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RE: B-Mod, Last Update - 8/20/2017 11:37:01 PM   
Falken


Posts: 242
Joined: 8/8/2007
From: ON, Canada
Status: offline
Thanks Brian....

Unfortunately for me, I picked up the version of your MOD a couple of weeks ago, and don't have the heart to start over :), so I don't have all your latest changes, but I have most of your recent changes, and the game is going very well.

For anyone who is thinking about it, please try Brian's B-MOD. I've been a fan of Brian's work since the early days of CHS vs BMOD in the old WITP days, and have been using a version of his MOD since AE started.

Unlike many MODs, Brian does not add OOB changes as the main focal point, so the MOD can easily be played by anyone who enjoys Scenario 1, but Brian's work has modified basically anything affecting Combat, really makes a difference in the "reality" of combat results.

Although I also really enjoy RA's BTS, DBB, and most recently, LST's mod, this one is quite special.

Biggest change is obviously China. Even though the version I downloaded does not include his latest major revisions of CHINA guarisson requirements, I can tell you that CHINA is not longer a cake walk. Unlike other MODS, you cannot really hope to simply steamroll in CHINA unless you are willing to remove many LCUs from the Pacific. Remove too much from the units already in CHINA is also just asking for trouble.

It's a very well balanced MOD that doesn't make the game easier for either the Allies or Japan, but does make it realistic in Combat, and overall war results.

Give Brian's mod a chance... You will not regret it.

(in reply to Big B)
Post #: 61
RE: B-Mod, Last Update - 8/21/2017 12:10:55 AM   
Big B

 

Posts: 4870
Joined: 6/1/2005
From: Old Los Angeles pre-1960
Status: offline
Thank you Falken for the kind words.
I have tried hard to be fair, but realistic.
My Mod is not a Fan-Boy Mod for either side... I have tried hard to not make it so -
But I also understand fully a lot of players won't like some of the difficulties.



quote:

ORIGINAL: Falken

Thanks Brian....

Unfortunately for me, I picked up the version of your MOD a couple of weeks ago, and don't have the heart to start over :), so I don't have all your latest changes, but I have most of your recent changes, and the game is going very well.

For anyone who is thinking about it, please try Brian's B-MOD. I've been a fan of Brian's work since the early days of CHS vs BMOD in the old WITP days, and have been using a version of his MOD since AE started.

Unlike many MODs, Brian does not add OOB changes as the main focal point, so the MOD can easily be played by anyone who enjoys Scenario 1, but Brian's work has modified basically anything affecting Combat, really makes a difference in the "reality" of combat results.

Although I also really enjoy RA's BTS, DBB, and most recently, LST's mod, this one is quite special.

Biggest change is obviously China. Even though the version I downloaded does not include his latest major revisions of CHINA guarisson requirements, I can tell you that CHINA is not longer a cake walk. Unlike other MODS, you cannot really hope to simply steamroll in CHINA unless you are willing to remove many LCUs from the Pacific. Remove too much from the units already in CHINA is also just asking for trouble.

It's a very well balanced MOD that doesn't make the game easier for either the Allies or Japan, but does make it realistic in Combat, and overall war results.

Give Brian's mod a chance... You will not regret it.




< Message edited by Big B -- 8/28/2017 1:26:47 PM >


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Post #: 62
RE: B-Mod, Last Update - 9/2/2017 12:24:41 AM   
Falken


Posts: 242
Joined: 8/8/2007
From: ON, Canada
Status: offline
Hi Brian,

I think I've asked you this before, and if I have, my apologies.

I just realized that I've been using the "gnarly" roads version of the map pwhexe, the same one that is on your site. I've been looking at some old threads lately, and there was a discussion in one of them about the "gnarly" roads and its impact to supply in a old DBB thread.

At one point, I think you mention that the "gnarly" version actually stops supply from flowing correctly from base to base in China.

Is that still true, and should I switch to the Stacked Limit NON "gnarly" version (i think it's 2014 dated on DBB's site).

Anyway,, hopefully, this makes sense to you. If not, then i'm losing my mind, and don't worry about it :)

Dave...

