Admirals Edition Naval Thread

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

bradfordkay
Posts: 8599
Joined: Sun Mar 24, 2002 8:39 am
Location: Olympia, WA

RE: Admiral's Edition Naval Thread

Post by bradfordkay »

"The entire process is changed. Ship withdrawal applies to all allied ships and both withdrawal and return can be set in the editor."

Understood, but this is slightly evading the question. Is the end result of the complete revamping of the withdrawal process going to end up with a lot more ships being required to be withdrawn, a few more, a few less or a lot less? I don't think that we need exact numbers or anything, just a general impression... thanks.
fair winds,
Brad
User avatar
Don Bowen
Posts: 5189
Joined: Thu Jul 13, 2000 8:00 am
Location: Georgetown, Texas, USA

RE: Admiral's Edition Naval Thread

Post by Don Bowen »

ORIGINAL: bradfordkay

"The entire process is changed. Ship withdrawal applies to all allied ships and both withdrawal and return can be set in the editor."

Understood, but this is slightly evading the question. Is the end result of the complete revamping of the withdrawal process going to end up with a lot more ships being required to be withdrawn, a few more, a few less or a lot less? I don't think that we need exact numbers or anything, just a general impression... thanks.

Don't know - I'm just a programmer. It's an OOB issue, the functionality is exposed in the editor. We'll have to wait for the Scenario to be finished.


Sonny II
Posts: 443
Joined: Fri Jan 12, 2007 2:05 pm

RE: Admiral's Edition Naval Thread

Post by Sonny II »

ORIGINAL: Don Bowen

ORIGINAL: bradfordkay

"The entire process is changed. Ship withdrawal applies to all allied ships and both withdrawal and return can be set in the editor."

Understood, but this is slightly evading the question. Is the end result of the complete revamping of the withdrawal process going to end up with a lot more ships being required to be withdrawn, a few more, a few less or a lot less? I don't think that we need exact numbers or anything, just a general impression... thanks.

Don't know - I'm just a programmer. It's an OOB issue, the functionality is exposed in the editor. We'll have to wait for the Scenario to be finished.



OOh - functionality is exposed ! Good programmer talk! You really are a programmer![:D]
User avatar
Mike Solli
Posts: 16080
Joined: Wed Oct 18, 2000 8:00 am
Location: the flight deck of the Zuikaku

RE: Admiral's Edition Naval Thread

Post by Mike Solli »

ORIGINAL: Don Bowen

ORIGINAL: 1275psi

Hi
The AE threads are getting pretty big, and I have not really followed them too much -I already am going to get it! -a quick question on Political points
I understand that not returning a ship will be expensive.
But what is to stop a person just going into the political points red -and then deciding -well -Ill never get back into the green -Ill just never return anything now.
Tabpub against me nhas never returned a single ship as far as I can tell -and in game terms it has'nt hurt too much.

Would it make more sense to say -well, you are in the red -no reinforcements for you until you are back into the green!

Probably been covered all this - so sorry in advance


If you run out of Political Points in AE, you will be screwed. The politicians will not let you do anything! They won't let go of land or air units, won't allow you to change commanders, and other things that don't pop to mind right now.

That's what political points are for.

Is there a difference in the use of PPs in AE vs WitP?

Edit: I'll ask this in the general thread.
Image
Created by the amazing Dixie
User avatar
Ron Saueracker
Posts: 10967
Joined: Mon Jan 28, 2002 10:00 am
Location: Ottawa, Canada OR Zakynthos Island, Greece

RE: Admiral's Edition Naval Thread

Post by Ron Saueracker »

ORIGINAL: Mike Solli
ORIGINAL: Don Bowen

ORIGINAL: 1275psi

Hi
The AE threads are getting pretty big, and I have not really followed them too much -I already am going to get it! -a quick question on Political points
I understand that not returning a ship will be expensive.
But what is to stop a person just going into the political points red -and then deciding -well -Ill never get back into the green -Ill just never return anything now.
Tabpub against me nhas never returned a single ship as far as I can tell -and in game terms it has'nt hurt too much.

Would it make more sense to say -well, you are in the red -no reinforcements for you until you are back into the green!

Probably been covered all this - so sorry in advance


If you run out of Political Points in AE, you will be screwed. The politicians will not let you do anything! They won't let go of land or air units, won't allow you to change commanders, and other things that don't pop to mind right now.

That's what political points are for.

Is there a difference in the use of PPs in AE vs WitP?

Edit: I'll ask this in the general thread.

By the look of you banner, I now dub thee Mike So Solli.[;)]
Image

Image

Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan
User avatar
treespider
Posts: 5781
Joined: Sun Jan 30, 2005 7:34 am
Location: Edgewater, MD

RE: Admiral's Edition Naval Thread

Post by treespider »

ORIGINAL: Mike Solli
ORIGINAL: Don Bowen

ORIGINAL: 1275psi

Hi
The AE threads are getting pretty big, and I have not really followed them too much -I already am going to get it! -a quick question on Political points
I understand that not returning a ship will be expensive.
But what is to stop a person just going into the political points red -and then deciding -well -Ill never get back into the green -Ill just never return anything now.
Tabpub against me nhas never returned a single ship as far as I can tell -and in game terms it has'nt hurt too much.

