Da Babes Mod

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hunchback77
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RE: Da Babes Mod

Post by hunchback77 »

ORIGINAL: Historiker

Hey, where can I download this mod?

Hi Historiker, a link to the forum page is below.

http://www.matrixgames.com/forums/tm.asp?m=2324472
scalp
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RE: Da Babes Mod

Post by scalp »

Thanks for you wonderful mod.
I ve got only one question,is it already playable in PBEM ?
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JWE
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RE: Da Babes Mod

Post by JWE »

ORIGINAL: scalp
Thanks for you wonderful mod.
I ve got only one question,is it already playable in PBEM ?
Absolutely. Works just like Scen001 or Scen006, just has more goodies. Can be played PBEM or against the AI.

http://witp.tylerroguedesigns.com/
In the Goodies section under What's New and Scenarios.

Enjoy.
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oldman45
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RE: Da Babes Mod

Post by oldman45 »

Back to the dry docks, I have noticed that since the game is treating the dry docks as repair ships, when they are in the ship yard it appears that it ignores the shipyard assests when figuring how long it takes to do a repair. Is that a limitation of the program or something that can be looked at?

By the way, I am loving this mod!!!
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Don Bowen
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RE: Da Babes Mod

Post by Don Bowen »

ORIGINAL: oldman45

Back to the dry docks, I have noticed that since the game is treating the dry docks as repair ships, when they are in the ship yard it appears that it ignores the shipyard assests when figuring how long it takes to do a repair. Is that a limitation of the program or something that can be looked at?

By the way, I am loving this mod!!!

Not sure I follow this. But yes, ARDs are treated as repair ships (that's why we chose ARD instead of AFD or ABSD, etc). And also yes, ARD are not used when a ship is being repaired in an "actual" shipyard - they are meant to provide shipyard capabilty when none is available.
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JWE
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RE: Da Babes Mod

Post by JWE »

ORIGINAL: oldman45
Back to the dry docks, I have noticed that since the game is treating the dry docks as repair ships, when they are in the ship yard it appears that it ignores the shipyard assests when figuring how long it takes to do a repair. Is that a limitation of the program or something that can be looked at?

By the way, I am loving this mod!!!
A floating drydock ain't a shipyard, Bro.

And Thanks.
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oldman45
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RE: Da Babes Mod

Post by oldman45 »

I know boss, if I would think about my question a little longer before posting it might work better [;)]

To try again, lets use the example of PH with her shipyard. YFD-2 is there and its my contention it would use the shipyard assets to do repairs so the calculation of how long it will take will be based on all the assests including the shipyard. The dock I moved to a foward base only has a repair ship and naval squads so it correctly uses the repair ship/squads to calculate how long it will take to fix the ship. Can the program include the shipyard (when available) to calculate repairs or is it only the dock and AR. Or am I completly confused how this works. [:)]

Thanks
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Don Bowen
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RE: Da Babes Mod

Post by Don Bowen »

ORIGINAL: oldman45

I know boss, if I would think about my question a little longer before posting it might work better [;)]

To try again, lets use the example of PH with her shipyard. YFD-2 is there and its my contention it would use the shipyard assets to do repairs so the calculation of how long it will take will be based on all the assests including the shipyard. The dock I moved to a foward base only has a repair ship and naval squads so it correctly uses the repair ship/squads to calculate how long it will take to fix the ship. Can the program include the shipyard (when available) to calculate repairs or is it only the dock and AR. Or am I completly confused how this works. [:)]

Thanks

Sorry No. Its either shipyard or floating drydock. I understand that a case could be made for combining them, but no code to do it has been made.
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oldman45
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RE: Da Babes Mod

Post by oldman45 »

Thanks, perhaps a bribe of the appropriate adult beverage(s) would help get code added one day [;)]
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Don Bowen
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RE: Da Babes Mod

Post by Don Bowen »

ORIGINAL: oldman45

Thanks, perhaps a bribe of the appropriate adult beverage(s) would help get code added one day [;)]

Not by me, I'm no longer doing that. Wouldn't turn down the beverage however. A nice Springbank Cask strength at about 15 years would do.
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JWE
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RE: Da Babes Mod

Post by JWE »

ORIGINAL: oldman45
Thanks, perhaps a bribe of the appropriate adult beverage(s) would help get code added one day [;)]
Large amounts of negotiable securities work like a champ. Small bills, with non-consequitive serial numbers appreciated.
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chesmart
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RE: Da Babes Mod

Post by chesmart »

