Reluctant Admiral 4.1

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Kitakami
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RE: Reluctant Admiral 4.5

Post by Kitakami »

Thanks for the reply! Not that I can't cover that garrison (if and when I conquer the city, that is). It just felt inordinately high. But if it is correct, I will need to adapt :)

On a totally different train of thought, the supply situation is a killer! I started turn 1 at -30K/day!!! I am much better now, but still in the red. I was used to be very careful with HI, but now that I have that down pat, you come wth another beast to haunt me. WAY TO GO!!! :D
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John 3rd
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RE: Reluctant Admiral 4.5

Post by John 3rd »

I've had issues with supply and fuel. This was the whole point of RA. You get some stuff front-loaded but your economy is headed down the tubes unless you grab stuff FAST!
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Kitakami
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RE: Reluctant Admiral 4.5

Post by Kitakami »

Fuel is not THAT bad... precisely because once you grab a few of the refineries (and the big enemy ports), things get much better.
Supply, on the other hand, is a problem especially with regards to industrial expansion (engines, airframes, vehicles, and at least one repair shipyard all need supply). I would really appreciate your thoughts on these in a PM if you have the time and the inclination to share them :)
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FatR
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RE: Reluctant Admiral 4.5

Post by FatR »

I barely stabilized supply around 2300 thousands for 1943, by grabbing nearly all of China (no repairs to any captured LI). But by 1944 this doesn't seem enough, because air warfare becomes more intense, and I'm taking large ground losses. I was forced to stop all non-vital base construction (I strongly advise to avoid needless fort building) and now I'm abstaining from replenishment of low-quality infantry formations. Getting supply to frontlines when you work on an insufficient budget is also a problem I can't just drop 15-20k at every isolated base and call it a day. Quality of my aircraft park and pilot pool is beyond wildest dreams of RL Japanese, but I have problems keeping them in the air...
The Reluctant Admiral mod team.

Take a look at the latest released version of the Reluctant Admiral mod:
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Kitakami
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RE: Reluctant Admiral 4.5

Post by Kitakami »

Thanks! That gives me a benchmark. I had already decided not to repair any LI, and to build up the HI in places where I conquer resources and oil (Java? Singapore?) as to alleviate transport strain.
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Dan Nichols
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RE: Reluctant Admiral 4.5

Post by Dan Nichols »

John 3rd, the write up for your mod on the babes site says that the Allies should have almost 10 CVE conversions. I can only find 5 of them. I see 3 Tangier AVs and 2 Kittyhawk AKVs. That is all. What am I missing?
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RE: Reluctant Admiral 4.5

Post by John 3rd »

One of the Fleet Oiler Classes (AOs) are allowed to convert.
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Dan Nichols
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RE: Reluctant Admiral 4.5

Post by Dan Nichols »

I think you might want to look at it again. In the editor it shows a bind of 1000 that lets CVE Sangamon* convert to AO Neosho*. But I can't see any CVE Sangamon* appearing. There are some AO Neosho* ships that appear in the game, and the ones that have arrived do not have any conversions listed.
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RE: Reluctant Admiral 4.5

Post by Dan Nichols »

ORIGINAL: Dan Nichols

I think you might want to look at it again. In the editor it shows a bind of 1000 that lets CVE Sangamon* convert to AO Neosho*. But I can't see any CVE Sangamon* appearing. There are some AO Neosho* ships that appear in the game, and the ones that have arrived do not have any conversions listed.

John, did you get a chance to look at this?
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RE: Reluctant Admiral 4.5

Post by John 3rd »

I haven't had a chance Dan. Sorry about that. Will do so right now and get back with a note.
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4.6

Post by John 3rd »

OK. Just looked. You are correct with the error.

The following AOs SHOULD be allowed to convert to CVE Sangamon Class: Neosho, Sabine, Kaskaskia, Cimarron, Platte, and Guadalupe.

Looks like we started the work and simply did not finish it. FRUSTRATING. We will correct this with 5.0. have decided to jump from 4.6 to 5.0 due to having (hopefully) nearly all the early war issues resolved. We need more feedback from RA Campaigns moving into mid-to-late war time periods. As people move into mid-43 and later, PLEASE let us know what problems/issues you might be seeing.

Am taking my family out camping and fishing Fri Night and back Mon night. Will work on the 5.0 release at that point. It should not be too difficult. Probably need just 4-6 hours to get everything done and tested.

Sorry for taking so long on this guys!
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FatR
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RE: Reluctant Admiral 4.5

Post by FatR »

ORIGINAL: Dan Nichols

ORIGINAL: FatR
ORIGINAL: Dan Nichols
OK, thanks John. After reading Garys threat and playing you mod, I thought I might be interested in making a mod that had no basis in history or reality, but was simply a good game mod.

