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RE: Admiral's Edition Editor Thread - 4/13/2009 11:05:10 AM   
hellfirejet


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Thanks I stand corrected did not know Japanese changed measurements in 1917,you learn something new everyday. Can't wait for game to be released

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Post #: 121
RE: Admiral's Edition Editor Thread - 4/29/2009 5:36:45 PM   
Czert

 

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How hard it will be to change shinano from 48 planes capacity of "repair and landing base for others CVs" to full CV with 125 planes (true full capacity IIRC) ? And it will be posible to edit maximum number of sorties from CV ? 

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Post #: 122
RE: Admiral's Edition Editor Thread - 4/29/2009 6:04:41 PM   
Dili

 

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In witp it is just changing a number for both. Note that i don't know if it is possible to put a cent.(3 fields) number in aircraft number. I only saw dozen.(2 fields)

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Post #: 123
RE: Admiral's Edition Editor Thread - 4/30/2009 2:09:10 PM   
Czert

 

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And I have another question - for airplanes - every bomb...etc have load value, what happend if I enter lower total value for all weapons instaled, and in simmiliar manner - bigger totall value ?

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Post #: 124
RE: Admiral's Edition Editor Thread - 4/30/2009 4:15:14 PM   
Terminus


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quote:

ORIGINAL: Czert

How hard it will be to change shinano from 48 planes capacity of "repair and landing base for others CVs" to full CV with 125 planes (true full capacity IIRC) ? And it will be posible to edit maximum number of sorties from CV ? 


No problem with either at all. And having a carrier with 100+ aircraft is also perfectly possible.

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Post #: 125
RE: Admiral's Edition Editor Thread - 4/30/2009 4:15:46 PM   
Terminus


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quote:

ORIGINAL: Czert

And I have another question - for airplanes - every bomb...etc have load value, what happend if I enter lower total value for all weapons instaled, and in simmiliar manner - bigger totall value ?


I don't understand the question

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Post #: 126
RE: Admiral's Edition Editor Thread - 4/30/2009 4:42:17 PM   
R8J


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I think....What if aicraft X has bomb load of 8000 lbs but only has 4x500 lb bombs (lower total) or 16x1000 lb bombs (bigger total)?

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Post #: 127
RE: Admiral's Edition Editor Thread - 4/30/2009 4:48:30 PM   
Terminus


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The former will work, the latter won't. If he's asking whether the system will "fill up" to maximum load capacity by itself, the answer is no.

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Post #: 128
RE: Admiral's Edition Editor Thread - 5/9/2009 5:40:15 PM   
pad152

 

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What does "Respawn" in the scenario screen do?

Does the editor allow the player define what is respawned (PT, MTB VS. CV's)?

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Post #: 129
RE: Admiral's Edition Editor Thread - 5/9/2009 7:32:08 PM   
Long Lance


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Sorry, no. I know because I asked the same before.

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Post #: 130
RE: Admiral's Edition Editor Thread - 5/10/2009 4:11:12 AM   
rhohltjr


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Ok. Editor looks great. Will I be able to change this line with the editor:

xxxx unloading over beach at xyz location ...
to
xxxx unloading on to beach at xyz location ...

That line has bugged me all these years.
If not I'll live with it. I suppose.

Thanks.

_____________________________

My e-troops don't unload OVER THE BEACH anymore, see:
Amphibious Assault at Kota Bharu
TF 85 troops securing a beachhead at Kota Bharu, 51,75
whew! I still feel better.

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Post #: 131
RE: Admiral's Edition Editor Thread - 5/10/2009 5:20:58 AM   
Don Bowen


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quote:

ORIGINAL: rhohltjr

Ok. Editor looks great. Will I be able to change this line with the editor:

xxxx unloading over beach at xyz location ...
to
xxxx unloading on to beach at xyz location ...

That line has bugged me all these years.
If not I'll live with it. I suppose.

