Empire Mod PBEM ( From 1 Jan 43) 2 days turns realistic R+D - no Dean

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Cavalry Corp
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Re: Empire Mod PBEM ( From 1 Jan 43) 2 days turns realistic R+D - no Dean

Post by Cavalry Corp »

JanSako wrote: Fri Nov 29, 2024 11:39 am I guess at this point it is no longer about force preservation, just about hurting the Allies whichever way and at whatever cost.
Looks like you are biting back pretty good!
That is one reason I think this mod works - As J, if you are careful, you may get reduced, but there is still potential to cause the allies damage with regular ambushes. If you can get some of the good tech in before the Allies trash the Homeland with bombers, these is some good chance of holding out.

For now, his fighters cannot reach us, so he has to be careful about has done about 3 big raids so far. The B39 is just coming on stream, much harder to catch.

M
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Re: Empire Mod PBEM ( From 1 Jan 43) 2 days turns realistic R+D - no Dean

Post by Cavalry Corp »

RangerJoe wrote: Sun Nov 17, 2024 9:51 pm
PaxMondo wrote: Sun Nov 17, 2024 9:25 pm Ouch. Musashi will not get out of drydock before end of war ...

:ugeek: :ugeek: :ugeek:
Maybe she will be captured! :lol:

USS Musashi! :shock:

Could be looks like 500 days:)
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Re: Empire Mod PBEM ( From 1 Jan 43) 2 days turns realistic R+D - no Dean

Post by Cavalry Corp »

New patch about to arrive 3.0d

There are a few fixes, but mainly tweaks and adding DB changes from the new patch where they fit the mod. Yes I did add the allied very late war missing DD.

• V3.0D
• Problem detected that will make the game crash in replay. Please rename the FW200c Tropischin in the JapPlanes
folder from Jptop00464 to 0464.
• Delete Jptop00114 Ki-200 Oziroisi should leave you with the correct Jptop0114 Ki-200 Oziroisi.
• Sea Meteor moves to 11/44 from 9/44. Cohesion with mod.
• Some (mid-war+) allied aircraft now have slightly reduced production- Cohesion with mod - Too many.
• Ended A20G production in 4/44. Realism with mod.
• Reviewed and tweaked some mid-war onwards J A/C radars - Cohesion with mod.
• Malayan 1941 squad not upgrading – Fixed.
• Tweaks to FR CA Duquesne armour. Tweaks to Suffren and Algerie classes. New research.
• Australian 1sy Army HQ not perm fixed – Changed and fixed.
• LI res In now 16 from 15.
• Allowed NIKI Mk2 George to upgrade to Mk4. Realism.
• Adjusted some aircraft load-outs to work better.
• Slight improvement to CB Hokkaido class to make it slightly more tempting to build.
• Tweaks to CL Oyodo AA layouts and upgrade times.
• Reduced Ohka range – it seems it uses maximum range all the time, so it is much less accurate. Under review.
• Review of all Plane Guided Missiles to improve effect.
• Added all known data changes, fixes, and additions from the new patch V.1128 (Nov 24).
• Added back in missing (mainly small) allied transport ships added in RA but into invisible TF.
• Split TBM-3 Avenger production to reflect the Bat carrying version as a separate model as it was not loading out
correctly; some others also simplified- Fix.
• Removed French commanders from Vichy subs I 601 and 602. Fix.
• Added USN nationality to late war hypothetical Redwood Class DD (prevents them from coming on) – Fix.
• Added 2 more AC FTY and 2 more Engine FTY for Japan. They have to switch engines over mid-war and takes a bit
too long to restart. Play balance.
• Added several more SS for J to build mainly early war types in lieu of the later arriving allied DE/DD from the
patch. Balance.
• Tweaks to CVE Kaiyo, Mitaki, Mayasan, Tamamatsu, Taiyo, Unyo, Shinyo and Chuyo – and revised arrival dates. More
in keeping with mod.
• Reduced Truk starting Port size to 3. Reduced Midway starting AF to 2.Reduced Babeldaob starting to AF2 and Port
2, Rabaul to starting port 1. Slow the initial pace and, in keeping with low tech start to mod.
• Reduced all Andaman Islands to max AF build level 2.
• Added Engine R+D dates in the description to help decide R+D development where possible, excluding jets (no
space).


