Empires Ablaze V1.5 - Ideas sought

Please post here for questions and discussion about scenario design and the game editor for WITP.

Moderators: wdolson, Don Bowen, mogami

User avatar
n01487477
Posts: 4759
Joined: Tue Feb 21, 2006 12:00 am

RE: Empires Ablaze V1.5 - Ideas sought

Post by n01487477 »

Just to satisfy curiosity I might do a test, change slot 92 (which is for AE conversions) to a BB and see how she reacts in combat ... after running 180 turns



User avatar
goodboyladdie
Posts: 3470
Joined: Fri Nov 18, 2005 8:35 pm
Location: Rendlesham, Suffolk

RE: Empires Ablaze V1.5 - Ideas sought

Post by goodboyladdie »

In my 1.3 game I just received BB Lion. I have changed the bitmap, which originally showed a WW1 Battlecruiser, but what alarms me the most is the lack of an upgrade. Come the end of the war I'd expect her to have received radar upgrades and be festooned with 40mm Bofors and 20mm Oerlikons on every spare piece of deck, just like every other Allied Battlewagon. Is this an oversight?


Image
Attachments
WitP Lion.jpg
WitP Lion.jpg (72.18 KiB) Viewed 299 times
Image

Art by the amazing Dixie
User avatar
n01487477
Posts: 4759
Joined: Tue Feb 21, 2006 12:00 am

RE: Empires Ablaze V1.5 - Ideas sought

Post by n01487477 »

I have to say that although I understand your wish for even more modern Allied BB's, that the glut that I seem to have encountered in mid'42 is enough for me to handle ... [;)]

The 30+ BB that the Allies have at their disposal makes the IJN look very very small in comparison ...

And I put a few torpedo's in Lion and she shook it off and continues to be a threat. Damn allied damage control.
User avatar
goodboyladdie
Posts: 3470
Joined: Fri Nov 18, 2005 8:35 pm
Location: Rendlesham, Suffolk

RE: Empires Ablaze V1.5 - Ideas sought

Post by goodboyladdie »

ORIGINAL: n01487477

I have to say that although I understand your wish for even more modern Allied BB's, that the glut that I seem to have encountered in mid'42 is enough for me to handle ... [;)]

The 30+ BB that the Allies have at their disposal makes the IJN look very very small in comparison ...

And I put a few torpedo's in Lion and she shook it off and continues to be a threat. Damn allied damage control.

I agree. She turns up too early. She is a bigger better KGV so should not turn up until they are all/mostly built. I'd say July 1943 at the earliest. However, would the best and most modern Battleship in the Royal Navy not be first in the queue for AA/radar upgrades? Especially in the face of kamikazes and massed torpedo attacks?
Image

Art by the amazing Dixie
User avatar
Nemo121
Posts: 5838
Joined: Fri Feb 06, 2004 11:15 am
Contact:

RE: Empires Ablaze V1.5 - Ideas sought

Post by Nemo121 »

Lion: The lack of upgrades was an oversight.... For some reason the Lion had reverted to US control nd the upgrades which I had programmed in had disappeared. There are still a few ( very few but still some ) bugs in WiTP Editor and reverting to an old setup for a given ship is one of them I've come across a few times.
 
Now has upgrades in 43 and 44.
 
 
As to the Allies having too many BBs early on... Well, the Japs prepped for a war in the Pacific by instituting a build-up and improving tech. So the Brits and the US did the same. Unfortunately for them while Japan went CV-heavy the Allies went BB-heavy and so it is only once the game begins that the Allies start building the masses of CVs they need. That's the rationale behind this BB-buildup on the Allied side.
 
if the Allied player is foolish he can lose them all long before the USN CVs enter service and that will hurt him a lot in late 43/1944.
 
