Reluctant Admiral 3.0

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FatR
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RE: Reluctant Admiral 3.0

Post by FatR »

"Perfect War" mod[:)]? Allies should get a lot more love there as well, of course, if not if terms of reworking naval building programs and aircraft types, then production (aircraft numbers and ship dates of arrival + ships that were cancelled after the war's end, and most likely expansions for certain types). And initial preparation I think, if you are not opposed to the idea of a mod where Allies are practically expected to make a serious attempt of stopping the initial SRA offensive entirely, something that, IMO, is only viable in the stock and practically all of the mods so far if the Japanese player makes severe mistakes.
The Reluctant Admiral mod team.

Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/
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ny59giants
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RE: Reluctant Admiral 3.0

Post by ny59giants »

You could use Port Stanley as a possible production base for Allied airframes. Put enough static devices there that it requires significant use of AKs to bring supplies there to keep some factories producing.

Most of the USA HI and LI should be damaged in the beginning and require most of the initial supply to be used to repair it. Their production should ramp up and not start with all that supply.
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SuluSea
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RE: Reluctant Admiral 3.0

Post by SuluSea »

ORIGINAL: ny59giants



Most of the USA HI and LI should be damaged in the beginning and require most of the initial supply to be used to repair it. Their production should ramp up and not start with all that supply.
Good idea Micheal, there is just too much supply in the U.S. at the wars start and early months and plenty of tonnage to move it, the allied player will never have to worry about an operation shoestring when it comes to supply. Damaged industry could reflect production converting from peace time to wartime industry.
"There’s no such thing as a bitter person who keeps the bitterness to himself.” ~ Erwin Lutzer
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John 3rd
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RE: Reluctant Admiral 3.0

Post by John 3rd »

New Thread Opened under the tentative title of "The Perfect War."

Let us please use this Thread for feedback and issues regarding RA.

With this in mind, FatR wrote me last night saying that he thought the engineers and vehicles were too high for the Japanese side. Since Bill and I have been racing through our turns this is something I had not noticed. It appears that Stanislav is correct in what he has seen.

The background to this rests in RA where Yamamoto correctely foresees the need (from his direct writings) for more engineers and vehicles. We then bumped the numbers of these devices for any form of IJN Base Force, Engineering unit, and HQ units. Once we started on 3.0 we decided to reduce this area to the standards of Da Babes (thank you JWE) and then ADD slightly to it reflecting what we had done earlier.

It is FatR's concern that some of these units may not have been reduced before having the addition made. I hope to spend time today and/or tomorrow going through my notes (got to find them) and comparing them to what is in the database now. If wrong then they shall be corrected and an updated version will be put out.
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FatR
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RE: Reluctant Admiral 3.0

Post by FatR »

If JWE considers us serious modders (I hope so!) and I understood his words correctly, we'll need an update anyway, to accomodate the new DP guns wizardry. So, stay tuned.
The Reluctant Admiral mod team.

Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/
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John 3rd
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RE: Reluctant Admiral 3.0

Post by John 3rd »

Nice...
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SoliInvictus202
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RE: Reluctant Admiral 3.0

Post by SoliInvictus202 »

I'd have two questions:

1) having had a look in Tracker at the Japanese Air Groups - I checked out the A6M4-J and A6M4 Zero models and Tracker didn't show me a picture - is that to be expected? (I attached a screenshot of it)

2) you're talking about some changes (I am no serious modder so I'm not sure if I understand correctly [:)]) - will you incorporate these changes in the RA-Mod 3.0 or is this something for the new mod... - it's just that I might be starting a PBEM with the mod sometime soon (we're talking weeks or maybe months here) - and I'd wait for such a change if you still make those changes to the RA Mod....

thanks for your answer guys, much appreciated!

EDIT: forgot to attach the file

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John 3rd
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RE: Reluctant Admiral 3.0

Post by John 3rd »

RA will not change! The 3.0 is the final serious rework of the Mod. We are looking for things we've missed--such as the art for Kawachi--or screwed up--the Engineers it appears in some IJN units. These are simple changes that can be incorporated in new campaigns.

The 'Perfect War' Mod on the other thread is something totally new.
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parman72
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RE: Reluctant Admiral 3.0

Post by parman72 »

To Gary Childress. Your PM box is full. I have trying to request the Alt_Naval information.
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John 3rd
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RE: Reluctant Admiral 3.0

Post by John 3rd »

Parman: Did you need any help from the RA Team?
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parman72
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RE: Reluctant Admiral 3.0

Post by parman72 »

No, I was trying to contact Gary, but thanks for the Kawachi
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Lecivius
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RE: Reluctant Admiral 3.0

Post by Lecivius »

FWIW, I'm seeing my Allied TT's work much better in beta.  Not perfect by any stretch, but 1 in 8 or so do go off, which is a LOT more than happened before.
 
Not sure if any changes were made, I'm just making an observation.
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John 3rd
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RE: Reluctant Admiral 3.0

Post by John 3rd »

They sure APPEAR to be working better in my game with Bill. I dread ANY SS popping and attacking right now...
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FatR
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RE: Reluctant Admiral 3.0

Post by FatR »

I took a break from brainstorming the new mod to properly reduce engineers in Scen 70 and introduce double firing modes for weapons. AA or gun ratings for various ships might change as a result of this changes, and AA ratings certainly will become even less accurate in representing the real flak potential. I can post a CSV file containing full device stats if anyone interested.

The version 3.3 is available through this link:

http://www.box.net/shared/9y45vr46mh474ztetud0

Changes in TOEs and device statblocks can cause bugs when upgrading ongoing games.

John, please put the link in the first post, so that people won't load unfixed versions by an accident.
The Reluctant Admiral mod team.

Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/
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John 3rd
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RE: Reluctant Admiral 3.0

Post by John 3rd »

I wish I could load it into my game will Bill but who knows what might happen. Thanks for getting that done.
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FatR
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RE: Reluctant Admiral 3.0

Post by FatR »

So, please copy-paste the link from my post above to the beginning of the thread to avoid people loading the old version and getting in the same situation. I cannot edit your posts, after all.
The Reluctant Admiral mod team.

Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/
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John 3rd
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RE: Reluctant Admiral 3.0

Post by John 3rd »

Done
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fcharton
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RE: Reluctant Admiral 3.0

Post by fcharton »

Hi,

I have installed the 3.3 mod, and a brief look at China shows a very beefed up KMT. Lots of chinese corps are 500+ AV, total KMT AV at game start are 44 000 (vs 20 000 in stock). On the other hand, Chinese supply and industry at game start is the same as in stock. This suggests supply situation will be very bad very fast...

Is this intended, or is there something I didn't do right while loading the game? (asking that because I did not see any mention of this change in the scenario description)

Thanks in advance
Francois
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John 3rd
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RE: Reluctant Admiral 3.0

Post by John 3rd »

That is not correct. The Chinese SHOULD be at their normal level. Several Japanese and Chinese LCU had their experience adjusted reflecting recent fighting but their AV has not been touched. Could you please Post a screenshot? FatR may need to check this out.
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fcharton
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RE: Reluctant Admiral 3.0

Post by fcharton »

Hi John,

Here's the 81st Corps, that begins the game one hex west of Paotow. IN stock, they are 21/30% or TOE, here they are 70/100. My feeling is that the problem is linked to TOE% being maxed (for some units, apparently)

Francois

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