JWE and Don Just PM your account details and I will send you what you have requested from my bank in Nigeria[:D][:D][:D]. Thanks for the mod and your work on AE.Can I cut and paste some of your ideas guys for my mod ?
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oldman45
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RE: Da Babes Mod

Post by oldman45 »

Is this what you had in mind Don

Springbank Cask

Not sure how much I can help you there JWE, the IRS is still concerned about my capital gains I took a few years ago. Seems they didn't care for my math. [8D]
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Historiker
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RE: Da Babes Mod

Post by Historiker »

Hey John,
is there any chance that you revise the building dates of the ships to the time the work on them actually stopped? Work on Yamato was finished on 16th december 1941, while it isn't completed before may 1942 in the game.
I know, this date includes testing, evalutation, training etc - and so is correct. BUT, the Jap player has to pay (via industry) as if this ship is still under construction on the slip.
As a solution, one might let the ship be completed with 1 speed and 1 endurance and an immediate upgrade to its correct dates. This upgrade then lasts the time which was used for testing, training etc. In case of the Yamato, the upgrade would take 180 days.
Without any doubt: I am the spawn of evil - and the Bavarian Beer Monster (BBM)!

There's only one bad word and that's taxes. If any other word is good enough for sailors; it's good enough for you. - Ron Swanson
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Don Bowen
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RE: Da Babes Mod

Post by Don Bowen »

ORIGINAL: oldman45

Is this what you had in mind Don

Springbank Cask

Not sure how much I can help you there JWE, the IRS is still concerned about my capital gains I took a few years ago. Seems they didn't care for my math. [8D]

Springbank yes, but I recommend that you always get Cask Strength (100 proof or slightly more). Distillers generally release the best stuff at cask strength. You can add water to run it down to the 80-86 proof range.

Now, please tell me what are these Capital Gains of which you speak?
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oldman45
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RE: Da Babes Mod

Post by oldman45 »

Its a long story and perhaps one day if I ever head back to Texas, you can share a wee drop of Springbank and I will tell you my sad tale of Capital Gains and the IRS.
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Don Bowen
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RE: Da Babes Mod

Post by Don Bowen »

ORIGINAL: oldman45

Its a long story and perhaps one day if I ever head back to Texas, you can share a wee drop of Springbank and I will tell you my sad tale of Capital Gains and the IRS.

OK, but by the second bottle I'll be boring you with the sand tale of my Capital Losses.
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oldman45
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RE: Da Babes Mod

Post by oldman45 »

So to change how a drydock is looked at in a shipyard vs a forward deployed base is a code issue and cannot be done with a script?
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Don Bowen
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RE: Da Babes Mod

Post by Don Bowen »

ORIGINAL: oldman45

So to change how a drydock is looked at in a shipyard vs a forward deployed base is a code issue and cannot be done with a script?

Not quite sure what is meant with these caveats.

A floating Dry dock and a shipyard are 100% different by code and have no interaction whatever. An ARD works the way it works wthout regard to presence of a shipyard and a shipyard does not assist ARD repairs in any way. A shipyard works the way it works without regrad to presence of an ARD and an ARD does not assist shipyard repairs in any way.

If you have an ARD in a base that also contains a shipyard you have two separate repair options. One ship can use one, another ship the other, but no ship can use both.
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JWE
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RE: Da Babes Mod

Post by JWE »

ORIGINAL: Historiker
Hey John,
is there any chance that you revise the building dates of the ships to the time the work on them actually stopped? Work on Yamato was finished on 16th december 1941, while it isn't completed before may 1942 in the game.
I know, this date includes testing, evalutation, training etc - and so is correct. BUT, the Jap player has to pay (via industry) as if this ship is still under construction on the slip.
As a solution, one might let the ship be completed with 1 speed and 1 endurance and an immediate upgrade to its correct dates. This upgrade then lasts the time which was used for testing, training etc. In case of the Yamato, the upgrade would take 180 days.
Hi Torsten,
Unfortunately, no. We are trying to keep the mod (the Lite version, anyway) as close as possible to stock, because if it works as we expect, the sun shines, the creek don't rise, and we are very convincing, some of the things we are doing may (just 'may') find their way into the stock game and scenarios.

Therefore, we have to stick as closely as possible to those dates and times that the majority of consumers have come to expect. It's just not possible to get fancy with non-standard upgrade/conversion options, especially for a ship as visible and important as Yamato.

You have a valid proposition, and will give you all the help and support you wish, but will have to be in the context of your mod. I really hope you understand.

J
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