Would it make more sense to say -well, you are in the red -no reinforcements for you until you are back into the green!

Probably been covered all this - so sorry in advance


If you run out of Political Points in AE, you will be screwed. The politicians will not let you do anything! They won't let go of land or air units, won't allow you to change commanders, and other things that don't pop to mind right now.

That's what political points are for.

Is there a difference in the use of PPs in AE vs WitP?

Edit: I'll ask this in the general thread.

Not really but most of the US/Allied stuff iirc enters as part of restricted commands...so to go anywhere or do anything with them will require PP.
Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
User avatar
Mike Solli
Posts: 16080
Joined: Wed Oct 18, 2000 8:00 am
Location: the flight deck of the Zuikaku

RE: Admiral's Edition Naval Thread

Post by Mike Solli »

Ahh, thanks Treespider.
Image
Created by the amazing Dixie
1275psi
Posts: 7987
Joined: Sat Apr 16, 2005 10:47 pm

RE: Admiral's Edition Naval Thread

Post by 1275psi »

Thankyou for the reply!

I like very much


I must find out how to get an avatar! -me likes a lot too!
big seas, fast ships, life tastes better with salt
User avatar
Q-Ball
Posts: 7399
Joined: Tue Jun 25, 2002 4:43 pm
Location: Chicago, Illinois

Midget Subs

Post by Q-Ball »

I noticed the screenshots that Midget Subs are being included. I have mixed feelings about this; although they are kind of cool, IRL the actual results from them was just about nil (I can't think of any sinkings, if you know of any, let me know). Seems like they are going to be a pain to micromanage, to produce either historical results (waste of time for IJN then), or ahistorical results (resulting in angry posts from Allied players: Midgets[:@][:@][:@]).

How is it looking with the testing on Midget Subs? Am I off base in feeling that way?
CaptDave
Posts: 654
Joined: Thu Jun 20, 2002 9:11 pm
Location: Federal Way, WA

RE: Admiral's Edition Naval Thread

Post by CaptDave »

ORIGINAL: Don Bowen

ORIGINAL: Son of Jorg

This may have been asked already as well, but search did not turn up anything.

I was just wondering if there would be combat statistics for ship captains and ships themselves? I'm kind of a stat freak, and I'd like to follow the history of ships as they progess through the war. For instance, how many ships a particular sub sank, how many torpedoes fired in combat over its career, how many hits, etc etc. Same with surface units: number of surface engagments, number and type of shells fired, number of hits, hits taken, etc. etc.

I'm not sure if this is even doable, but I think it would add to the depth of the game. I know that in WWII there were running tallys of tonnage sunk by submarine captains and ships.

A minor thing I know, but it looks like most important questions have already been asked. [:)]

No, there is no place to store the data. Trying to add such a data structure would have a significant and adverse affect on save game size and turn resolution speed.



I'd settle for the torpedo information (number fired, number of hits, number of misses, number of duds) being included in the combat report, rather than only in the combat simulation. Submarine warfare is my special area of interest, and in this regard I'm a bit of a stat freak, as well.
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Midget Subs

Post by witpqs »

ORIGINAL: Q-Ball

I noticed the screenshots that Midget Subs are being included. I have mixed feelings about this; although they are kind of cool, IRL the actual results from them was just about nil (I can't think of any sinkings, if you know of any, let me know). Seems like they are going to be a pain to micromanage, to produce either historical results (waste of time for IJN then), or ahistorical results (resulting in angry posts from Allied players: Midgets[:@][:@][:@]).

How is it looking with the testing on Midget Subs? Am I off base in feeling that way?

There is a credible assertion out there that one put two torpedoes into one of the battleships at Pearl Harbor. At this point it probably cannot be proved, but the evidence presented (in at least one TV show) makes it seem a legitimate possibility.

Other than that, the only one I know of is a group of midgets blowing the crap out of Tirpitz' bottom, but of course that was a different theater.
User avatar
castor troy
Posts: 14331
Joined: Mon Aug 23, 2004 10:17 am
Location: Austria

RE: Midget Subs

Post by castor troy »

ORIGINAL: witpqs

ORIGINAL: Q-Ball

I noticed the screenshots that Midget Subs are being included. I have mixed feelings about this; although they are kind of cool, IRL the actual results from them was just about nil (I can't think of any sinkings, if you know of any, let me know). Seems like they are going to be a pain to micromanage, to produce either historical results (waste of time for IJN then), or ahistorical results (resulting in angry posts from Allied players: Midgets[:@][:@][:@]).

