Looking for someone to play Nemo's EA Mod <Reopened>

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1EyedJacks
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Looking for someone to play Nemo's EA Mod <Reopened>

Post by 1EyedJacks »

I'm looking for someone to play the allied side in Fionn's latest update to his Empires Ablaze Mod.

Proposed house rules:
Ki-=264 Bs can't level bomb from below 20,000 feet and should never be used to hit ground targets.
G9Ms can NEVER be used for port attacks ( their torps would hit the harbour bottom )

Soviet Union is active but not necessarily in the war. My preference is to keep the Soviet union non-aggressive unless attacked by Japan or until much later in the war - maybe late 1943 or mid 1944?

Game starts with Suprise Off but allies are limited in issuing orders for T0...

A. China - can implement orders to all units as they are currently @ war for T0
B. OZ & America can implement orders for transport/cargo TFs on T0
C. Set Fighter CAP & Naval Search to anything you want for all allied bases. No orders for TB/DB/LB other then search, transport supplies, or training on T0.

NOTES: I'm looking for a nockdown dragout game. There are high losses expected on both sides from reading AARs related to this mod. This mod is not for the faint of heart...

TTFN,

Mike
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RE: Looking for someone to play the allied side in Nemo's EA Mod

Post by 1EyedJacks »

Bump
TTFN,

Mike
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RE: Looking for someone to play the allied side in Nemo's EA Mod

Post by 1EyedJacks »

Bump
TTFN,

Mike
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RE: Looking for someone to play the allied side in Nemo's EA Mod

Post by ny59giants »

Michael,
&nbsp;
I'm tempted since I owe you a game from our Iron Storm days. However, I'm going to be playing 3 games with AE (2 as Japan and 1 vs John 3rd using the Circle 4 Plan mod). Are you switching over to AE?? I know Fionn had stated he wasn't getting AE and thus this mod will not be available with AE. [:(]
&nbsp;
Michael
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RE: Looking for someone to play the allied side in Nemo's EA Mod

Post by 1EyedJacks »

Hi Michael,

While I have purchased AE I really want to wait until the first patch comes out. With all of the posts I've been reading it looks like that first patch will be a doozy. My fear is that the first patch will require a restart...

Sorry to hear the Fionn doesn't plan to go up to the next level (AE). I've really enjoyed the mod so far. I was kinda hoping that Fionn would have time to take me on but I think he has 2 or three games going also.

I must admit that my initial dealings with AE leave me feeling a little raw at the level of micro-management. Perhaps when I become more familiar with the changes it will feel less so, but a few initial tests of a T0 as Japan hurts both my feelings and my mouse hand <grin>. For now I'll hone my skills against the AI and take the time to learn the rules thouroughly. I kinda jumped in with both feet when I first started WiTP - it took me a while to really understand what I was doing. I don't want to repeat that mistake with AE. I really believe that the first few months of the war for the Japanese side are important and I don't want to waste that time while in a learning curve.

Sorry you don't have the time to play EA but I wish you well in your AE games. If you can find the time to do an AAR I will monitor it for sure <bigger grin>.

TTFN,

Mike
TTFN,

Mike
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RE: Looking for someone to play the allied side in Nemo's EA Mod

Post by goodboyladdie »

Do we still have our post patch AE date, Big Boy?
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1EyedJacks
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RE: Looking for someone to play the allied side in Nemo's EA Mod

Post by 1EyedJacks »

Count on it! <Grin>

Everything I've been reading about AE lends to a mighty big patch tho... Against the AI I've seen some rather strange air and ship combat. Land combat seems somewhat normal - so far.

I am, however, somewhat tired of all of the clicking with the mouse. It increases my odds of human error - lol.

How have you found the AI play so far?
TTFN,

Mike
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RE: Looking for someone to play the allied side in Nemo's EA Mod

Post by modrow »

ORIGINAL: 1EyedJacks
Everything I've been reading about AE lends to a mighty big patch tho... Against the AI I've seen some rather strange air and ship combat. Land combat seems somewhat normal - so far.

"normal" = WitPish normal or with less anomalities ? I still did not manage to do more than download AE and do a test run of the program. But if I have to continue to wait for an EA-turn from Nemo in my inbox, maybe this will change... the mod is addictive.

Hartwig
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RE: Looking for someone to play the allied side in Nemo's EA Mod

Post by 1EyedJacks »

ORIGINAL: hartwig.modrow
ORIGINAL: 1EyedJacks
Everything I've been reading about AE lends to a mighty big patch tho... Against the AI I've seen some rather strange air and ship combat. Land combat seems somewhat normal - so far.

