Admiral's Edition Editor 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!

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GaryChildress
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RE: Admiral's Edition Editor Thread

Post by GaryChildress »

Terminus, how about a screenie of the "Pilots" screen under the scenario tab.

Thanks! [:)]

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timtom
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RE: Admiral's Edition Editor Thread

Post by timtom »

ORIGINAL: Gary Childress

Terminus, how about a screenie of the "Pilots" screen under the scenario tab.

Thanks! [:)]

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CLASSIFIED [:D]
Where's the Any key?

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BigJ62
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RE: Admiral's Edition Editor Thread

Post by BigJ62 »

1. Yes but if rear guard is selected the assault units will attack the first enemy occupied or owned base in the list.

2. Assault Bases, Assault Units, Air Group Bases, Air Group Units and Defense Units.

3. You can have defensive or offensive triggers. In the case of an offensive trigger when that base is owned by the assaulting side the script dies thus allowing a chained or other script to become active and assigning those units to the new script. Defensive triggers are the opposite.

ORIGINAL: Grotius

This all looks amazing, T. Thanks for all the shots. A couple questions about the AI screen:

1. Does this screen specify a particular order in which the AI will do things? E.g., for ID #001, which you've highlighted, will the AI assault Vigan, San Fernando, Bayombong, etc. in that order?

2. The middle field is entitled "1. Assault Bases." If one clicked on the arrow to the right of "Assault Bases," what other options would one see? Air attack? Naval bombardment? Recon?

3. I don't understand the fields on the right side. What does the trigger base (Bataan) trigger? An assault on Lingayen?

Thanks!
ORIGINAL: Terminus

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GaryChildress
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RE: Admiral's Edition Editor Thread

Post by GaryChildress »

ORIGINAL: timtom
ORIGINAL: Gary Childress

Terminus, how about a screenie of the "Pilots" screen under the scenario tab.

Thanks! [:)]

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CLASSIFIED [:D]

darn. [:)]
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DuckofTindalos
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RE: Admiral's Edition Editor Thread

Post by DuckofTindalos »

Well, there's like five or six screenshots in that one, so it's not really classified, just can't be bothered...[:'(][;)]

Seriously, it shows what you think it would: pool, exp and replenishment rate for all nationalities for all six years.
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R8J
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RE: Admiral's Edition Editor Thread

Post by R8J »

Good day.

Two questions.

If you have an AK that converts to a CVE. What happens to the troops and/or cargo? Will it have to unload first.

In my current mod I thought I would help the AI by allowing it to upgrade some AKs to CVEs. A mistake. A few of the AKs have cargo that can not unload. Plus it does not know what to do with the extra flat tops, they've been in port for 6 months now.

For the stock ships (AE) with upgrade options will the AI know what it needs or use the first option?
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RE: Admiral's Edition Editor Thread

Post by DuckofTindalos »

You can't disband a ship into port with cargo or troops on it, and there's no conversion of ships in a TF, so no problem. As for your other question, the old stock "convert-AK-to-auxiliary" thing was taken out of AE a LONG time ago, so that's no problem either.
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RE: Admiral's Edition Editor Thread

Post by steveh11Matrix »

ORIGINAL: Terminus

Well, there's like five or six screenshots in that one, so it's not really classified, just can't be bothered...[:'(][;)]

Seriously, it shows what you think it would: pool, exp and replenishment rate for all nationalities for all six years.

A thought: Does this mean that we can set experience levels for each nationality for all the years, unlike 'old' WitP?
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RE: Admiral's Edition Editor Thread

Post by DuckofTindalos »

Correct.
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RE: Admiral's Edition Editor Thread

Post by Dili »

Excellent!
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RE: Admiral's Edition Editor Thread

Post by Long Lance »

The new Editor looks great!
 
Will I be able to select ship-classes as to respawn as  class XX after yyy days?
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RE: Admiral's Edition Editor Thread

Post by DuckofTindalos »

Not sure what you mean?[&:]
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Long Lance
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RE: Admiral's Edition Editor Thread

Post by Long Lance »

Standard setting for WitP is US CV sunk before 1/44 respawn as Essex after some hundred days, US CA as Baltimore/Cleveland etc.
May I mod the game that way that i.e. Brooklyn-Class CL will respawn as Cleveland after let's say 180 days? 
And if I want even PT as Iowa BB just for fun?
 
 
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RE: Admiral's Edition Editor Thread

Post by DuckofTindalos »

No idea how that might work. We have a universal "respawn on/off" switch, but I'm not sure how the rest works; sorry...
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RE: Admiral's Edition Editor Thread

Post by jwilkerson »

I thought I'd give a bit of a "users view" of the editor. Among the scraps of things I've done for the AE project, the IJN surface combatants was perhaps the most "fun". Trying to map the real world ships and their changes into the game format being the challenge. Here is an example of the use of the "ugrade" to drive significant, but still not perhaps "major" changes to a ship "class". This "class" being the Kitakamo/Oii subclass fo IJN light cruisers. Here we see the "torpedo cruiser" configuration in which they began the war. This configuration fit into the Japanese plan for a long range "torpedo bombardment" during the night prior to the main engagement of the dreadnoughts as a component of their tactical plan for the "decisive battle" developed between the wars.



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RE: Admiral's Edition Editor Thread

Post by jwilkerson »

I've been asked the question "Why did the Japanese not use Kitakami/Oii in the night fighting around Guadalcanal in 1942? The answer is that during this period, these two ships were being modified as "transport cruisers". The first such change removed 40% of the torpedo armanent and replaced this with additional carrying capacity. This change was driven by the results of the Battle of Midway and the Japanese thinking that they would need high speed transports to move troops under American air superiority.





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RE: Admiral's Edition Editor Thread

Post by jwilkerson »

The 3rd upgrade to Kitakami/Oii sees "more of the same" as another pair of torpedo banks are removed and carrying capacity is again increased. These ships were involved in large scale troop movements to New Guinea in 1943 including the movement of the 20th Division to Wewak, as an example.



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RE: Admiral's Edition Editor Thread

Post by jwilkerson »

The final upgrade applied only to Kitakami as Oii had been sunk in the SRA. Further this modification to Kitakami was driven by stern damage she had received. Many of the modifications to ships were so driven, but we have no mechanism for "contingent upgrades" in the game at this point - so we decided to show this upgrade anyway (it is allowed for both ships of the subclass if they both survive). Kitakami finished the war in this "Kaiten carrier" configuration and after being used on repatriation duty she was broken up in 1947.

In this configuration she had a lot of AA weapons and also finally had the T13 radars installed that we see her (erroneously) starting the game with in stock. Note she has T22 radar and more AA on the second page of devices - not shown.



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DuckofTindalos
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RE: Admiral's Edition Editor Thread

Post by DuckofTindalos »

A good opportunity to point out that the new editor shows the art of ships and planes, and that the Kitakami has progressively different ship sides and shils as her upgrades continue.
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RE: Admiral's Edition Editor Thread

Post by GaryChildress »

Many thanks for the extra screens Joe! [&o]

With the new field called "Troop capacity" will we still be able to use just about ANY surface combatant in "Fast transport" role or will we be required to give ships a "troop capacity" in order to use them in that role? So for instance let's say that Tenryu has no troop capacity filled in in the editor. Would that mean that it would not be usable as a "Tokyo Express" troop transport ship?
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