Thanks.


Sorry, no. That's an internal message and is not exposed in the editor. I don't believe it has been changed.

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Post #: 132
RE: Admiral's Edition Editor Thread - 5/10/2009 6:35:47 AM   
Grotius


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Gee, I *like* the phrase "unloading over the beach."

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Post #: 133
RE: Admiral's Edition Editor Thread - 5/10/2009 12:25:43 PM   
Terminus


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And you don't unload onto a beach, because you don't want whatever you're unloading to STAY THERE. It passes over the beach, hence the term is 100% correct.

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Post #: 134
RE: Admiral's Edition Editor Thread - 5/10/2009 3:52:42 PM   
jwilkerson


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But if you unload "over" the beach - then maybe that begs the question "just exactly how far up in the air - over the beach - are you unloading" ???

(trying to guess why the phrase would be disliked...)





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Post #: 135
RE: Admiral's Edition Editor Thread - 5/10/2009 3:55:29 PM   
Terminus


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Think that's an unguessable...

Good Lord, "unguessable" is an actual word...

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Post #: 136
RE: Admiral's Edition Editor Thread - 5/10/2009 4:42:35 PM   
witpqs


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Hovercraft!

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Post #: 137
RE: Admiral's Edition Editor Thread - 5/10/2009 4:46:44 PM   
rhohltjr


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quote:

ORIGINAL: jwilkerson
But if you unload "over" the beach - then maybe that begs the question "just exactly how far up in the air - over the beach - are you unloading" ???
(trying to guess why the phrase would be disliked...)


Ding ding ding!!! Correct Mr. Jwilkerson. Brings to mind visions of soldiers rapelling down from helicoptors or down from the huge hovering attack firestation. (Firemen use poles still?). Yeah Term, I suppose you should move "over the beach" to safer ground after you've landed and unloaded on the beach. Moot point however, since Don has said it is hardcoded. I said I will live with it. Have since UV.

Hmmmm, I suppose you could unload over a beach if you dump everything out the backend of a C-130 as it flys over the beach... yeah that fixes it.

Everyone think Gold!!!

_____________________________

My e-troops don't unload OVER THE BEACH anymore, see:
Amphibious Assault at Kota Bharu
TF 85 troops securing a beachhead at Kota Bharu, 51,75
whew! I still feel better.

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Post #: 138
RE: Admiral's Edition Editor Thread - 5/10/2009 4:55:13 PM   
witpqs


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quote:

ORIGINAL: rhohltjr

Yeah Term, I suppose you should move "over the beach" to safer ground after you've landed and unloaded on the beach.


But you don't need to unload on the beach depending upon the type of vehicle you are using. You might just drive inland to the designated spot and unload there.

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Post #: 139
RE: Admiral's Edition Editor Thread - 5/10/2009 5:04:49 PM   
rhohltjr


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quote:

ORIGINAL: witpqs
But you don't need to unload on the beach depending upon the type of vehicle you are using. You might just drive inland to the designated spot and unload there.


And the starting point for this loaded up vehicle would be? On the Beach.

Where it was delivered (as cargo) to the beach by some LCM.

Gold Gold Gold......

_____________________________

My e-troops don't unload OVER THE BEACH anymore, see:
Amphibious Assault at Kota Bharu
TF 85 troops securing a beachhead at Kota Bharu, 51,75
whew! I still feel better.

(in reply to witpqs)
Post #: 140
RE: Admiral's Edition Editor Thread - 5/10/2009 5:16:13 PM   
jwilkerson


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Oh yeah - you could unload "over" the beach - but then the "casualties" should be even higher than they are!

At 50,000 feet - casualties 100%

At 5,000 feet - casualties 90% (assuming 15% of the unloadees have parachutes)

At 5 feet - casualties 5% (grunts will still break their legs, arms, stub their toes)



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Post #: 141
RE: Admiral's Edition Editor Thread - 5/10/2009 5:22:13 PM   
witpqs


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quote:

ORIGINAL: rhohltjr


quote:

ORIGINAL: witpqs
But you don't need to unload on the beach depending upon the type of vehicle you are using. You might just drive inland to the designated spot and unload there.