 
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
User avatar
goodboyladdie
Posts: 3470
Joined: Fri Nov 18, 2005 8:35 pm
Location: Rendlesham, Suffolk

RE: Empires Ablaze V1.5 - Ideas sought

Post by goodboyladdie »

Thanks once again for the fast response, fantastic service and all your hard work Nemo. [:)][&o][&o]

I really appreciate the way you are always happy to explain your rationale. I also appreciate how open-minded you are able to remain, despite the heavy investment you have made in this mod.
Image

Art by the amazing Dixie
User avatar
ny59giants
Posts: 9888
Joined: Mon Jan 10, 2005 12:02 pm

RE: Empires Ablaze V1.5 - Ideas sought

Post by ny59giants »

Nemo,
Before you release the next version of your mod, you might want to have it run AI vs. AI into 43/44 to make sure most of the stuff works. I know Cid and the AE team does it to get to the later war stuff and ensure it works as advertised. Start it on Friday night and go away for the weekend. When you come back Sunday night, you should be close to where you need to be.
[center]Image[/center]
User avatar
Nemo121
Posts: 5838
Joined: Fri Feb 06, 2004 11:15 am
Contact:

RE: Empires Ablaze V1.5 - Ideas sought

Post by Nemo121 »

GBL, thanks... I think it helps that:
a) I'm just happy anyone else likes the mod. I only made it for myself to PBEM after all.
 
b) I don't much care for all the ego-investment that sometimes occurs. I want this to be fun and reasonable for both players and so anything anyone spots which helps make it more fun or varied is more than welcome. I might disagree and not make the change but I think most of the time if the idea makes sense it goes in.
 
 
Mike,
Aye, i've done that a couple of times but things like upgrades of a ship or whatever are things I find I just don't have the patience for in the long-term.... I don't mind checking it in WiTP Editor but the GUI in-game just defeats me....
 
Usually I just use WiTP Tracker to check upgrades. I might do another run in it now given the Lion SNAFU.
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
User avatar
1EyedJacks
Posts: 2303
Joined: Sun Mar 12, 2006 6:26 am
Location: Reno, NV

RE: Empires Ablaze V1.5 - Ideas sought

Post by 1EyedJacks »

Hi Nemo,

I was just checking to see how things are going with the new version. I'm not trying to joggle your elbow or anything but I am interested in looking over the new mod as I hope to give it a go sometime the end of this month or early next.

The only other suggestion I would give is if you might somehow standardize some of the names of the Japanese units. I also recall a few (maybe 1-3) ART units that seem to be listed as INF units. I'll see if I can dig them up for you.
TTFN,

Mike
User avatar
Nemo121
Posts: 5838
Joined: Fri Feb 06, 2004 11:15 am
Contact:

RE: Empires Ablaze V1.5 - Ideas sought

Post by Nemo121 »

Well, Japan now starts the game with 4 ADs, the MLE upgrade issue is fixed as is the Ki-264 B issue. Utah upgrades to a slow USN BB and the Lion upgrades appropriately.
 
I haven't changed the map much ( just some very minor pwhex change ).

If you want it as is just drop me a PBEM --- I've changed my email address so i you email me I probably won't get it... I hadn't thought there were enough changes yet to post it online but if you want it it is yours.
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
User avatar
Nemo121
Posts: 5838
Joined: Fri Feb 06, 2004 11:15 am
Contact:

RE: Empires Ablaze V1.5 - Ideas sought

Post by Nemo121 »

Aye, there was a code reason those were listed as infantry BUT I don't think it really works in-game. I will hae a look and change them back.
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
User avatar
Bliztk
Posts: 777
Joined: Wed Apr 24, 2002 10:37 am
Location: Electronic City

RE: Empires Ablaze V1.5 - Ideas sought

Post by Bliztk »

Can you send me the latest EA scenario ?

I`m planning on starting a PBEM soon, and I`m very good at spotting scenario errors and debugging (ask El Cid for my work on RHS)

I sent you a PM last week, but maybe it got lost
Image
User avatar
n01487477
Posts: 4759
Joined: Tue Feb 21, 2006 12:00 am

RE: Empires Ablaze V1.5 - Ideas sought

Post by n01487477 »

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

While this might not have the absolute latest - it is pretty current.

