 (5/29/2020 10:05:49 PM)

I have stepped into over 100 games for AI players to do modification to the AI and never once activated Soviets in an ironman game - done it a couple of times in Scen 1/2 games before I figured out what I was doing




PaxMondo -> RE: Updated Scen 1 and 2 (5/30/2020 3:57:29 AM)


quote:

ORIGINAL: Andy Mac

I have stepped into over 100 games for AI players to do modification to the AI and never once activated Soviets in an ironman game - done it a couple of times in Scen 1/2 games before I figured out what I was doing

Me too.

Playing Ironman series, and that's all I've played for quite a few years now, no issue. But, when I have tried to help someone else and they are in Scen 1 or 2 …. yikes!!!




Moltrey -> RE: Updated Scen 1 and 2 (6/7/2020 8:31:40 PM)

Andy:
Not related to anything directly talked about above, but I am wondering why the database calls the P-40B and E "Warhawks". The B model was always referred to in everything I have read as the "Tomahawk". It is a small bit, but there are so many P-40 squadrons early as Allies it gets that much harder to sort the wheat from the chaff when organizing and differentiating air groups at bases.
So far the Scenario 1 with your last update is going well. The Japanese have handed me a few surprises and are keeping me guessing, so all to the good!

Thanks.




Yaab -> RE: Updated Scen 1 and 2 (7/16/2020 11:15:43 AM)

AndyMac, please tear down those level 6 forts in Burma!




RangerJoe -> RE: Updated Scen 1 and 2 (7/23/2020 2:06:22 AM)

Okay, I am about to try this new Scen 2 as Japan. I like some of the changes but I do have a question. Only one so far, anyway. There is no B5N1 Kate factory but there are two B5N2 factories, one is 0(0) and the other is actually producing some. Should the B5N2 factory that is 0(0) be a B5N1 factory? Also producing? I did not check to see when the different models came in and how many are in the game to see what the minimum production per month should be, but I was wondering about that 0(0) factory. There are still 99 engines for the first Kate or the Jean.




Alfred -> RE: Updated Scen 1 and 2 (7/23/2020 3:08:13 AM)


quote:

ORIGINAL: RangerJoe

Okay, I am about to try this new Scen 2 as Japan. I like some of the changes but I do have a question. Only one so far, anyway. There is no B5N1 Kate factory but there are two B5N2 factories, one is 0(0) and the other is actually producing some. Should the B5N2 factory that is 0(0) be a B5N1 factory? Also producing? I did not check to see when the different models came in and how many are in the game to see what the minimum production per month should be, but I was wondering about that 0(0) factory. There are still 99 engines for the first Kate or the Jean.


Obviously Andy Mac can provide the definitive answer but my understanding is that historically Japan was caught in the middle of retooling its Kate factories. A (0,0) facility would be a representation of the retooling.

Alfred




RangerJoe -> RE: Updated Scen 1 and 2 (7/23/2020 3:38:30 AM)

I just figured to use up those engines on the first Kates. Otherwise, they get turned in. Oh well. Cheaper to not build up a Kate 1 factory for 99 engines then convert the factory to something else.




RangerJoe -> RE: Updated Scen 1 and 2 (7/23/2020 5:14:42 PM)

Just fired up the first turn to see how the moves go. Then I looked at the ship reinforcements. Two late war Cls come to mind, one appears to have a 2 air craft air group with no air capabilities.

Cl Yodo, 2 January 1946, two Jakes but no air capability nor cargo capacity. Kitakami class normally has no air capability nor cargo capacity.

Cl Echi, 2 January 1945, no aircraft but has air capability. Nagara class-1941 normally has 1 air capbility.

Did the air unit get mislabeled to the wrong ship?




Moltrey -> RE: Updated Scen 1 and 2 (9/2/2020 1:53:08 PM)

Andy:
We just received a communication from ChemKid with a link to his Yamato Damashii v.2 extended maps and extras.
Would you consider creating a extended version of the AndyMac Scenario 1?
Obviously I haven't the slightest idea how much work is involved, but...




Platoonist -> RE: Updated Scen 1 and 2 (9/3/2020 3:23:28 AM)


quote:

ORIGINAL: Moltrey

Andy:
We just received a communication from ChemKid with a link to his Yamato Damashii v.2 extended maps and extras.
Would you consider creating a extended version of the AndyMac Scenario 1?
Obviously I haven't the slightest idea how much work is involved, but...


Hey Moltrey, if you really have your sights set on using Chemkid's Yamato Damashi v.2 map, I'm thinking a simpler prospect might be to rework that map art for use in the standard game. About 85% of the difference between the standard game and the extended game is in the northwestern map quadrant where a number of bases were added in Oman and Pakistan.

Using Photoshop I was able to edit the map panel files of the v.2 extended map back to the standard map convention by re-adding the border graphics Chemkid had to carve out to reveal Oman and Pakistan, and putting the Abadan and Aden off-map boxes back in their former locations as well as the ship entry zones.

There are some other minor changes that have to be made at other places like Luzon, the Malay Peninsula and in the Solomons, but the lion's share of the work is in map panels 00 and 01. Anyway, these map panel art files are available if you want them.

Plus, I think Andy Mac usually has his hands full with the standard and iron man scenarios.

[image]local://upfiles/9147/CE1EF61F8A5F4F94A6E9F72B4E37CA46.jpg[/image]




Moltrey -> RE: Updated Scen 1 and 2 (9/3/2020 4:42:38 PM)

Thanks Platoonist. I might consider that. I am also thinking about finally diving into deBabes to make use of extended (if it will work).




