OBSOLETE: The Long Road to Tokyo- Does not work with the 2022 Public Beta
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
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RE: New mod: The Long Road to Tokyo
I only play against the Japanese AI and I too would like to look at this mod. Any chance I could get the current playable files also?
RE: New mod: The Long Road to Tokyo
ORIGINAL: BillBrown
ORIGINAL: btd64
OK. I have the scenario loading by the way....
I am glad to see you can get it to load, now I need to figure out why Ian cannot get it to load.
Bill,
The good news is that after being away from this for a while, and getting a new computer - AMD 5 core processor, 8 gig ram, and with afresh install of AE (patched to 1126a), I loaded your versions of scenario 30 and scenario 31 successfully 3 times each. Tried historical and non historical starts.
I then opened scenario 30 in the editor and made a couple of random changes, and after that it failed to load. This might be a false negative, because I had some other programs running at that point.
After rebooting & pasting your dat files for #30 back in, it loaded happily again.
I then opened your #30 in the editor, saved it as #33, and it loaded successfully.
I also tested them using the 1126b patch - 2 good loads, but one failed and hung up after I opened a few other programs to grab some cpu space.
So, to anyone who hasn't got it working, I can only suggest this may possibly be to do with computer resources being used by background stuff.
"I am Alfred"
RE: New mod: The Long Road to Tokyo
Incidentally, before starting this, you need to go into the editor, and modify the RN Swiftsure NYSB class CL (#4031) and give it an air capacity of 6.
(Apologies.)
(Apologies.)
"I am Alfred"
RE: New mod: The Long Road to Tokyo
Antares367 messaged me about this scenario - here is a copy of my reply and a shameless bump -
You can download it from the thread in modding:
https://www.matrixgames.com/forums/tm.a ... d�
I suggest you go down the page to the late Bill Brown's posts which -
- include a slightly modified mod of my mod which has some important stuff for the allies added (including a baseforce at Alameda - ooops)
- and make sure you have the right AI files.
See particularly Reg's post #94.
A few people (including me, until I git a 'bigger' better computer) had trouble getting an initial load on the scenario because there is so much in the database; on the other hand, some people have no problems, with Bill's version.
Things you might want to add before you start: in the ships section, add about 100 victory ships and about 30 of the longer ranged standard USN TKs, arriving 1946-47. Also, a few replacement LSTs and APAs & AKAs to allow for "wastage" because you do lose some to collisions and groundings, if nothing else. By a few I mean maybe 1 of each per month from September 45 onwards.
Also, before starting this, you need to go into the editor, and modify the RN Swiftsure NYSB class CL (#4031) and give it an air capacity of 6. (My bad.)
There were also some interesting suggestions from Captain Beefheart and others, which you can implement with not to much effort.
Hope you enjoy it.
"I am Alfred"
RE: New mod: The Long Road to Tokyo
Does anyone here have a readily available copy of the design notes file?
"I am Alfred"
RE: New mod: The Long Road to Tokyo
This is the only one I have.
- Attachments
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- TheLongr..toTokyo.txt
- (76.24 KiB) Downloaded 108 times
RE: New mod: The Long Road to Tokyo
ORIGINAL: Nomad
This is the only one I have.
Thanks!
"I am Alfred"
RE: New mod: The Long Road to Tokyo
Bump
Hans Bolter and I recently discussed (on the forum) the multi- landing ship conglomerate units, and he made a comment about editing back in the individual LSTs (at least), after which he couldn't get a clean scenario load. That has been processing in my back brain for a while and I think Hans *might* have isolated the loading problem, or one of the causes.
When I did the editing, I "9999" delayed all the single ships I took out, but otherwise left the data in place. I went through a working copy of the scenario, with other experimental modifications in it today and and completely deleted (by pasting a blank over the data line) all of those deleted vessels in the ships data file in the editor (hundreds of them). The scenario loaded cleanly after that, especially after I rebooted the whole computer to clean out whatever processes were running in the background.