Nemo should post in the must read threads to add his link there as well [;)]

While I'm here I have a Q as well... I've just done my CV upgrades and the airgroups have changed, where in the editor is this new size determined for each grp? and I just wonder why my dive bombers increased, but my all important TB grps got smaller...seeing as the DB's load out are like pin pricks, I'd rather have more of TB's ... I'm sure there is a rationale - I just wanted to ask what it might be ...
User avatar
Bliztk
Posts: 777
Joined: Wed Apr 24, 2002 10:37 am
Location: Electronic City

RE: Empires Ablaze V1.5 - Ideas sought

Post by Bliztk »

Scenario is dated 12/5 [;)] That`s a lot of time if the scenario is being updated [:o]
Image
User avatar
1EyedJacks
Posts: 2303
Joined: Sun Mar 12, 2006 6:26 am
Location: Reno, NV

RE: Empires Ablaze V1.5 - Ideas sought

Post by 1EyedJacks »

Hi Nemo,

@ Taan the CD IJN Taan Naval Base Fortress is attached to the CEA... This is supposed to be SAA - right? Also the IJA 6th Rpd Fire Gun Bn (also @ Taan) is listed as INF but should be ART.
TTFN,

Mike
User avatar
bobogoboom
Posts: 3799
Joined: Mon Feb 13, 2006 7:02 pm
Location: Dallas

RE: Empires Ablaze V1.5 - Ideas sought

Post by bobogoboom »

where is the latest version of this senario posed? or do i need to get nemo to email it to me?
I feel like I'm Han Solo, and you're Chewie, and she's Ben Kenobi, and we're in that bar.
Member Texas Thread Mafia.
Image
Sig art by rogueusmc
User avatar
Nemo121
Posts: 5838
Joined: Fri Feb 06, 2004 11:15 am
Contact:

RE: Empires Ablaze V1.5 - Ideas sought

Post by Nemo121 »

Hi,
 
I just uploaded the latest version after another run-through. This is V 1.8 and features lots of small changes and tweaks to production etc. The IJA Rapid Fire Gun Bns are still left as infantry as they are useless when made into arty. Those Rapid Fire Gun Bns make excellent garrisons for small bases which you want to protecte from a sub-borne landing etc.
 
The latest version is up on the site now.
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
User avatar
Bliztk
Posts: 777
Joined: Wed Apr 24, 2002 10:37 am
Location: Electronic City

EA 1.8 Data report

Post by Bliztk »

Duplicated leaders:


Leader ID:1837 (Endo, S.) - used 2 times in slot Ship:1162(I-124), Ship:1215(I-121)
Leader ID:12662 (Myers, I.B.) - used 4 times in slot Group:2066(2/VCS-1), Group:2312(3/VCS-1), Group:2316(4/VCS-1), Group:2317(5/VCS-1)
Leader ID:14461 (Tiberio, S.D.) - used 5 times in slot Group:2107(USN 2/VCS-13), Group:2329(USN 5/VCS-13), Group:2330(USN 6/VCS-13), Group:2332(USN 7/VCS-13), Group:2333(USN 8/VCS-13)
Leader ID:14722 (Vela, A.M.) - used 2 times in slot Group:2051(3/VO-3), Group:2334(3/VO-3)
Leader ID:19771 (Vatutin, R.A.) - used 2 times in slot Group:1055(USSR 56th/29 IAP), Group:1059(USSR 56th/29 IAP)

Image
User avatar
Bliztk
Posts: 777
Joined: Wed Apr 24, 2002 10:37 am
Location: Electronic City

RE: EA 1.8 Data report

Post by Bliztk »