And the starting point for this loaded up vehicle would be? On the Beach.

Where it was delivered (as cargo) to the beach by some LCM.

Gold Gold Gold......


No. DUKW's and their ilk just drive right over the beach, non-stop.

EDIT: Amtracs too, right?

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Post #: 142
RE: Admiral's Edition Editor Thread - 5/10/2009 9:00:24 PM   
rhohltjr


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quote:

ORIGINAL: witpqs

No. DUKW's and their ilk just drive right over the beach, non-stop.

EDIT: Amtracs too, right?


Granted the Amphibs can swim in from the ships.. and move over the beach. The rest of the cargo is unloaded on the beach. Everything is cargo and is unloaded "on the beach" or in the case of amphibs swims in.

It was just a question about the editor and a line of text I would rather change.
I know I can't change the line and I'm fine with that. My real gripe was the AI in Witp.

< Message edited by rhohltjr -- 5/10/2009 9:01:27 PM >


_____________________________

My e-troops don't unload OVER THE BEACH anymore, see:
Amphibious Assault at Kota Bharu
TF 85 troops securing a beachhead at Kota Bharu, 51,75
whew! I still feel better.

(in reply to witpqs)
Post #: 143
RE: Admiral's Edition Editor Thread - 5/10/2009 9:18:20 PM   
Don Bowen


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Actually I've heard the terms "unloading over a beach" and "unloading over a pier" so long that I have no idea where I first heard them. I do consider them common usage, if not 100% correct.

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Post #: 144
RE: Admiral's Edition Editor Thread - 5/10/2009 9:36:32 PM   
jwilkerson


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Must be "navy man talk" in the artillery - we just "send the projs down range".

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Post #: 145
RE: Admiral's Edition Editor Thread - 5/11/2009 2:38:05 PM   
rhohltjr


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quote:

ORIGINAL: jwilkerson

Must be "navy man talk" in the artillery - we just "send the projs down range".


Yeah, that sounds like it could be. Perhaps the ships or piers crane operator is sitting above the beach or pier enjoying that over the beach view and unloading....on to the beach/pier.
Hence you get the term 'over the beach'????? Very much a WAG.



< Message edited by rhohltjr -- 5/11/2009 2:41:49 PM >


_____________________________

My e-troops don't unload OVER THE BEACH anymore, see:
Amphibious Assault at Kota Bharu
TF 85 troops securing a beachhead at Kota Bharu, 51,75
whew! I still feel better.

(in reply to jwilkerson)
Post #: 146
modability - 5/15/2009 1:16:51 AM   
ggm


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I dont know if this has been asked before, but with the industry build and repair costs be moddable? I know this has been a source of contention requiring game rules to prevent "exploits". A great deal of other stats could be modded such as combat stats and amphibous landing efficiencies and unloading speeds. this could allow for modding of these factors.
games such as hoi2 allow for modding of a great deal of factors in editable files...
It would make an excellent game one steep closer to awsome.

ggm

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Post #: 147
RE: modability - 5/15/2009 5:06:04 AM   
Terminus


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No.

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Post #: 148
RE: modability - 5/15/2009 7:53:11 AM   
ggm


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unfortunate. I suppose if its hard coded in the program it would be a pain to organize extract these variables in a file. perhaps for witp-2.

ggm

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Post #: 149
RE: modability - 5/19/2009 4:00:40 AM   
pad152

 

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When adding new units with new AE editor, do you also have to edit the AI scripts?

Example: Add a new Japanese land unit to the 4th  fleet,  do you then have to add new land unit to AI scripts for places the 4th fleet invades?


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Post #: 150
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