Two big problems:

(1)The farther we are from reality, the harder it is to keep things balanced and maintain verissimilitude.

(2)Art issues. Currently we must rely on people kindly providing us help whenever we introduce new ships or planes.

2 is not a problem, I don't expect to use any new artwork. 1 is always a problem and I hope to get things right.

Also, forgot to say - I think JuanG's mods already cover fantasy-boosted Pacific War pretty well. If we manage to return to seriously working on modding (I hope - but my best intentions are getting repeatedly smashed by unpredictable work schedule, well, at least at this rate I'll soon have enough monies to collect every English book on Japanese side of Pacific War that is worth collecting and can be reasonably obtained through Internet shopping), I think getting Perfect War off the ground is the best we can do, never mentioning that abandoning it will be a very bad tone towards all the people who already done large parts of work on that mod.

If that is ever finished... well completely alternative scenarious of WW II (if the engine even allows to write different coalitions...) likely will be only remaining venue by that point).

The Reluctant Admiral mod team.

Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/
FatR
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RE: 4.6

Post by FatR »

ORIGINAL: John 3rd

OK. Just looked. You are correct with the error.

The following AOs SHOULD be allowed to convert to CVE Sangamon Class: Neosho, Sabine, Kaskaskia, Cimarron, Platte, and Guadalupe.

Looks like we started the work and simply did not finish it. FRUSTRATING. We will correct this with 5.0. have decided to jump from 4.6 to 5.0 due to having (hopefully) nearly all the early war issues resolved. We need more feedback from RA Campaigns moving into mid-to-late war time periods. As people move into mid-43 and later, PLEASE let us know what problems/issues you might be seeing.

Am taking my family out camping and fishing Fri Night and back Mon night. Will work on the 5.0 release at that point. It should not be too difficult. Probably need just 4-6 hours to get everything done and tested.

Sorry for taking so long on this guys!
Don't forget to fix the issues with aircrafr engines' time of availaibility. Or I can check that before posting flies.
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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Dan Nichols
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RE: 4.6

Post by Dan Nichols »

OK John, just wanted to make sure I wasn't missing something. I will have to do without them. I'll post anything I think is an error when I see it.
I think that the two obligations you have are to be good at what you do and then to pass on your knowledge to a younger person
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Kitakami
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RE: 4.6

Post by Kitakami »

Gentlemen,

CA Maya begins the game as class 1128, and can convert to class 1129 on 4 '42... but that is it?!?!?!
Classes 1130-1132 are defined, but nothing points to classes 1130 or 1131, and there are no conversion bindings to them either.

Would you mind checking that?

Thanks!
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Chernobyl
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RE: 4.6

Post by Chernobyl »

So I am checking out version 4.6

First problem was that when I followed the install procedure it didn't work. There was no scenario listed in game. So I had to go to WITPAE->SCEN->RA4.6 folder and take those .dat files and move them to the SCEN folder with all the other scenarios. Not sure why doesn't unzip that way to begin with but now upon reloading the game the scenario is available.

Second thing I noticed is that american AA values on their ships are WAY higher. Prince of Wales for instance starts with a AAA value over 2000 when in the standard scenario it is 1084. Japanese ships seem to have the same AA value. What's up with this massive boost to alled AA? Huge hidden changes like that make me not want to play this mod.
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John 3rd
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RE: 4.6

Post by John 3rd »

Hey Sir.

Let us know if you continue having issues getting it installed. The process can be fairly daunting if you haven't done it before.

The AA questions sits along a Da Babes improvement line. The Team that developed Da Babes made a bunch of AA changes and RA is based off of their good and hard work.
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RE: 4.6

Post by Cavalry Corp »

john,

Will any update work with games in progress?

Small not when a damaged Akisuki come out of shipyard in March 42 - it comes back having done the early 43 upgrade including radar - nice but maybe not intended?

Also Junyo arrives with radar early 42 is that intended?
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RE: 4.6

Post by Cavalry Corp »

Can I also ask about the missing plane art zero 3b and Rita etc??
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John 3rd
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RE: 4.6

Post by John 3rd »

Yes: Junyo comes in with the early radar. We premised an earlier arrival of radar for the Japanese CVs being constructed for 1942 and then added as an upgrade with existing CVs.

Can you tell me the exact DD you mention. It ARRIVES with the upgrade already done? Need some clarification on that.

Not sure about the art. Thought that that was fixed. FatR: Didn't we get that handled?

Most of what we're doing is attaching artwork or simply database updates so it SHOULD be safe to update an existing game. The players have to hit the yes/accept data changes prompt when it appears.
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