"normal" = WitPish normal or with less anomalities ? I still did not manage to do more than download AE and do a test run of the program. But if I have to continue to wait for an EA-turn from Nemo in my inbox, maybe this will change... the mod is addictive.

Hartwig

So far in my experience vs the AI, when my LCU are in combat mode, the combat turns out within norms that I'm used to seeing in WiTP. I like the ability to set my LCU up for Strategic Move mode - that feels more realistic in the way railways/transport are used. I am still experementing with Reserve and Rest/Training to learn how to use these settings correctly.

Regarding the mod - I agree - it's fun to play. It is not historical by any means but it gives both sides opportunities to play a stand-up game.

TTFN,

Mike
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yup - still looking 4 a game

Post by 1EyedJacks »

yup - still looking 4 a game as of 8.21.09

Any takers?


TTFN,

Mike
TTFN,

Mike
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RE: yup - still looking 4 a game

Post by 1EyedJacks »

yup - still looking 4 a game using the Nemo mod as of 8.24.09

Any takers?


TTFN,

Mike
TTFN,

Mike
joliverlay
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RE: yup - still looking 4 a game

Post by joliverlay »

I'm trying to install the game now. Did you get my PM?
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RE: yup - still looking 4 a game

Post by 1EyedJacks »

Yup - and sent you my addy by pm.

I will finish up T0 and get it out to you when you send me your address. Are the house rules ok? Wanna add any? And what are your thoughts on Russia?

TTFN,

Mike
TTFN,

Mike
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RE: yup - still looking 4 a game <closed>

Post by 1EyedJacks »

I found a playmate so I'm closing this thread.

TTFN,

Mike
TTFN,

Mike
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RE: Looking for someone to play Nemo's EA Mod <Reopened>

Post by 1EyedJacks »

I'm again looking for someone to play the allied side in Fionn's latest update to his Empires Ablaze Mod. My last opponent has stopped communicating for whatever reason...

Proposed house rules:
Ki-=264 bombers can't level bomb from below 20,000 feet and should never be used to hit ground targets.
G9Ms can NEVER be used for port attacks ( their torps would hit the harbour bottom )

Soviet Union is active but not necessarily in the war. My preference is to keep the Soviet union non-aggressive unless attacked by Japan or until much later in the war - maybe June 15, 1944?

Game starts with Suprise Off but allies are limited in issuing orders for T0...

A. China - can implement orders to all units as they are currently @ war for T0
B. OZ & America can implement orders for transport/cargo TFs on T0
C. Set Fighter CAP & Naval Search to anything you want for all allied bases. No orders for TB/DB/LB other then search, transport supplies, or training on T0.
D. Any ships not in port - feel free to move where you want

NOTES: I'm looking for a nockdown dragout game. There are a lot of toys on each side and there are high losses expected on both sides from reading AARs related to this mod. This mod is not for the faint of heart... If you haven't played this mod before then I recommend you read some of the AARs from Nemo121, Goodboyladdie, hartwig, & n01487477 (Damian)

TTFN,

Mike
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RE: Looking for someone to play Nemo's EA Mod <Reopened>

Post by 1EyedJacks »

Bump 12-2-09 - still looking
TTFN,

Mike
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RE: Looking for someone to play Nemo's EA Mod <Reopened>

Post by 1EyedJacks »

ORIGINAL: 1EyedJacks

I'm again looking for someone to play the allied side in Fionn's latest update to his Empires Ablaze Mod. My last opponent has stopped communicating for whatever reason...

Proposed house rules:
Ki-=264 bombers can't level bomb from below 20,000 feet and should never be used to hit ground targets.
G9Ms can NEVER be used for port attacks ( their torps would hit the harbour bottom )

Soviet Union is active but not necessarily in the war. My preference is to keep the Soviet union non-aggressive unless attacked by Japan or until much later in the war - maybe June 15, 1944?

Game starts with Suprise Off but allies are limited in issuing orders for T0...

A. China - can implement orders to all units as they are currently @ war for T0
B. OZ & America can implement orders for transport/cargo TFs on T0
C. Set Fighter CAP & Naval Search to anything you want for all allied bases. No orders for TB/DB/LB other then search, transport supplies, or training on T0.
D. Any ships not in port - feel free to move where you want

NOTES: I'm looking for a nockdown dragout game. There are a lot of toys on each side and there are high losses expected on both sides from reading AARs related to this mod. This mod is not for the faint of heart... If you haven't played this mod before then I recommend you read some of the AARs from Nemo121, Goodboyladdie, hartwig, & n01487477 (Damian)


Bump - December 6th and still looking for someone to play with. Below is a link to Empires Ablaze.

http://sites.google.com/site/empiresablaze/
TTFN,

Mike
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RE: Looking for someone to play Nemo's EA Mod <Reopened>

Post by 1EyedJacks »

ORIGINAL: 1EyedJacks

ORIGINAL: 1EyedJacks

I'm again looking for someone to play the allied side in Fionn's latest update to his Empires Ablaze Mod. My last opponent has stopped communicating for whatever reason...