Group ID: 720 (Hakokaze Maru Shotai) - not assigned location on arrival (411207)   
Group ID: 410 (702nd Kokutai (Hvy)) - not assigned location on arrival (430715)   
Group ID: 345 (305 FHkti/201 Kktai) - not assigned location on arrival (440304)   
Group ID: 636 (I.9 Shotai) - not assigned location on arrival (440620)   
Group ID: 742 (JAAF Yamashiro M Chu) - ship (4342/Ukuru) assignment error   
Group ID:2133 (FAA S3/700 Sqdn) - ship (7189/Valiant) assignment error   
Group ID:1531 (RAAF No.9/S3 Flight) - ship (7248/Norfolk) assignment error   
Group ID: 950 (USAAF 3rd Pursuit) - zero units in weapon slot #3 (50 gal Drop Tank)   
Group ID: 952 (USAAF 7th Pursuit) - zero units in weapon slot #3 (50 gal Drop Tank)   
Group ID: 953 (USAAF 8th Pursuit) - zero units in weapon slot #3 (50 gal Drop Tank)   
Group ID: 954 (USAAF 9th Pursuit) - zero units in weapon slot #3 (50 gal Drop Tank)   
Group ID: 958 (USAAF 17th Pursuit) - zero units in weapon slot #3 (50 gal Drop Tank)   
Group ID: 962 (USAAF 21st Pursuit) - zero units in weapon slot #3 (50 gal Drop Tank)   
Group ID:2234 (USAAF 88th Fighter) - zero units in weapon slot #3 (50 gal Drop Tank)   
Group ID:2235 (USAAF 89th Fighter) - zero units in weapon slot #3 (50 gal Drop Tank)   
Group ID:2236 (USAAF 90th Fighter) - zero units in weapon slot #3 (50 gal Drop Tank)   
Group ID: 103 (167th Sentai) - zero units in weapon slot #4 (T2 or Mk.IV AI Radar)   
Group ID: 107 (168th Sentai) - zero units in weapon slot #4 (T2 or Mk.IV AI Radar)   
Group ID: 177 (106th Sentai) - zero units in weapon slot #4 (T2 or Mk.IV AI Radar)   
Group ID: 329 (N3Chutai/131 Kokutai) - zero units in weapon slot #4 (T2 or Mk.IV AI Radar)   
Group ID: 331 (N1Daitai/133 Kokutai) - zero units in weapon slot #4 (T2 or Mk.IV AI Radar)   
Group ID: 334 (N1Daitai/141 Kokutai) - zero units in weapon slot #4 (T2 or Mk.IV AI Radar)   
Group ID: 337 (N1Daitai/151 Kokutai) - zero units in weapon slot #4 (T2 or Mk.IV AI Radar)   
Group ID: 343 (901 NHktai/153 Kktai) - zero units in weapon slot #4 (T2 or Mk.IV AI Radar)   
Group ID: 349 (812 NHktai/203 Kktai) - zero units in weapon slot #4 (T2 or Mk.IV AI Radar)   
Group ID: 357 (N5Chutai/210 Kokutai) - zero units in weapon slot #4 (T2 or Mk.IV AI Radar)   
Group ID: 374 (2 NHikotai/302 Kktai) - zero units in weapon slot #4 (T2 or Mk.IV AI Radar)   
Group ID: 375 (3 NHikotai/302 Kktai) - zero units in weapon slot #4 (T2 or Mk.IV AI Radar)   
Group ID: 376 (N1Daitai/322 Kokutai) - zero units in weapon slot #4 (T2 or Mk.IV AI Radar)   
Group ID: 389 (N2 Chutai/352 Kktai) - zero units in weapon slot #4 (T2 or Mk.IV AI Radar)   
Group ID: 391 (902 NFHkti/381 Kktai) - zero units in weapon slot #4 (T2 or Mk.IV AI Radar)   
Group ID: 442 (N6Dai/Tainan Kktai) - zero units in weapon slot #4 (T2 or Mk.IV AI Radar)   
Group ID: 651 (Musashi    1 Shotai) - not assigned location on arrival (420106)
Group ID:1905 (USN VF    28) - ship (7040/Langley) assignment error
Group ID:1906 (USN VT    28) - ship (7040/Langley) assignment error
Group ID:2100 (3/VCS    11) - ship (7321/Montpelier) assignment error
Group ID:2117 (USN 2/VCS    16) - ship (7337/Lost CL Respawn Area) assignment error

Image
User avatar
Bliztk
Posts: 777
Joined: Wed Apr 24, 2002 10:37 am
Location: Electronic City

RE: EA 1.8 Data report

Post by Bliztk »