Looking at the size of the data files, they have between 100 (aircraft types) and 8k or 8.5k lines available, except for the pilots and leaders files - which have few data columns compared to the others - and the ships. The ship file is 20,000 lines, and it maybe this is where the scenario load is hanging. If you do a clean load of the game, then load scenario 10, and then exit that scenario and load the LRTT scenario this seems to get you a better success rate on loading; spending 30 minutes or so deleting all those otiose ship data entries also seems to help.
Unfortunately I haven't got time to repeat the process of deletions using Bill Brown's version of the files ATM, because I have been working on a different version of the scenario tentatively named "42-crash". As the name should suggest, this involves beefing up the allied navies (although not as much as Ironman 3 beefs up the IJN) to reflect a total breakdown in the London treaty negotiations, meaning Congress loosens the purse strings and some of the USN building is brought forward without treaty limitations. As a result there are both more, and more useful ships in the early period. E.G. Wasp is now a Yorktown. It also postulates Admiral Henderson not dieing, and the RN making better use of the carriers tagged for his "Pacific Squadron" in the early war years (including not getting three of them sunk while carrying out CVE roles).
Hans Bolter and I recently discussed (on the forum) the multi- landing ship conglomerate units, and he made a comment about editing back in the individual LSTs (at least), after which he couldn't get a clean scenario load. That has been processing in my back brain for a while and I think Hans *might* have isolated the loading problem, or one of the causes.
When I did the editing, I "9999" delayed all the single ships I took out, but otherwise left the data in place. I went through a working copy of the scenario, with other experimental modifications in it today and and completely deleted (by pasting a blank over the data line) all of those deleted vessels in the ships data file in the editor (hundreds of them). The scenario loaded cleanly after that, especially after I rebooted the whole computer to clean out whatever processes were running in the background.
Looking at the size of the data files, they have between 100 (aircraft types) and 8k or 8.5k lines available, except for the pilots and leaders files - which have few data columns compared to the others - and the ships. The ship file is 20,000 lines, and it maybe this is where the scenario load is hanging. If you do a clean load of the game, then load scenario 10, and then exit that scenario and load the LRTT scenario this seems to get you a better success rate on loading; spending 30 minutes or so deleting all those otiose ship data entries also seems to help.
Unfortunately I haven't got time to repeat the process of deletions using Bill Brown's version of the files ATM, because I have been working on a different version of the scenario tentatively named "42-crash". As the name should suggest, this involves beefing up the allied navies (although not as much as Ironman 3 beefs up the IJN) to reflect a total breakdown in the London treaty negotiations, meaning Congress loosens the purse strings and some of the USN building is brought forward without treaty limitations. As a result there are both more, and more useful ships in the early period. E.G. Wasp is now a Yorktown. It also postulates Admiral Henderson not dieing, and the RN making better use of the carriers tagged for his "Pacific Squadron" in the early war years (including not getting three of them sunk while carrying out CVE roles).
"I am Alfred"
RE: New mod: The Long Road to Tokyo
Sounds good Ian....GP
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"Do everything you ask of those you command"....Gen. George S. Patton
RE: New mod: The Long Road to Tokyo
One of the things that does happen in this scenario is that the RN has a useful fast carrier TF that can take on a number of the ironman "secondary" KBs that Andymac has operating in interesting places (no spoilers!). Including Courageous, Glorious, and Ark Royal, without Furious, but with deckparks, and night capable strike squadrons, makes for some interesting possibilities.
