clamel
Posts: 69
Joined: 12/9/2019 Status: offline
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quote:
ORIGINAL: Kull quote:
ORIGINAL: clamel quote:
ORIGINAL: Kull Yeah, there's quite a few omissions and just flat out incorrect stuff involving the Naval OOBs. That said, the team got the vast majority of the important ones right. One reason for the DaBabes mods was to fix exactly this sort of thing. Load up a DaBabesA scenario and you'll see a host of vessels that are absent from AE (although not Sea Witch or the Bendigo squadron at Singapore). I love the addition of all the merchants that were actually on their way to-from Hawaii, plus all the real-life ARDs in various Allied ports, and actual ACMs outside the USA (so all non-West Coast minefields don't start depleting from Day1). It's an amasing work to get all that is in already. A few misses is bound to happen. Haven't looked too long on Editing, but normally can't get my hands on a game without trying something. Just before digging in, could a couple of added ships in the DB be done without anything else get messed up ?. Still a newbie so I got a lot to learn, but all you guys have helped a ton with so much info in so many threads. Adding new ships is certainly doable, and even more so is fixing things like arrival dates of those which are already present (or due to arrive at some point). So long as you make use of existing classes, the AI won't have any problems with the changes and/or additions, since it "does stuff" based on classes, not individual ships. That's one reason why DaBabes Lite works seamlessly with the existing AI. There's a few mods out there which have done their homework on ship arrivals, for example, "Bottlenecks in the Pacific". So you could use that as a reference. The problem with many otherwise wonderful mods isn't their accuracy but rather the presence of new classes or ones that shifted to new IDs, and that can break the AI - fine for PBEM, but not solo play. quote:
I tread lightly in that DB. Know from many that certain things can brake important stuff. Been editing (even official) OOBs since way back. However detailed an OOB is when released it always can be "imporved" with some tinkering. Just a bit Big thanks for the info. I will dig into the threads about editing and learn more. Just so late joining this party of taming this Beast of a game. Big thanks Kull I tread lightly in that DB. Know from many games that certain things can brake important stuff and the AI must be handled with care. Trusting the originals and AndyMac and will not jeopardice such great work. Been editing (even official) OOBs since way back. However detailed an OOB is when released it always can be "improved" with some tinkering. Just a bit Big thanks for the info. I will dig into the threads about editing and learn more. Just so late joining this party of taming this Beast of a game. Thanks Kull for those spreadsheets on setting a game up. I just might have some Qs (in that thread of course) on your thoughts and why certain things ended up in some places. And yes that scenario/mod looks good. I can find those ships I mentioned for one, so digging into it and see what I can come up with. I play mostly vs the AI, and so far only on stockmap, so I will wait a bit before using the mod. But it sure is something. Like the ideas on port/anchorage idea for one. Found out that the extended map do have some "important" added hexes of land. Subic Bay, the hex below Malacca on top of my head.
< Message edited by clamel -- 7/3/2021 9:01:41 AM >
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