The Reluctant Admiral

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

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John 3rd
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Questions on LCUs

Post by John 3rd »

Plinked around the Editor some this afternoon and have some questions.  I expect these to be easy-to-answer but want to ask:
 
1.  If I want to add a device into a Class of LCU (Say ALL Air Flotilla) is there any way to do that?  Do I have to make the change one Air Flot at a time?  Hope this is easy because--to me--it is just like ship classes and then ships OF the class.
 
2.  I want to add (say) a Bulldozer to an Con Btn.  Is that simply a vehicle?  What does it go under?  How does one add it on? 
 
3.  To the above question:  if I simply add HI to refect the creation of several small vehicle plants does that work for steamshovels, rollers, and bulldozers? 
 
4.  Adding Engineers to a unit is interesting:
a.  A Jpn Con Btn has 'x' number of Engineers (usually in groups of 12).  Are these squads of 12?
b.  For the view of base/AF/Fort construction I assume that I use standard engineers and not combat engineers.  Are there other choices?
 
This are probably STUPID questions but it is a learning threadso I thought I'd publicly ask.
 
Thanks! 
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Pilot Pools

Post by John 3rd »

Along the LCU line of questions, I have a few regarding Pilot Pools:
 
1.  WHERE do I find this in the Editor?
 
2.  When I do find it, I want to slightly increase number of 'students' and their final percentage upon graduation.  Is there any secrets here for doing this?
 
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Ship Deployment

Post by John 3rd »

The start of the game features an addition of 3 warships to the Imperial Fleet:  CVL Shoho and CLs Agano and Yahagi.  I've got several thoughts for where I will start these ships at:
 
1.  CV Ryujo (48 planes), CVL Zuiho (30 Planes), and CVL Shoho (30 Planes) form CarDiv3 (in this case Mini-KB) in Babeldaup (sp?).  They have Yahagi with them as part of the Screen.
 
2.  CL Agano starts with KB instead of the old CL assigned there as normal.  That CL moves down to the Marshalls.
 
3.  Will go through the DDs in the KB and with Mini-KB to make sure they are all the latest design for their DP 5" guns.
 
4.  Will re-arrange the TFs so convoys can be formed with movement bonus at Tokyo, Osaka, and Nagasaki.  Allows for a lift of troops, supply, and/or fuel to be taking place when the game begins.  HR should stipulate that these CANNOT be Amphib TF.
 
5.  The Battle Fleet will begin deployed with Nagato/Mutsu at CRB, Ise/Hyuga at Babeldaup, and Fuso/Yamashiro in Hiroshima.
 
6.  May move starting dispositions of SS a little too...
 
Comments?
 
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RE: Pilot Pools

Post by ClaudeJ »

ORIGINAL: John 3rd

Along the LCU line of questions, I have a few regarding Pilot Pools:

1.  WHERE do I find this in the Editor?

2.  When I do find it, I want to slightly increase number of 'students' and their final percentage upon graduation.  Is there any secrets here for doing this?

1. click on the Scenario button in the Toolbar, then click on the Pilots button on the lower left area of the editor window.
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RE: Pilot Pools

Post by John 3rd »

ORIGINAL: Jan Masterson

ORIGINAL: John 3rd

Along the LCU line of questions, I have a few regarding Pilot Pools:

1.  WHERE do I find this in the Editor?

2.  When I do find it, I want to slightly increase number of 'students' and their final percentage upon graduation.  Is there any secrets here for doing this?

1. click on the Scenario button in the Toolbar, then click on the Pilots button on the lower left area of the editor window.

Figured it was somewhere in that window but didn't look thoroughly enough. THANKS!
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RE: Questions on LCUs

Post by ClaudeJ »

ORIGINAL: John 3rd

Plinked around the Editor some this afternoon and have some questions.  I expect these to be easy-to-answer but want to ask:

1.  If I want to add a device into a Class of LCU (Say ALL Air Flotilla) is there any way to do that?  Do I have to make the change one Air Flot at a time?  Hope this is easy because--to me--it is just like ship classes and then ships OF the class.

2.  I want to add (say) a Bulldozer to an Con Btn.  Is that simply a vehicle?  What does it go under?  How does one add it on? 

3.  To the above question:  if I simply add HI to refect the creation of several small vehicle plants does that work for steamshovels, rollers, and bulldozers? 

4.  Adding Engineers to a unit is interesting:
a.  A Jpn Con Btn has 'x' number of Engineers (usually in groups of 12).  Are these squads of 12?
b.  For the view of base/AF/Fort construction I assume that I use standard engineers and not combat engineers.  Are there other choices?

This are probably STUPID questions but it is a learning threadso I thought I'd publicly ask.

Thanks! 

1. What about editing the TOE (check the TOE ID field) and then Update the relevant type of unit using TOE info? (Tools menu)

2. A bulldozer is an "Engineer Vehicle" device (id. 250), so simply add a new "weapon" to the concerned LCU

3. I'm not sure to understand correctly the question but AFAIK any vehicle type device, engineer vehicle included, require a Vehicle factory to be created.