"I am Alfred"
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Re: RE: New mod: The Long Road to Tokyo
Ian R wrote: ↑Tue Nov 16, 2021 3:12 am
Unfortunately I haven't got time to repeat the process of deletions using Bill Brown's version of the files ATM, because I have been working on a different version of the scenario tentatively named "42-crash". As the name should suggest, this involves beefing up the allied navies (although not as much as Ironman 3 beefs up the IJN) to reflect a total breakdown in the London treaty negotiations, meaning Congress loosens the purse strings and some of the USN building is brought forward without treaty limitations. As a result there are both more, and more useful ships in the early period. E.G. Wasp is now a Yorktown. It also postulates Admiral Henderson not dieing, and the RN making better use of the carriers tagged for his "Pacific Squadron" in the early war years (including not getting three of them sunk while carrying out CVE roles).
someone has been watching some Dr Alexander Clarke

In all seriousness I am looking forward to this. It would also be nice to have Cunningham as he is the other big name that could have been sent to the Pacific.
Either I will be Decorated or Court Martialed. Fire!
Re: RE: New mod: The Long Road to Tokyo
Indeed, but apparently since the new beta patch, I am going to have to start again from the beginning, if I want to do this.seanmac456 wrote: ↑Wed Apr 27, 2022 5:52 amIan R wrote: ↑Tue Nov 16, 2021 3:12 am
Unfortunately I haven't got time to repeat the process of deletions using Bill Brown's version of the files ATM, because I have been working on a different version of the scenario tentatively named "42-crash". As the name should suggest, this involves beefing up the allied navies (although not as much as Ironman 3 beefs up the IJN) to reflect a total breakdown in the London treaty negotiations, meaning Congress loosens the purse strings and some of the USN building is brought forward without treaty limitations. As a result there are both more, and more useful ships in the early period. E.G. Wasp is now a Yorktown. It also postulates Admiral Henderson not dieing, and the RN making better use of the carriers tagged for his "Pacific Squadron" in the early war years (including not getting three of them sunk while carrying out CVE roles).
someone has been watching some Dr Alexander Clarke![]()
In all seriousness I am looking forward to this. It would also be nice to have Cunningham as he is the other big name that could have been sent to the Pacific.
Well not quite from the beginning, I've already done the research.
And yes, Dr Clarke and the furry research assistants somewhat optimistic predictions for operation C do play a role. Mind you, because of the way the game engine treats carrier air combat, the Admiralty is going to have buy the (original design) Supermarine carrier fighter specified circa 1938, and let them have some Merlins to power them. Otherwise it could all get a bit messy.
"I am Alfred"
Re: OBSOLETE: The Long Road to Tokyo- Does not work with the 2022 Public Beta
is there an active link to your mod?
I don't want to sound negative, but this v27 patch doesn't look good to me (to put it mildly), even though I'd love to be wrong.
My point is, there will be many people sticking to 26b or having multiple instances of the game active to play different mods on both patches. Many mods won't be updated to v27 e.g. DaBabes... and certainly not soon after patch is available and in working condition. Therefore I think you put up "obsolete" sign way, way too soon.
I don't want to sound negative, but this v27 patch doesn't look good to me (to put it mildly), even though I'd love to be wrong.
My point is, there will be many people sticking to 26b or having multiple instances of the game active to play different mods on both patches. Many mods won't be updated to v27 e.g. DaBabes... and certainly not soon after patch is available and in working condition. Therefore I think you put up "obsolete" sign way, way too soon.
Re: OBSOLETE: The Long Road to Tokyo- Does not work with the 2022 Public Beta
It should be in the late Bill Brown's posts up thread with his (slightly improved) version of the scenario - I am not sure if the links still work, but you may need to download the AI files as well. Unfortunately I don't have these readily available on my current machine. Hopefully, if the links are expired, someone has a copy handy.szmike wrote: ↑Fri Aug 02, 2024 6:23 pm is there an active link to your mod?
I don't want to sound negative, but this v27 patch doesn't look good to me (to put it mildly), even though I'd love to be wrong.
My point is, there will be many people sticking to 26b or having multiple instances of the game active to play different mods on both patches. Many mods won't be updated to v27 e.g. DaBabes... and certainly not soon after patch is available and in working condition. Therefore I think you put up "obsolete" sign way, way too soon.