Class ID:  74 (Kamikaze) - upgrade from (4112) to older class(Kamikaze/4112)
Class ID:  75 (Minekaze) - upgrade from (4112) to older class(Minekaze/4112)
Class ID:  91 (Irako [AE]) - zero value in ammo of weapon slot #5 (25mm Type 96 AA Gun)
Class ID: 1257 (Yorktown) - upgrade from (4506) to older class (Yorktown/4204)
Class ID: 1363 (Terror) - upgrade from (4304) to older class (Terror/4207)
Class ID: 1555 (Adelaide) - upgrade from (4112) to older class(Adelaide/4112)
Class ID: 1577 (Wakefield) - upgrade from (4212) to older class(Wakefield/4212)
Class ID: 1622 (Edinburgh) - upgrade from (4408) to older class(Edinburgh/4408)
Class ID: 191 (Lion) - upgrade from (4404) to older class (Lion/4112)
Class ID: 227 (Centurion) - odd turret # in weapon slot #1 (40mm 2pdr AA Gun)
Class ID: 227 (Centurion) - odd turret # in weapon slot #2 (40mm 2pdr AA Gun)
Class ID: 345 (Large AK (US)) - upgrade from (4112) to older class(Large AK (US)/4112)
Class ID: 525 (Ibuki) - upgrade from (4409) to older class (Ibuki/4309)
Class ID: 549 (Unryu) - odd turret # in weapon slot #3 (40mm Bofors AA Gun)
Class ID: 570 (Hatsuharu) - odd turret # in weapon slot #8 (21in Type 95 Torpedo)
Class ID: 571 (Hatsuharu) - odd turret # in weapon slot #8 (21in Type 95 Torpedo)
Class ID: 581 (Shimakaze) - upgrade from (4406) to older class(Shimakaze/4406)
Class ID: 593 (Tomodzuru) - odd turret # in weapon slot #2 (5in/40 Tp 89 DP Gun)
Class ID: 594 (Ootori) - odd turret # in weapon slot #7 (Type 2 Depth Charge)
Class ID: 599 (Akagi) - upgrade from (4402) to older class(Akagi/4402)
Class ID: 603 (Kaga) - upgrade from (4403) to older class(Kaga/4403)
Class ID: 619 (Hatsuharu) - odd turret # in weapon slot #8 (21in Type 95 Torpedo)
Class ID: 632 (Shinshu Maru) - odd turret # in weapon slot #3 (75mm AA Gun)
Class ID: 632 (Shinshu Maru) - odd turret # in weapon slot #4 (75mm AA Gun)
Class ID: 642 (Type B1/B2 (Kaiten)) - upgrade from (4502) to older class(Type B1/B2 (Kaiten)/4502)
Class ID: 649 (Type KD (Snorkel)) - odd turret # in weapon slot #1 (21in Type 95 Torpedo)
Class ID: 649 (Type KD (Snorkel)) - odd turret # in weapon slot #2 (21in Type 95 Torpedo)
Class ID: 657 (Type KD (Radar)) - odd turret # in weapon slot #1 (21in Type 95 Torpedo)
Class ID: 657 (Type KD (Radar)) - odd turret # in weapon slot #2 (21in Type 95 Torpedo)
Class ID:1252 (Atlanta) - odd turret # in weapon slot #10 (21in Mk 15 Torpedo)
Class ID:1360 (Evarts [Original]) - upgrade path to NULL class (1662)
Class ID:1361 (Cannon [Original]) - upgrade path to NULL class (1663)
Class ID:1401 (L'Adroit) - zero value in ammo of weapon slot #9 (Mk 6 Depth Charge)
Class ID:1593 (Arethusa) - zero value in ammo of weapon slot #11 (20mm Oerlikon AA Gun)
Class ID:1621 (Colorado) - odd turret # in weapon slot #10 (20mm Oerlikon AA Gun)
Class ID:1621 (Colorado) - odd turret # in weapon slot #9 (20mm Oerlikon AA Gun)

Image
Post Reply

Return to “Scenario Design”