4. a) Not sure but the manual state that "Due to the higher number of devices represented in Admiral’s Edition, each support squad now represents 15 rear
echelon troops."
b) Construction Engineer built things that Combat Engineers will live to destroy, simply put. So, yes, engineer and engineer vehicle devices are the tools you need to build these structures. Combat Engineers may also have the ability to build things but, given their additional offensive ability and their ability to reduce eny fortification, they usually are more useful on the frontline.


PS: it's Babeldaob (id. 466)


EDIT: forgot that one:

Along the LCU line of questions, I have a few regarding Pilot Pools:

2. When I do find it, I want to slightly increase number of 'students' and their final percentage upon graduation. Is there any secrets here for doing this?

From the manual, In Pool is the starting number of replacement pilots, Replacement Rate is the monthly rate at which the In Pool figure regenerates pilots, Starting Experience is the base experience if the pilots in the replacement pool.

So I would increase the Replacement Rate and the Starting Experience figures. However I'm new to AE so I may have misunderstood some things regarding the swimming population.
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Continuing...

Post by John 3rd »

FatR Questions:
1.  Can you send the devices file over to Juan when you are finished?
2.  In your aircraft work, I assume that you have changed the air groups that come in to their correct plane (ie. the Jack Groups changing to our Interceptor)
 
Jan Q:
1.  When I am playing with the LCU's T.O. & E. are there prototype LCUs for each the numbered LCU?  Example:  When working with a Special Base Force's T.O.E. is their a master of it and then I simply refresh the specific Sp Base Forces?  Not sure if that makes any sense...
 
Other Things:
I mentioned my 'to do' list yesterday but then I got to re-reading the entire 1st Thread and realized that I'll have to change all the vessel upgrades.  While not taking a bunch of time, it will take some time to get that also. 
 
 
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Costs

Post by John 3rd »

Juan and FatR:  I want to make sure we keep track of the costs for major changes.  Have you expanded anything beyond the normal amount?  I mean by that if there were 400 Research and 300 Engines at the beginning of the the normal Dec 7th Scenario 1, are there 400 Research and 300 Engines STILL in this Mod?  If there is, in fact, more then we need to keep a rough track of that for supply cost purposes at the beginning of the Scenario.
 
I've already been keeping track of the Shipyard expansion numbers, added Vehicles, armaments as well as HI so I'll know what to take from the starting numbers.  This number will be added to whatever you guys give to me so we have an accurate beginning.
 
 
 
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RE: Continuing...

Post by ClaudeJ »

ORIGINAL: John 3rd
1.  When I am playing with the LCU's T.O. & E. are there prototype LCUs for each the numbered LCU?  Example:  When working with a Special Base Force's T.O.E. is their a master of it and then I simply refresh the specific Sp Base Forces?  Not sure if that makes any sense...

If the LCU you are plying with doesn't actually have a TOE specified in its "TOE ID" field, you may create one so it can be used as a template for similar LCU.

As per the manual, Japanese TO&E’s must be located in slots 2000-2349 and Allied TO&E’s must be located in slots 2350-2899 so simply find a free slot and create your own, as you did with the new ship classes.

About the Japanese Special Base Force, several have the Locations id. 2145 as their TOE.

Once your LCUs have a designated TOE, you can either update one by one by using the "Use YOE" button right above the Wpn fields or use the Tools functions to update a batch of LCU.

Is that what you were asking for?
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9th Air Fleet

Post by John 3rd »

That is EXACTLY what I was asking for.  Thank you Sir.  OK.  Will do some work in that area.
 
I've decided to allow extended movement to some of the Japanese SS at start:  10 SS in the PH area, 4 SS in the Malay area, and 4 Ro- in south Marshalls.  This will allow some flexibility for the opening SS deployment but not too much. 
 
Created Cargo TF at Hiroshima, Nagasaki, and Tokyo with only 1 ship in each.  They have extended movement with two moving to Truk and 1 for Kwaj.  Player can make these TF into whatever they want and, once again allows for some limited movement.
 
New Force Structure:
As per what has been talked about, there will be a major new command in Kyushu:  9th Air Fleet with the 1st (Kanoya), 2nd (Kagoshima), and 3rd Air Flotilla (Nagasaki) assigned to it.  A Large BF will also be present in each hex.  These are the only units added to the Japanese LCU OOB.  The new plane Daitai and Chutai will start at these bases training.  Planes:  3 Claude Daitai (1/Base), 2 Nell Daitai (Kanoya and Kagoshima), 3 Mavis Chutai (1/Base), 1 Val Daitai (Nagasaki), and 1 Kate Daitai (Nagasaki).  All these planes will start with experience in the low-50s.  They'll be useful but take a while to train up.  All will have older aircraft that will need to be upgraded for deployment.
 
These aircraft and LCUs are deployable.  Am debating on if they should have to be bought out or just be ready to move.  I sort of fancy them as Yamamoto's vision of a Training Command destined to deploy into the Mandates around May 42.
 
Thoughts regarding any of this?
    
