Playtesting RA 6.0

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John 3rd
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6.6 Release

Post by John 3rd »

OK. Got the work done. Files are uploaded to the RA Site.

Changes:
1. All guns 6" and higher are brought fully into Babes standard.
2. FIXED some Design issues with Ship Classes (as detailed earlier).
3. Moved the French around A BUNCH!

It seemed to me with how the French were initially placed that many of them served as nothing but extra targets for the Japanese advance. With Michael's help we moved shipping around and placed a lot of ships at Balboa, some at Tahiti, and a few to Mombasa.

The French Naval Squadron now begins at Balboa where it can be sent to Tahiti and arrive without issue. This makes it less of a sacrificial lamb while at the same time handling complaints from some of the Japanese players about a huge increase in warships in the South Pacific. There ARE lots of ships in the South Pacific but we've chosen to move the surface ships while leaving the AS and 5 French SS.

Moved the Free French HQ down to a Corps style HQ and it is now Tahiti. Tahiti gets a bump of the Port going to Sz-2 and we've added some fuel and supply. This place can now rapidly become a major base in the South Pacific. The tools are provided for your use gentlemen.

All existing games can have this change made without causing issues.

THANKS go to Juan and Michael for their help! [:D]
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DOCUP
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RE: 6.6 Release

Post by DOCUP »

Sounds pretty good guys.  Nice pic J3. What ship is it?
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John 3rd
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RE: 6.6 Release

Post by John 3rd »

Thanks Sir, I downloaded it from the General Forum's recent PAINTINGS by Skyros Thread. It is Nagato! NICE Picture...

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btd64
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RE: 6.6 Release

Post by btd64 »

Just unzip over existing game? I am at feb 42 and have deployed the french already. will that change?
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1EyedJacks
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RE: 6.6 Release

Post by 1EyedJacks »

ORIGINAL: John 3rd

Thanks Sir, I downloaded it from the General Forum's recent PAINTINGS by Skyros Thread. It is Nagato! NICE Picture...


Totally awesome. Gotta play with the toyz!
TTFN,

Mike
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John 3rd
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RE: 6.6 Release

Post by John 3rd »

I LOVE the artwork. Picked three different paintings to rotate my avatar with over the next few months.
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btd64
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RE: 6.6 Release

Post by btd64 »

John, Please see post 524 above. Also, would it be possible to merge RA with IronBabes (30c). I really like your Extras, and the aggressiveness of Ironbabes. The two would be GREAT.[:)]
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thinman
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RE: 6.6 Release

Post by thinman »

Hi John,

the french shiparts

830 "CM Pluton"
831 "DD LeFier"
832 "AS Jules Verne"
833 "BC Dunkerque"

are still missing.

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John 3rd
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RE: 6.6 Release

Post by John 3rd »

ORIGINAL: General Patton

Just unzip over existing game? I am at feb 42 and have deployed the french already. will that change?
Cheers

Just replace the files. Your EXISTING game will not change.
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John 3rd
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RE: 6.6 Release

Post by John 3rd »

ORIGINAL: thinman

Hi John,

the french shiparts

830 "CM Pluton"
831 "DD LeFier"
832 "AS Jules Verne"
833 "BC Dunkerque"

are still missing.

Cheers

Grrrrr...checking...
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btd64
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RE: 6.6 Release

Post by btd64 »

Grrrrrrrrrrrrrrrrrrrrr, Thanks John.[:D][:D][:D]
These things happen[:)]
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BigBadWolf
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RE: 6.6 Release

Post by BigBadWolf »

John, can you take a look at Toho xAk class? Either I'm missing something or it is impossible to convert cargo to troop capacity.
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BigBadWolf
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RE: 6.6 Release

Post by BigBadWolf »

I think I got it.
works with any Japanese xAK or AK with 3000 tons or more of bulk cargo capacity.

Toho now has 2626 capacity, hence no -t conversion. Which is a bit of a bother for Japanese players, because the only 14kn class that can be converted to troop carriers is Husimi and you only get 25 of them. Perhaps Toho can be increased to 3001 in the next edition?
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John 3rd
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RE: 6.6 Release

Post by John 3rd »

The reduction across the board on shipping is TOUGH! I do not have enough to take the entire world now and I don't like it. Just have to settle for HALF the world.

Seriously though...BBW it does take some serious getting used to in using the merchies for supply--resources--transport work. Takes some real planning. Thankfully your opponent is my Economics Minister and he helps when I get a wee bit carried away in this area.
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btd64
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RE: 6.6 Release

Post by btd64 »

John, Small issue with what I thought was a static base force unit. See picture. There are no Engineer units in this unit. I thought there was.
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Port Huene..ase unit.jpg
Port Huene..ase unit.jpg (249.29 KiB) Viewed 304 times
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Symon
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RE: 6.6 Release

Post by Symon »

ORIGINAL: General Patton
John, Small issue with what I thought was a static base force unit. See picture. There are no Engineer units in this unit. I thought there was.
Cheers
Port Hueneme is designed as the training base for the Seabees in Babes. I believe John has kept that paradigm in RA. Soon, you will have more engineer units at Port Hueneme than you will know what to do with.

You ever been to Port Hueneme? Even today I think you might possibly be able to sqeeze 4 or 5 VC2 alongside Port Road, but there still ain't no cranes, and no tracks, and not much for roads, and Channel Islands Harbor was a looong way into the future.

Ciao. JWE
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btd64
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RE: 6.6 Release

Post by btd64 »

John, Sorry to put this, but you need to know. The art is also missing for BC Strasbourg and DD L'agile. Along with the ones indicated in post 528 above. All french. Also, I know the Port Hueneme is a training base for See Bee's, but there use to be a static unit with engineers in it. not a big deal but was just wondering about that. Also, please read post 527. Thanks for your hard work.[&o][&o][&o]
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John 3rd
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RE: 6.6 Release

Post by John 3rd »

I'll et it fixed when I get a chance.
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btd64
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RE: 6.6 Release

Post by btd64 »

John, Take your time. works fine[:)]
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ny59giants
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RE: 6.6 Release

Post by ny59giants »

833 "BC Dunkerque"

This ship art is STILL MIA!!! [X(] [:(]

I just got the two BCs at Panama and no ART. Get on it!
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