(in reply to Big B)
Post #: 63
RE: B-Mod, Last Update - 9/3/2017 12:41:10 PM   
Falken


Posts: 242
Joined: 8/8/2007
From: ON, Canada
Status: offline
Brian...

My bad... forgot to mention that my question above is in relation to your mod B-MOD. I only referenced DBB because that's where the thread was....

< Message edited by Falken -- 9/3/2017 1:04:01 PM >

(in reply to Falken)
Post #: 64
RE: B-Mod, Last Update - 9/3/2017 5:09:55 PM   
Big B

 

Posts: 4870
Joined: 6/1/2005
From: Old Los Angeles pre-1960
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Hi Falken,

I can't say what affects what on the extended map with certainty - I have played two different PBEM's one With DaBabes Gnarley Asian Roads and No Stacking Limits, then another Without DaBabes Gnarley Asian Roads ... but With Stacking Limits.
Both extended map.

In both cases I have seen severe supply issues getting supply south of Chunking ...maybe it's just an Extended Map problem - I haven't played it with a stock map.

At this point I don't know what the solution would be.... more gameplay is needed under wider circumstances, or perhaps someone with map knowledge can say if there are some built-in supply sinks on the extended map.

I really need to copy the entire scenario to a standard map to see if there are different results on the standard map....that would point the finger directly at the Extended Map files.


NB


quote:

ORIGINAL: Falken

Hi Brian,

I think I've asked you this before, and if I have, my apologies.

I just realized that I've been using the "gnarly" roads version of the map pwhexe, the same one that is on your site. I've been looking at some old threads lately, and there was a discussion in one of them about the "gnarly" roads and its impact to supply in a old DBB thread.

At one point, I think you mention that the "gnarly" version actually stops supply from flowing correctly from base to base in China.

Is that still true, and should I switch to the Stacked Limit NON "gnarly" version (i think it's 2014 dated on DBB's site).

Anyway,, hopefully, this makes sense to you. If not, then i'm losing my mind, and don't worry about it :)

Dave...



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Post #: 65
RE: B-Mod, Last Update - 9/4/2017 6:21:55 AM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
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What could work is upping the developement level (port+airfield) in Changsha, so its port is bigger than the Chungking's one. Then, all surplus will flow to Changsha. Chungking will still attract supply because it has the static command HQ sitting there.

(in reply to Big B)
Post #: 66
RE: B-Mod, Last Update - 9/4/2017 10:44:40 AM   
Andrew Brown


Posts: 5007
Joined: 9/5/2000
From: Hex 82,170
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quote:

In both cases I have seen severe supply issues getting supply south of Chunking ...maybe it's just an Extended Map problem - I haven't played it with a stock map.

At this point I don't know what the solution would be.... more gameplay is needed under wider circumstances, or perhaps someone with map knowledge can say if there are some built-in supply sinks on the extended map.


There shouldn't be any difference between the stock map and the extended map in that area.

(in reply to Big B)
Post #: 67
RE: B-Mod, Last Update - 10/13/2017 4:32:13 AM   
Big B

 

Posts: 4870
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From: Old Los Angeles pre-1960
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I made an adjustment to AA.
After playing through a long time - I made an adjustment to AA to bring it back in line with historical results.
No one 'lost', but the Allies benefited a bit more.
Adjustments were made based on a single scale of shell weight, velocity, & detonation charge, and ROF/Accuracy.

B

EDIT:I am also happy to report that the previous changes to the US Mk14 torpedo has now proven to be accurately representative of USN Fleetboat performance in 141, 1942, and 1943 - it coincides nicely in PBEM with historical JANAC results during the same periods of WW2...without selecting Reliable USN Torpedoes 'On'.


