JWE
Posts: 6580
Joined: 7/19/2005 Status: offline
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quote:
ORIGINAL: Buck Beach I know it would be a big pain in the butt JWE, but a follow up list of the changes would sure be helpful. That way we could introduce your changes into our own mods. Save oh so much work don't you know, over using a line by line needles in the haystack comparison of the datas. If not feasible well back to the drawing board. Aaarrgh! It’s been needle in the haystack for us too. Someone finds a thingy, so we look, and .. Lo! there’s a couple other thingies, so we tweak those and .. Behold! there’s a little something that makes it work better. It’s a summabeechin pita, all around. But it is just tweaks – redoing the Americal components, fx, (fun, but what’s there now is what’s been there forever, so no harm, no foul). Then there’s the hidden default TO&Es that we got under control, but again, it’s an artifact that’s been around, so no big issue that’s not already there. And moved some units in and out of “special” AI slots to minimize a few problems seen with the more extreme AI moves. And changed arrival dates and locations to be more historical, adding a ship class or two and some ships. And incorporated some very similar tweaks provided by the Air people for planes and airgroups. Added a couple of Treespider bases, added a couple Don Bowen bases, humpin on Andrew for a few (three) changes to pwhex file (that won't matter a damn to games in progress). Basically, just inputting all the tweaks, twonks, thingys, and such, that will let the scenario play … smoother … nothing wicked, nothing gnarly, just a serious effort to make the data “right” and have the scenario play “smoother”. That’s why we say no need to crash out of ongoing games. Nothing fundamental in the changes.
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