Proposed house rules:
Ki-=264 bombers can't level bomb from below 20,000 feet and should never be used to hit ground targets.
G9Ms can NEVER be used for port attacks ( their torps would hit the harbour bottom )

Soviet Union is active but not necessarily in the war. My preference is to keep the Soviet union non-aggressive unless attacked by Japan or until much later in the war - maybe June 15, 1944?

Game starts with Suprise Off but allies are limited in issuing orders for T0...

A. China - can implement orders to all units as they are currently @ war for T0
B. OZ & America can implement orders for transport/cargo TFs on T0
C. Set Fighter CAP & Naval Search to anything you want for all allied bases. No orders for TB/DB/LB other then search, transport supplies, or training on T0.
D. Any ships not in port - feel free to move where you want

NOTES: I'm looking for a nockdown dragout game. There are a lot of toys on each side and there are high losses expected on both sides from reading AARs related to this mod. This mod is not for the faint of heart... If you haven't played this mod before then I recommend you read some of the AARs from Nemo121, Goodboyladdie, hartwig, & n01487477 (Damian)


Bump - December 6th and still looking for someone to play with. Below is a link to Empires Ablaze.

http://sites.google.com/site/empiresablaze/

Bump - December 11 and still hoping to find a game.
TTFN,

Mike
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RE: Looking for someone to play Nemo's EA Mod <Reopened>

Post by Nemo121 »

Well, you might want to hold on on this. Come January I intend to put together an EA mod for AE... I've looked into AE in a bit of detail now ( I've had it for a few days ) and I can definitely see some major ommissions.
&nbsp;
I also love the flexibility with conversions. If I read it right you now have a choice of which way you want to convert something and can always go back ( at ruinous cost etc obviously ). This'll make a lot of options in EA a lot more "optionable". No longer will I have to add discrete CVLs etc. Now I can add in the APs or whatever they used to be and give the player the fiendish choice of using these fast, huge APs to race troops around for a year or two before converting them OR sitting them in port and protecting them at all costs until they can convert.
&nbsp;
Same thing with CV conversions and multiple options for surface combat vessel conversion.
&nbsp;
There are also some "gaps" in the programme/scenario design which can be exploited to create traps. RIght now I think the pitfalls are accidental but I think they point the way towards use as intentional traps.
&nbsp;
If I start work on it in January then I'd expect to be finished by the end of January. I'm starting a new job in January though so it'll all depend on me not being killed by some addict in early January ( working in drug rehab etc ).
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
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RE: Looking for someone to play Nemo's EA Mod <Reopened>

Post by 1EyedJacks »

ORIGINAL: Nemo121

Well, you might want to hold on on this. Come January I intend to put together an EA mod for AE... I've looked into AE in a bit of detail now ( I've had it for a few days ) and I can definitely see some major ommissions.

I also love the flexibility with conversions. If I read it right you now have a choice of which way you want to convert something and can always go back ( at ruinous cost etc obviously ). This'll make a lot of options in EA a lot more "optionable". No longer will I have to add discrete CVLs etc. Now I can add in the APs or whatever they used to be and give the player the fiendish choice of using these fast, huge APs to race troops around for a year or two before converting them OR sitting them in port and protecting them at all costs until they can convert.

Same thing with CV conversions and multiple options for surface combat vessel conversion.

There are also some "gaps" in the programme/scenario design which can be exploited to create traps. RIght now I think the pitfalls are accidental but I think they point the way towards use as intentional traps.

If I start work on it in January then I'd expect to be finished by the end of January. I'm starting a new job in January though so it'll all depend on me not being killed by some addict in early January ( working in drug rehab etc ).

I just PM'd you prior to reading this. If you are indeed developing an EA version of AE then I'd be strongly interested in playing the mod. So far the updates pushed out by the development team for AE have included some pretty graphic changes to the user interface as well as changes to how the "pieces" play on the map. I think that both the first and second updates have included roughly 100 changes/modifications to AE. You might want to wait on developing a mod and see what comes out in a 3rd update. It looks to me like we'll see additional changes to subs, ASW routines (both wet and air), the pilot training process, use of leadership ratings, and possible changes to forts and artillery in the future.

ttfn,

Mike
TTFN,

Mike
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