< Message edited by Big B -- 10/14/2017 11:21:29 PM >


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Post #: 68
RE: B-Mod, Last Update - 12/22/2017 12:52:23 PM   
Anomander Rake

 

Posts: 64
Joined: 3/28/2014
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I play (played?) this mod. AA guns work good, and allied AA destroyed me mass of planes. China changes I also evaluate as good.
But aircraft guns enhancement together with Japanese pilots experience improvement spoils this mod.
My Oscars was something like Corsairs. My Nates in China fought against american mercenaries like equal to equal.
My oponent must have been nervous but I was also disliked.
(sorry for my English anyway)

(in reply to Big B)
Post #: 69
RE: B-Mod, Last Update - 12/22/2017 1:56:56 PM   
dwbradley

 

Posts: 197
Joined: 3/21/2004
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quote:

ORIGINAL: Anomander Rake

I play (played?) this mod. AA guns work good, and allied AA destroyed me mass of planes. China changes I also evaluate as good.
But aircraft guns enhancement together with Japanese pilots experience improvement spoils this mod.
My Oscars was something like Corsairs. My Nates in China fought against american mercenaries like equal to equal.
My oponent must have been nervous but I was also disliked.
(sorry for my English anyway)


I am Anomander's opponent. There is much to like about this mod but I think we are both in agreement that the uprating of the Nate, Oscar (and others?) guns is a bit over the top. The most prominent example I can cite is the above mentioned encounters between Oscars and the AVG. The AVG has been getting shredded. Yes, they were on the receiving end of sweeps and the IJA pilots were undoubtedly of high quality but it still seems excessive. Perhaps it is working as intended and I am simply not managing my air assets well enough. Very much in the realm of possibility. But when your opponent starts questioning his own victories it is worth taking a good look at what is going on, in my opinion.

To Big B: Thanks for all the hard work in producing this mod. I hope my comments are taken as intended, that is, as helpful and constructive.

Cheers
Dave Bradley

(in reply to Anomander Rake)
Post #: 70
RE: B-Mod, Last Update - 12/22/2017 4:42:04 PM   
Big B

 

Posts: 4870
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From: Old Los Angeles pre-1960
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I really appreciate your post, Thank you!

What I have done is reloaded the scenario (199) to the website after looking it over, I did find an irregularity in the Type 89 MG, so I corrected it.
I also uploaded a new alternative scenario - 198.
This new scenario is exactly the same as the existing scenario 199, except the machine gun bonus has been removed.

So if you wish to re-download and give it another try - you have options now.

Again, thank you very much for the post!

Happy Holidays!

< Message edited by Big B -- 12/22/2017 5:31:28 PM >


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Post #: 71
RE: B-Mod, Last Update - 12/23/2017 9:55:31 AM   
Anomander Rake

 

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I also thank you for your work of course. I have one question - is there a your mod version with changes in China and reduced capacity of ships?

(in reply to Big B)
Post #: 72
RE: B-Mod, Last Update - 12/26/2017 8:21:46 PM   
Big B

 

Posts: 4870
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From: Old Los Angeles pre-1960
Status: offline

quote:

ORIGINAL: Anomander Rake

I also thank you for your work of course. I have one question - is there a your mod version with changes in China and reduced capacity of ships?



No, I don't reduce shipping capacity - as I think this is not the way to go - if one is looking to slow down pace of operations....it's a quick-fix of sorts, but I don't subscribe to it as the best way to go....

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Post #: 73
RE: B-Mod, Last Update - 2/2/2018 11:43:00 PM   
Falken


Posts: 242
Joined: 8/8/2007
From: ON, Canada
Status: offline
Brian..

I had just used your version of BMOD for a new solo game that was out just before this latest update. Since it updated the wpa/wpc/wpg files, do I need to restart my turn 1 to pick up those changes?

Dave...

(in reply to Big B)
Post #: 74
RE: B-Mod, Last Update - 2/3/2018 1:42:16 AM   
Falken


Posts: 242
Joined: 8/8/2007
From: ON, Canada
Status: offline
Brian,,

You can skip that last question... I was only half way through turn 1, so decided to simply restart.

Thanks anyways.

(in reply to Falken)
Post #: 75
RE: B-Mod, Last Update - 2/3/2018 1:55:07 AM   
Big B

 

Posts: 4870
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From: Old Los Angeles pre-1960
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Gee, that was the easiest question I ever had to answer.... :)

Glad you restarted - I took advantage of US87891'S last post on Chinese OOB to do a minor update.
It will be even better


quote:

ORIGINAL: Falken

Brian,,

You can skip that last question... I was only half way through turn 1, so decided to simply restart.