How is it looking with the testing on Midget Subs? Am I off base in feeling that way?

There is a credible assertion out there that one put two torpedoes into one of the battleships at Pearl Harbor. At this point it probably cannot be proved, but the evidence presented (in at least one TV show) makes it seem a legitimate possibility.

Other than that, the only one I know of is a group of midgets blowing the crap out of Tirpitz' bottom, but of course that was a different theater.


I guess we will use midgets in a far more efficient way in WITP! [:D] And we will soon start crying about it... therefor I´m really surprised they were included.
mdiehl
Posts: 3969
Joined: Sat Oct 21, 2000 8:00 am

RE: Admiral's Edition Naval Thread

Post by mdiehl »

Will AE include enhanced Allied effectiveness at aerial ASW missions after March 1943 ("FIDO" acoustic ASW torpedo) and enhanced Allied submarine effectiveness at sinking Japanese escorts after August 1944 ("Cutie" acoustic anti-escort torpedo)?
Show me a fellow who rejects statistical analysis a priori and I'll show you a fellow who has no knowledge of statistics.

Didn't we have this conversation already?
anarchyintheuk
Posts: 3958
Joined: Wed May 05, 2004 7:08 pm
Location: Dallas

RE: Admiral's Edition Naval Thread

Post by anarchyintheuk »

Japanese midget subs also blewup a barracks ship in Sydney. Think all of the subs were lost in that attack.
User avatar
Q-Ball
Posts: 7399
Joined: Tue Jun 25, 2002 4:43 pm
Location: Chicago, Illinois

RE: Midget Subs

Post by Q-Ball »

ORIGINAL: castor troy

I guess we will use midgets in a far more efficient way in WITP! [:D] And we will soon start crying about it... therefor I´m really surprised they were included.


That's what I am worried about. Why not take 20 midgets and park them between San Fran and Pearl? So what if they don't have the fuel, neither do PT's, and they can paddle all over the Pacific no problem.

User avatar
Terminus
Posts: 39781
Joined: Fri Apr 22, 2005 11:53 pm
Location: Denmark

RE: Midget Subs

Post by Terminus »

You should probably wait to see exactly how the midget mission is implemented before you speculate on how to use them in the game.
We are all dreams of the Giant Space Butterfly.
User avatar
Don Bowen
Posts: 5189
Joined: Thu Jul 13, 2000 8:00 am
Location: Georgetown, Texas, USA

RE: Midget Subs

Post by Don Bowen »

ORIGINAL: Q-Ball

... So what if they don't have the fuel, neither do PT's, and they can paddle all over the Pacific no problem.

Not anymore....

Ships out of fuel can still move at a minimum speed (to simulate towing) but they accumulate damage at an increased rate and are subject to loss by marine hazard - flounder, run aground, etc. Run a fleet of midgets (or PTs) over open ocean without fuel and few if any will survive.

Before everyone jumps on this. We did look at eliminating out-of-fuel movement and requiring towing. But it got very complex very fast. Fleet tugs are neat, but what other ship can tow what size ship? How about fuel, damage levels, and other issues that have leaked out of my head by now. It quickly became a big design problem, and was one of the first cross-offs on the list. Put in extended damage to encourage players to manage fuel more realistically.


User avatar
jwilkerson
Posts: 8126
Joined: Sun Sep 15, 2002 4:02 am
Location: Kansas
Contact:

RE: Midget Subs

Post by jwilkerson »

Oh Boy!!

Towing in the Pacific (TITP) would be a great game! Maybe we can work on that one next!

Certainly Ocean conditions, relative size of the ships, types of towing lines, experience of crews, condition of ship being towed ... many factors are involved. It will be a great game! (TITP that is)

WITP Admiral's Edition - Project Lead
War In Spain - Project Lead
User avatar
Don Bowen
Posts: 5189
Joined: Thu Jul 13, 2000 8:00 am
Location: Georgetown, Texas, USA

RE: Midget Subs

Post by Don Bowen »


Midget subs in AE are pretty much limited to two missions:

1. Midget Sub carrier TFs using a big I-boat to carry them, as in Pearl, Sydney, and Madagascar.

2. Local defense.




User avatar
wworld7
Posts: 1726
Joined: Tue Feb 25, 2003 2:57 am
Location: The Nutmeg State

RE: Midget Subs

Post by wworld7 »

ORIGINAL: jwilkerson

Oh Boy!!

Towing in the Pacific (TITP) would be a great game! Maybe we can work on that one next!

Certainly Ocean conditions, relative size of the ships, types of towing lines, experience of crews, condition of ship being towed ... many factors are involved. It will be a great game! (TITP that is)


To play it safe I am going to wait for TITP2. By then you should have the nuts and bolts down and be working on some extra special goodies...[:D][:D][:D]
Flipper
Post Reply

Return to “War in the Pacific: Admiral's Edition”