Mod Carrier AC Value

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CruDesMan
Posts: 3
Joined: Sat May 27, 2023 10:08 am

Mod Carrier AC Value

Post by CruDesMan »

I have a couple of issues with the game but have figured out how to fix most of them with the editor.

1. AC size on CV's, CVL's, and CVE's. If each value of 1 = 15 AC, then CVL's should have an AC size of 2, not 6. I figured out how to modify the values of the units on the map, but how do I change that value for the reinforcements?
2. Where is the Lexington and Enterprise CVBG? I figured out how to add them with the editor, but why were those two groups not added in the base game? They aren't listed as reinforcements either, which would have been a reasonable approach so they aren't blasted out of the water on turn 1.

For those of us who love the Pacific Theater, but simply can't dedicate the time to play WITP AE, this is a great game that can actually be played to a conclusion.
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stjeand
Posts: 2666
Joined: Sun Jan 10, 2021 1:14 pm
Location: Aurora, NC

Re: Mod Carrier AC Value

Post by stjeand »

The Lexington and the Enterprise start in the scenario file...they are not on the map to start so they cannot be found and attacked by the Japanese.

You would have to modify that text file to affect their values I believe.
CruDesMan
Posts: 3
Joined: Sat May 27, 2023 10:08 am

Re: Mod Carrier AC Value

Post by CruDesMan »

Thanks stjeand! Yes, Lex and Enterprise just show up in PH on turn 3; makes sense. As for the CVL's, I see their Airgroup effectiveness is much less than of the CV Airgroup, so I guess it's the effectiveness of it's AC, not the size, that distinguishes the two.
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