Cav
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RangerJoe
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Re: Empire Mod PBEM ( From 1 Jan 43) 2 days turns realistic R+D - no Dean

Post by RangerJoe »

The Mutsu is close to being gone, I would suggest there there should be a standing order for the men to urinate over the side of the ship and to not use the latrines at all.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child
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JanSako
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Re: Empire Mod PBEM ( From 1 Jan 43) 2 days turns realistic R+D - no Dean

Post by JanSako »

Cavalry Corp wrote: Mon Dec 02, 2024 7:08 pm New patch about to arrive 3.0d

There are a few fixes, but mainly tweaks and adding DB changes from the new patch where they fit the mod. Yes I did add the allied very late war missing DD.

•....
Thank you for the ongoing work, sir!
If I may make a request, are you able to indicate which of the changes affect existing games and which are only visible if a new game is started? Maybe with an (E) or (N) in the beginning of the line?
JanSako
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Re: Empire Mod PBEM ( From 1 Jan 43) 2 days turns realistic R+D - no Dean

Post by JanSako »

Cavalry Corp wrote: Mon Dec 02, 2024 7:08 pm New patch about to arrive 3.0d

There are a few fixes, but mainly tweaks and adding DB changes from the new patch where they fit the mod. Yes I did add the allied very late war missing DD.

•....
Thank you for the ongoing work, sir!
If I may make a request, are you able to indicate which of the changes affect existing games and which are only visible if a new game is started? Maybe with an (E) or (N) in the beginning of the line?
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Re: Empire Mod PBEM ( From 1 Jan 43) 2 days turns realistic R+D - no Dean

Post by Cavalry Corp »

Thanks indeed for the kind support... I would and thought about doing it but I am not 100% sure.

DB changes all take effect, ships, AFV planes etc.

But if a plane's loadout changes, you may need to upgrade before it changes or downgrade and then re-upgrade, and then the loadout will be okay.

I had to change some load-outs on TB, especially those that have hard coding like DB,TB and a few B, which seems to be overriding the numbers. Fixed now.

Base, factory and on-map changes to stuff already on the map do not take effect in existing games.
Adding ships does not take effect. i think changing ship arrival dates also does not take effect.
Changing plane arrival dates not sure, but adding a new plane will come on with a date 0/00, so in the case of Allied, that may mean the plane starts right away. I think there are none of these in your game, but there were a few date tweaks. If that happens we just have a house rule not to use that plane until historical date.

Not sure if the production number on allied AC will change in your game or not - quite a lot of allied planes got tweaked downward a bit.

All the changes will be valuable in your game esp as most changes are late war. You did not experience anything so to speak so far anyway :) so to speak.

I am trying to make this mod the most challenging for both sides, so it has to be tweaked by continuous PBEM (and new research) and trying to second guess the hard coding. As my main game is now in Feb 45, we do not have long to go or see new stuff in action - historical and hypothetical.

This should be one of the last patches, Though ground units TOE could be made better and more filled out with more historical equipment if someone wants to do that or help do that...

Hope that is OK

Michael
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Re: Empire Mod PBEM ( From 1 Jan 43) 2 days turns realistic R+D - no Dean

Post by Cavalry Corp »

3/2/45

Saigon attack begins, and Kamikaze action as well. In this mod most older plane types have a distinct K version you can build for Kamikaze units - pretty grim.
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Re: Empire Mod PBEM ( From 1 Jan 43) 2 days turns realistic R+D - no Dean

Post by Cavalry Corp »

more
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Re: Empire Mod PBEM ( From 1 Jan 43) 2 days turns realistic R+D - no Dean

Post by Cavalry Corp »

Fall of Okinawa 10-16th Feb 1945.
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Re: Empire Mod PBEM ( From 1 Jan 43) 2 days turns realistic R+D - no Dean

Post by Cavalry Corp »

more
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PaxMondo
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Re: Empire Mod PBEM ( From 1 Jan 43) 2 days turns realistic R+D - no Dean

Post by PaxMondo »

Cavalry Corp wrote: Wed Dec 04, 2024 12:46 pm ..
But if a plane's loadout changes, you may need to upgrade before it changes or downgrade and then re-upgrade, and then the loadout will be okay.