Andy Mac -> RE: Updated Scen 1 and 2 (9/13/2020 10:27:44 PM)


quote:

ORIGINAL: RangerJoe

Just fired up the first turn to see how the moves go. Then I looked at the ship reinforcements. Two late war Cls come to mind, one appears to have a 2 air craft air group with no air capabilities.

Cl Yodo, 2 January 1946, two Jakes but no air capability nor cargo capacity. Kitakami class normally has no air capability nor cargo capacity.

Cl Echi, 2 January 1945, no aircraft but has air capability. Nagara class-1941 normally has 1 air capbility.

Did the air unit get mislabeled to the wrong ship?


Not sure if I ever do another version I will pick up - probably a bug but immaterial given howmany float sqns Japan has




Andy Mac -> RE: Updated Scen 1 and 2 (9/13/2020 10:28:34 PM)


quote:

ORIGINAL: Moltrey

Andy:
We just received a communication from ChemKid with a link to his Yamato Damashii v.2 extended maps and extras.
Would you consider creating a extended version of the AndyMac Scenario 1?
Obviously I haven't the slightest idea how much work is involved, but...


Too much work for me sorry I learned years ago that supporting too many variants of scenarios just confuses the hell out of me !!




Moltrey -> RE: Updated Scen 1 and 2 (9/14/2020 11:04:13 PM)


quote:

ORIGINAL: Andy Mac
Too much work for me sorry I learned years ago that supporting too many variants of scenarios just confuses the hell out of me !!


No worries Andy, it was a shot in the dark anyway. I think I tend to prefer the Sunny day version of YD from ChemKid more anyway, it is easier on my eyes than the rainy day extended.

Take care.




Andy Mac -> RE: Updated Scen 1 and 2 (11/3/2020 9:22:05 PM)

Not promising another version of scen 1 and 2 but if I had a bit of time to tinker with AI on these 2 scens and do a few bug fixes does anyone have any feedback - they have been out for a year or so now so just hit me with it

Arakan Yoma Forts
and 2 late war Jap CL's air groups are on the list so far




Moltrey -> RE: Updated Scen 1 and 2 (11/3/2020 11:55:59 PM)

Probably just random weather or coordination effects Andy, but in Scen 1 a few starts I have noticed the Japanese AI throwing bombers at Philippine and Malaysian targets w/o escorts. Then other times they have like 60+ zeros with them. Not sure if it is even a relevant issue to you though.

If possible, I would like to see the P-40B codename designation changed to Tomahawk. Right now it is called "Warhawk" just like the later model E.

Otherwise, I will keep a weather eye out for any odd goings-on playing as Allies on Hard or V. Hard. Keep us informed when you release as I will likely start over again.
Thanks a bunch Andy, take care of yourself.
P.




mind_messing -> RE: Updated Scen 1 and 2 (11/15/2020 2:47:58 PM)


quote:

ORIGINAL: Andy Mac

Not promising another version of scen 1 and 2 but if I had a bit of time to tinker with AI on these 2 scens and do a few bug fixes does anyone have any feedback - they have been out for a year or so now so just hit me with it

Arakan Yoma Forts
and 2 late war Jap CL's air groups are on the list so far


Some feedback from me:

- I like the changes along the Arakan. Both IJ and Allied forces haven't been able to push down the coast road thanks to supply trickling to a stop. Ditto with the changes to the Burma-Thai border. Supply no longer flows easily into Burma, making naval supply lines essential (as is historical).

- The dot bases with small garrison requirements are a nice touch. Keeps it feeling like a historical occupation process rather than all LCU's being in the cities. Also has interesting options for airborne operations.

- I've already commented on the added LI sites, but just to reintegrate that I think a creative minded player could seriously upset game balance by turning the DEI into a second industrial hub.

- I'd give the dot hex South of Chungking level 4 forts.

On the whole, very happy with the changes. The operational tempo in Burma up to 1943 has been nearly stationary. Aggressive moves without assets dedicated to garrison/anti-paratrooper duties suffer very badly.




RangerJoe -> RE: Updated Scen 1 and 2 (11/18/2020 1:27:52 AM)

A question that may appear strange. When my B-17Ds bombed Miri's oil and Light Industry, I was hitting oil and ASW devices. When I bombed Kuching's Light Industry, I hit the Light Industry. Could this be a database error?

B-17D bomb and achieve? Mk 7 Depth Charge hits?

https://www.matrixgames.com/forums/tm.asp?m=4912136

The KNIL Rifle Squad upgrades to the KNIL Rifle Squad 45 which upgrades to the KNIL Rifle Squad. There are other devices that seem to do this as well. The SNLF squad has four listings and two of them upgrade to the SNLF squad. There are no dates, should there be dates? There is a slight difference in firepower for the squads. It is easier to see when the infantry devices are sorted by name.





mind_messing -> RE: Updated Scen 1 and 2 (12/26/2020 11:14:01 PM)

Andy - are any further updates planned to Scen 1 and 2 in the short term (2 - 3 weeks?)




Andy Mac -> RE: Updated Scen 1 and 2 (12/31/2020 2:36:53 AM)

No nothing iminent




Yaab -> RE: Updated Scen 1 and 2 (1/4/2021 8:12:13 AM)

AndyMac, can you comment on Commonwealth infantry anti-armor values? I argue the correct value in the Editor should be 25 instead of the present 75. It can be a data-entry mistake in the Editor.

https://www.matrixgames.com/forums/tm.asp?m=4935717




Andy Mac -> RE: Updated Scen 1 and 2 (2/2/2021 3:46:45 PM)

Bump

Sorry Yaab not going to jump into that one I lost my detailed squad relative firepower bible years ago when my laptop melted down so going to have totrust whatwe did at the time




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