Hope you enjoy it.
"I am Alfred"
Re: OBSOLETE: The Long Road to Tokyo- Does not work with the 2022 Public Beta
Ian R wrote: ↑Sun Aug 04, 2024 12:52 pmIt should be in the late Bill Brown's posts up thread with his (slightly improved) version of the scenario - I am not sure if the links still work, but you may need to download the AI files as well. Unfortunately I don't have these readily available on my current machine. Hopefully, if the links are expired, someone has a copy handy.szmike wrote: ↑Fri Aug 02, 2024 6:23 pm is there an active link to your mod?
I don't want to sound negative, but this v27 patch doesn't look good to me (to put it mildly), even though I'd love to be wrong.
My point is, there will be many people sticking to 26b or having multiple instances of the game active to play different mods on both patches. Many mods won't be updated to v27 e.g. DaBabes... and certainly not soon after patch is available and in working condition. Therefore I think you put up "obsolete" sign way, way too soon.
I'm going to check my old friends post. I had the files but they are on a hardrive that no longer has a computer. I have to get a external do-hicky so I can read that hardrive....GP
Hope you enjoy it.
Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330
AKA General Patton
DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team
"Do everything you ask of those you command"....Gen. George S. Patton
AKA General Patton
DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team
"Do everything you ask of those you command"....Gen. George S. Patton
Re: OBSOLETE: The Long Road to Tokyo- Does not work with the 2022 Public Beta
Well I searched for Bill Brown and "The long Road to Tokyo" with no results. Will try again later....GPbtd64 wrote: ↑Sun Aug 04, 2024 2:02 pmIan R wrote: ↑Sun Aug 04, 2024 12:52 pmIt should be in the late Bill Brown's posts up thread with his (slightly improved) version of the scenario - I am not sure if the links still work, but you may need to download the AI files as well. Unfortunately I don't have these readily available on my current machine. Hopefully, if the links are expired, someone has a copy handy.szmike wrote: ↑Fri Aug 02, 2024 6:23 pm is there an active link to your mod?
I don't want to sound negative, but this v27 patch doesn't look good to me (to put it mildly), even though I'd love to be wrong.
My point is, there will be many people sticking to 26b or having multiple instances of the game active to play different mods on both patches. Many mods won't be updated to v27 e.g. DaBabes... and certainly not soon after patch is available and in working condition. Therefore I think you put up "obsolete" sign way, way too soon.
I'm going to check my old friends post. I had the files but they are on a hardrive that no longer has a computer. I have to get a external do-hicky so I can read that hardrive....GP
Hope you enjoy it.
Intel i7 4.3GHz 10th Gen,16GB Ram,Nvidia GeForce MX330
AKA General Patton
DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team
"Do everything you ask of those you command"....Gen. George S. Patton
AKA General Patton
DW2-Alpha/Beta Tester
SCW Manual Lead & Beta Support Team
"Do everything you ask of those you command"....Gen. George S. Patton
Re: OBSOLETE: The Long Road to Tokyo- Does not work with the 2022 Public Beta
there https://www.matrixgames.com/forums/view ... 3#p4268283btd64 wrote: ↑Sun Aug 04, 2024 2:13 pmWell I searched for Bill Brown and "The long Road to Tokyo" with no results. Will try again later....GPbtd64 wrote: ↑Sun Aug 04, 2024 2:02 pmIan R wrote: ↑Sun Aug 04, 2024 12:52 pm
It should be in the late Bill Brown's posts up thread with his (slightly improved) version of the scenario - I am not sure if the links still work, but you may need to download the AI files as well. Unfortunately I don't have these readily available on my current machine. Hopefully, if the links are expired, someone has a copy handy.
I'm going to check my old friends post. I had the files but they are on a hardrive that no longer has a computer. I have to get a external do-hicky so I can read that hardrive....GP
Hope you enjoy it.