I had to change some load-outs on TB, especially those that have hard coding like DB,TB and a few B, which seems to be overriding the numbers. Fixed now.

...
Michael
Just to let you know, I have had issues with changing load-outs on planes mid-game. I've had "strange" behaviors pop up. As an example, I changed the load outs on my Kates my initial order was 02, 08,16,04, 96 and I changed it up to 02, 04, 16, 08, 96 and also changed the devices assigned. Why? Well, to align them with the rest of my bombers. Silly, yes. OCD, obviously. Anyway, after I made the change and loaded an ongoing game, my Kates would no longer launch with bombs from CV's - only torps. So, yes on extended range, no load at all. From a base no problem. Start a new game, no problem. This is entirely anecdotal, however it is the second time that it has happened to me. The previous time, I made a change to my Betty's and they were dropping bombs AND torps together ... double load. At the time, I didn't link it to my load change, but now with the second occurrence I am more convinced.

Hopefully, you will NOT see this, but ....

:ugeek: :ugeek: :ugeek:
Pax
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Re: Empire Mod PBEM ( From 1 Jan 43) 2 days turns realistic R+D - no Dean

Post by Cavalry Corp »

Thanks for that

I believe there is some hard coding to do with TT. Esp in Torp bombers and dive bombers. Level bombers do not seem a problem except for Betty. I believe that in some early versions of the game, all load-outs (normal range) were hard-coded; then, they changed during development but not for all planes. For certain, Kate and Betty are affected as you say - I found the same.

I have had similar issues you reported but fixed with our ongoing games by...

1. Input the weapon data again from scratch, including putting the device number in
2. If that does not work in game, then downgrade the plane they re-upgrade - that always fixes it.
3. Planes that upgrade during the game seem 100% ok.
4. Planes that have the hard coding issue (when found and I think I have them all now) get the original load-outs, and it's fine as the code alters the load-outs for you! But you can still edit the extended range loadout by adding say ASW 64 weapons and giving them something else at number 61 ( for all other uses).

It's a slight inconvenience for ongoing games( but not a big problem), but the enhancement offered is worth it in the long run, with better opportunities for loadouts, and as our game is now on Feb 45, these glitches are all but gone for new games.

Hope this helps.

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PaxMondo
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Re: Empire Mod PBEM ( From 1 Jan 43) 2 days turns realistic R+D - no Dean

Post by PaxMondo »

My fix for the hard coded problem with Nell/Betty/Kate et. al. was to move all of them to new numbers in the air file. They seemed to fix the hard code as they simply did not exist. Ditto for the hard code KB start air groups sizes not changing until July 42 (after Midway) when they discovered that they needed MORE fighters.

I will try your trick of downgrading and then re-upgrading. That's a GOOD idea!!! Thanks!!!

:ugeek: :ugeek: :ugeek:
Pax
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Re: Empire Mod PBEM ( From 1 Jan 43) 2 days turns realistic R+D - no Dean

Post by Cavalry Corp »

Pax - Thanks for sharing your experience as well thats pretty interesting.

M
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Re: Empire Mod PBEM ( From 1 Jan 43) 2 days turns realistic R+D - no Dean

Post by Cavalry Corp »

More action over Nagasaki - he is after the jet engine factories.
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Re: Empire Mod PBEM ( From 1 Jan 43) 2 days turns realistic R+D - no Dean

Post by Cavalry Corp »

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PaxMondo
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Re: Empire Mod PBEM ( From 1 Jan 43) 2 days turns realistic R+D - no Dean

Post by PaxMondo »

Interesting how he has hit your AC factories, but pretty much missed your SY's ... And so many jets!!! P80's and Karyu's ...
Pax
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Re: Empire Mod PBEM ( From 1 Jan 43) 2 days turns realistic R+D - no Dean

Post by Cavalry Corp »

Well, he is after my jet engines as we have a number of jets in play it's now mid-Feb 45.

The number of ( allied ) jets has been reduced in recent patches, and the SR has risen a bit. It's playing well, and as I said before, this mode has significantly advanced tech from mid-44 onwards.

The real allied killers have been the P51D and the Thunderbolt in the recent past.
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Re: Empire Mod PBEM ( From 1 Jan 43) 2 days turns realistic R+D - no Dean

Post by Cavalry Corp »

some recent screens
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