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RE: 9th Air Fleet

Post by ClaudeJ »

Am debating on if they should have to be bought out or just be ready to move.

First, where they fully equipped in reality at game start?

If they weren't, keeping in mind that these groups will have to be equipped once and then upgraded some time after, before to become actually usable, what would be the benefit for the player to allocate resources to do so rather than on their actual combat units?

Their main advantage would obviously be their deployability, but at what price?
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RE: 9th Air Fleet

Post by John 3rd »

Good thoughts. 
 
I lean towards having to buy them out, however, if I started them at (say 75%) that might serve the same purpose.  They would need to fillout before being a huge amount of use.
 
Wonder which would be more interesting? 
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RE: 9th Air Fleet

Post by John 3rd »

Will the editor allow for me to set them as a resticted command until a certain date?  THAT might be an idea too...
 
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RE: 9th Air Fleet

Post by ClaudeJ »

ORIGINAL: John 3rd

Will the editor allow for me to set them as a resticted command until a certain date?  THAT might be an idea too...

I'm not absolutely sure that it will work for human player though but you could use the "Restricted Temp" option (units can not move by air or sea unless the HQ is changed) in combination with a planned free HQ change by using the Port and Airfield fields together to determine when to change their HQ, as follows:

The Port value is the month the change will happen based on the beginning month in the scenario (e.g., based on January 42 equal to month 1, January 43 to month 13, and so forth).
The Airfield value is the Location number of the HQ that the unit will report to after the change occurs.


One thing about the TOE that I just learnt is that the values "220" and "221" for the field HQType are flag that says respectively this is a Japanese or Allied TOE. (from BigJ62)

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RE: Continuing...

Post by FatR »

ORIGINAL: John 3rd

FatR Questions:
1.  Can you send the devices file over to Juan when you are finished?
Yes. In fact, I can send it as soon as he PMs me his email. There ain't many device changes.
ORIGINAL: John 3rd
2.  In your aircraft work, I assume that you have changed the air groups that come in to
their correct plane (ie. the Jack Groups changing to our Interceptor)
Yes.





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RE: Costs

Post by FatR »

ORIGINAL: John 3rd

Juan and FatR:  I want to make sure we keep track of the costs for major changes.  Have you expanded anything beyond the normal amount? 
No. As mentioned above, factory points got shifted here and there, but the sum total is the same.




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RE: Costs

Post by John 3rd »

Sorry about that Stan.  Didn't reply because I was out and about with the Family Easter Egg Hunting and spending time with Grandpa (my Dad).
 
Let me hit your points:
1.  Juan--Could you send Stan your Email Address?  We'll get that file transitioned so you may have at it.
 
2.  Thanks for changing each of the Air Groups over to the appropriate aircraft.  Thought you were doing that but wanted to check and see.  Cool.
 
3.  Glad you kept the factories in the same ballpark as Stock.  Makes things easier for the narrative.
 
My Side of Things:
1.  I've decided to allow the 9th Air Fleet to be completely deployable on Dec 7th.  This being said, however, I am going to start those HQ Units at about 50% strength so they need to fill out.  This should take enough time so they are full strength in early-42 and ready-to-go.  The Base Forces and 3 Air Flotilla will be assigned to 9th Air Fleet.
 
2.  Have compiled the list for economic expansion/changes once I've got the files.
 
3.  Ditto for all BB--BC--CV--CVL--CA Upgrade changes.
 
 
Am ready to get this baby ready to go once Stan and Juan are done.  Keep up the FINE work Gents!
 
 
PS  I want to thank everyone in the Mod Notes when this is posted and going.  How do you want me to site you?  Mod Designers:  Juan, Stan, BK and myself.  How do you want to be listed?  Will add to this list as I go through the notes. 
 
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RE: Costs

Post by FatR »

I sent finished files to Juan. As a side note, like with all turrets, new twin machineguns on some Japanese bombers are represented by simply adding a second machinegun in the appropriate positions. Had no time to learn how edit the planesides into the file, though.

EDIT: Also, Jack statblocks are not deleted from the file yet. Left it for the last and forgot to do it before sending the files. However, all factories and air groups are shifted to other planes, so erasing them should be simple enough.
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RE: Costs

Post by John 3rd »

THANKS FatR!!!  Well done Sir.  Was there anything interesting or surprising within the work you did?

The file you sent me simply has what you've sent to Juan--Right?  If so, I shall simply keep it zipped while waiting for Juan to send the 'final' versions.  I'll load his onto the Scenario.  Don't want to crossover and save the wrong files when I don't need to.  Call it simple paranoia.

Juan:  Can you delete what he mentions and make sure the art is right?  As soon as you get things things done, please send them to me.  I'll load everything and then make the changes I have to do and we'll see what this whole thing looks like.

EDIT: Red Lancer---Forgot in yesterday's Posting to include you in the Credits List. Sorry about that! Stupid on my part...
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RE: Costs

Post by John 3rd »

Red Lancer just emailed me and I've asked him to shoot the plane art over to Juan so he can load it into the Mod.  Another check off the list.
 
We are making real progress and I cannot wait to get this ready to roll.
 
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