AE Ironman Mod

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

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

medicff
Posts: 710
Joined: Fri Sep 10, 2004 10:53 pm
Location: WPB, Florida

RE: AE Ironman Mod

Post by medicff »

Andy,

I have been playing the Ironman mod and wow the added assets help the AI make some successful moves earlier. The added air units are swarming the air [8D]

Question re naval crew experience/leaders. Did you tweak all of these even more than scenario 2? I have had several cruiser encounters even with Jap cruisers having several 1000 lbers in them and they destroyed an equal size ANZAC/US cruiser force each time.

Andy Mac
Posts: 12578
Joined: Wed May 12, 2004 8:08 pm
Location: Alexandria, Scotland

RE: AE Ironman Mod

Post by Andy Mac »

Short answer is yes because the Ai tends to not always use the best admirals but relies on senior ship captains I upped the stats on a lot of Japanese likely TF flagships captains

Exp may also be a tad higher <whistles innocently>
medicff
Posts: 710
Joined: Fri Sep 10, 2004 10:53 pm
Location: WPB, Florida

RE: AE Ironman Mod

Post by medicff »

ORIGINAL: Andy Mac

Short answer is yes because the Ai tends to not always use the best admirals but relies on senior ship captains I upped the stats on a lot of Japanese likely TF flagships captains

Exp may also be a tad higher <whistles innocently>


guess I will have to be a little more discerning in the choices for combat LOL[:D]
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