Thanks anyways.



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Post #: 76
RE: B-Mod, Last Update - 2/3/2018 12:10:34 PM   
Falken


Posts: 242
Joined: 8/8/2007
From: ON, Canada
Status: offline
Hey Brian,

Can you do me a favor and check the 198 zip file on your site. I keep getting a corrupted file error when trying to extract. 199 was good though. No issues for 199.

Thanks

(in reply to Big B)
Post #: 77
RE: B-Mod, Last Update - 2/3/2018 9:13:38 PM   
Big B

 

Posts: 4870
Joined: 6/1/2005
From: Old Los Angeles pre-1960
Status: offline
Thanks for bringing that to my attention.
I'll take down 198 until I am certain there is no issue.

quote:

ORIGINAL: Falken

Hey Brian,

Can you do me a favor and check the 198 zip file on your site. I keep getting a corrupted file error when trying to extract. 199 was good though. No issues for 199.

Thanks



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Post #: 78
RE: B-Mod, Last Update - 2/3/2018 9:47:42 PM   
cardas

 

Posts: 184
Joined: 4/8/2016
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quote:

ORIGINAL: Big B
I'll take down 198 until I am certain there is no issue.


WinRAR didn't extract it for me for whatever reason, 7-Zip did though without any problems.

(in reply to Big B)
Post #: 79
RE: B-Mod, Last Update - 2/3/2018 9:54:28 PM   
Falken


Posts: 242
Joined: 8/8/2007
From: ON, Canada
Status: offline
Thanks Brian... It's good now.. Was able to download and extract......

(in reply to cardas)
Post #: 80
RE: B-Mod, Last Update - 2/3/2018 10:00:15 PM   
Big B

 

Posts: 4870
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From: Old Los Angeles pre-1960
Status: offline
Great, I just verified it was all working correctly - from download to game start

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Post #: 81
RE: B-Mod, Last Update - 2/5/2018 9:14:10 PM   
AlessandroD


Posts: 381
Joined: 12/28/2014
From: Italy
Status: offline
Hello Big B,

I'm thinking to start a game using your mod (198 or 199), are you planning new updates in the near future?

Thanks


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Post #: 82
RE: B-Mod, Last Update - 2/5/2018 9:19:28 PM   
Big B

 

Posts: 4870
Joined: 6/1/2005
From: Old Los Angeles pre-1960
Status: offline
Hello, no... I'm pretty satisfied it's where I want it.

So go ahead and start a game

B

quote:

ORIGINAL: AlessandroD

Hello Big B,

I'm thinking to start a game using your mod (198 or 199), are you planning new updates in the near future?

Thanks






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Post #: 83
RE: B-Mod, Last Update - 2/6/2018 6:13:38 PM   
AlessandroD


Posts: 381
Joined: 12/28/2014
From: Italy
Status: offline

quote:

ORIGINAL: Big B

Hello, no... I'm pretty satisfied it's where I want it.

So go ahead and start a game

B

quote:

ORIGINAL: AlessandroD

Hello Big B,

I'm thinking to start a game using your mod (198 or 199), are you planning new updates in the near future?

Thanks








Great news!

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Post #: 84
RE: B-Mod, Last Update - 2/6/2018 9:24:15 PM   
Falken


Posts: 242
Joined: 8/8/2007
From: ON, Canada
Status: offline
Ok Brian,

You are an evil, evil man :) :) :).

I'm in the middle of my turn one on the amazing scenario 199, and I am having a heck of a time setting up my IJN LCU forces in China. The requirements for guarisson has really made all of my previous notes that i'm currently using for BTS 5.1 with Kitakami, well, absolutely useless.

I really have to rethink 1) what I can move, and 2) where I can move. Most of the units that I used to use are now "locked up". Love it.
You've said it before, and I can attest that even in the initial turn 1 moves, China is no longer a cake walk. It will be interesting after I do a month of this scenario, but I can really see "slow" progressing in China, which is what the mod is trying to simulate.

