Admirals Edition Naval Thread
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
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RE: Admiral's Edition Naval Thread
"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result of the complete revamping of the withdrawal process going to end up with a lot more ships being required to be withdrawn, a few more, a few less or a lot less?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.
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result of the complete revamping of the withdrawal process going to end up with a lot more ships being required to be withdrawn, a few more, a few less or a lot less?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
Brad
RE: Admiral's Edition Naval Thread
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result of the complete revamping of the withdrawal process going to end up with a lot more ships being required to be withdrawn, a few more, a few less or a lot less?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.
RE: Admiral's Edition Naval Thread
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result of the complete revamping of the withdrawal process going to end up with a lot more ships being required to be withdrawn, a few more, a few less or a lot less?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]
- Mike Solli
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RE: Admiral's Edition Naval Thread
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.

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- Ron Saueracker
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RE: Admiral's Edition Naval Thread
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.[;)]


Yammas from The Apo-Tiki Lounge. Future site of WITP AE benders! And then the s--t hit the fan
- treespider
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RE: Admiral's Edition Naval Thread
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
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
- Mike Solli
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RE: Admiral's Edition Naval Thread
Thankyou for the reply!
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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
Midget Subs
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?
How is it looking with the testing on Midget Subs? Am I off base in feeling that way?
RE: Admiral's Edition Naval Thread
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.
RE: Midget Subs
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.
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
- castor troy
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RE: Midget Subs
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.
RE: Admiral's Edition Naval Thread
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?
Didn't we have this conversation already?
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RE: Admiral's Edition Naval Thread
Japanese midget subs also blewup a barracks ship in Sydney. Think all of the subs were lost in that attack.
RE: Midget Subs
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.
RE: Midget Subs
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.
RE: Midget Subs
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.
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RE: Midget Subs
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)
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
War In Spain - Project Lead
RE: Midget Subs
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.
RE: Midget Subs
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