BMOD, BTS, DBB..... who needs another game. Each of these MODs present different avenues of history. BMOD-Historically accurate in combat and China, BTS is the history that "could have been" (and i'm having a helluva good time with BTS with Kitakami), and then DBB, the initial standard of History, OOB changes, and Don's extra ships.

3 games in one.

Brian... I've said this before, but thank you for this mod. You have maintained your vision, and have not deviated from your goal of historical combat replay, with accurate LCU impact of the China Stalemate. I can't wait to see how my ships/aircrafts will perform in this new version.

As always, a fan....


(in reply to AlessandroD)
Post #: 85
RE: B-Mod, Last Update - 2/7/2018 1:47:28 AM   
Falken


Posts: 242
Joined: 8/8/2007
From: ON, Canada
Status: offline
Brian,

Can you check something for me. For Scn 199, I seem to have 2 bases at the same location.
China Location 84,33. Bases are Chin Ch'uan and Ningsia.

If a problem, can you please advise on how to fix on existing games. Thanks.




Attachment (1)

(in reply to Falken)
Post #: 86
RE: B-Mod, Last Update - 2/7/2018 2:10:31 AM   
Big B

 

Posts: 4870
Joined: 6/1/2005
From: Old Los Angeles pre-1960
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quote:

ORIGINAL: Falken

Brian,

Can you check something for me. For Scn 199, I seem to have 2 bases at the same location.
China Location 84,33. Bases are Chin Ch'uan and Ningsia.

If a problem, can you please advise on how to fix on existing games. Thanks.






That's odd - let me look into it.

_____________________________


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Post #: 87
RE: B-Mod, Last Update - 2/7/2018 2:25:09 AM   
Big B

 

Posts: 4870
Joined: 6/1/2005
From: Old Los Angeles pre-1960
Status: offline
Ok, I checked and it is a conflict in taking a new base from RHS that is in the same location.
What I'm going to do is simply eliminate slot 1431 Ningsia, because slot 1555 Chin Ch'uan is the same - but more developed.

If you are playing AI you can do this yourself in the editor, by deleting contents in Location slot 1431, the game will correct itself.
If you're doing PBEM a restart is necessary for the change to take effect.'


_________________
Upload finished.....

< Message edited by Big B -- 2/7/2018 2:32:01 AM >


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Post #: 88
RE: B-Mod, Last Update - 2/8/2018 2:14:41 AM   
Falken


Posts: 242
Joined: 8/8/2007
From: ON, Canada
Status: offline
Hey Brian,

Me again.. sorry about that.. questions questions :)

ok for Scenario 198, I understand the concept of only allowing aircraft that "could" have been built before the specified end of the war for scen 198, so....

When we look at say "Utsonomiya" for Industry aircraft, since no "Type" appears, does that mean that I cannot use that base for any type of aircraft? even ones that existed?

Just wanted to make sure I get this. So in addition to restricted airframes, I think this scenario is also simulating reduced airframe industry capacity?

(in reply to Big B)
Post #: 89
RE: B-Mod, Last Update - 2/8/2018 2:28:36 PM   
Big B

 

Posts: 4870
Joined: 6/1/2005
From: Old Los Angeles pre-1960
Status: offline
Hi Falken,
EDIT:
I see what you were talking about - the aircraft production will never apply, as those aircraft won't appear in the game.

I went through and assigned other aircraft that will appear in 1945 in those slots, I didn't identify any other base problems.
However, if any factory found is dedicated to aircraft that doesn't have Type listed, I see no particular problem as that production remains dedicated to a future project that just won't arrive - as it happened in history.

However, I am open to discussion if this seems like a major flaw.

Brian

quote:

ORIGINAL: Falken

Hey Brian,

Me again.. sorry about that.. questions questions :)

ok for Scenario 198, I understand the concept of only allowing aircraft that "could" have been built before the specified end of the war for scen 198, so....

When we look at say "Utsonomiya" for Industry aircraft, since no "Type" appears, does that mean that I cannot use that base for any type of aircraft? even ones that existed?

Just wanted to make sure I get this. So in addition to restricted airframes, I think this scenario is also simulating reduced airframe industry capacity?


< Message edited by Big B -- 2/8/2018 8:41:24 PM >


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Post #: 90
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