Empire - minor enhancements coming for version 1.2
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
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Empire - minor enhancements coming for version 1.2
I have just started a game of Empire as the Allies and it's quite a blast. Now I have sorted out some proper screen capture software I will be posting some updates. Hopefully some of you will be interested.
A couple of players have asked me to address the issue of dissuading the potential of the second Japanese strike on Pearl Harbour (especially if they decide to play on one day turns). This obviously is not desirable and without having to introduce a house rule I have made the following minor amendments, the most important of which is to move back some of the submarines with reliable torpedoes to Pearl Harbor which can put to sea on the second turn. If you want this version of the game please let me know and I will send it to you directly. Obviously, as we go along in the game we will find odd hopefully minor things that need fixing.
I would however remind Japanese players that the KB has deliberately been left quite light on escorts enabling the packing a maximum punch with the smallest number of detectable ships. This means they are a little bit more vulnerable than some may realise.
V1.2 CHANGES
Moved several of the S boats with reliable torpedoes back to Pearl Harbour. This is in case a Japanese player wants to engage in a game of hanging around Pearl Harbour on turn 2 or 3. Especially tempting on a one day turn system. Will encourage the KB to leave the area generally.
Removed the excess single aircraft from CA Dorsetshire, legacy from the RA 8.0.
Slightly improved the morale of American fighters at Pearl Harbour. Slightly decreased the number of damaged aircraft, slightly improved the experience of some fighter units. Again this is mainly aimed at reducing the chances of the second Japanese strike.
A couple of players have asked me to address the issue of dissuading the potential of the second Japanese strike on Pearl Harbour (especially if they decide to play on one day turns). This obviously is not desirable and without having to introduce a house rule I have made the following minor amendments, the most important of which is to move back some of the submarines with reliable torpedoes to Pearl Harbor which can put to sea on the second turn. If you want this version of the game please let me know and I will send it to you directly. Obviously, as we go along in the game we will find odd hopefully minor things that need fixing.
I would however remind Japanese players that the KB has deliberately been left quite light on escorts enabling the packing a maximum punch with the smallest number of detectable ships. This means they are a little bit more vulnerable than some may realise.
V1.2 CHANGES
Moved several of the S boats with reliable torpedoes back to Pearl Harbour. This is in case a Japanese player wants to engage in a game of hanging around Pearl Harbour on turn 2 or 3. Especially tempting on a one day turn system. Will encourage the KB to leave the area generally.
Removed the excess single aircraft from CA Dorsetshire, legacy from the RA 8.0.
Slightly improved the morale of American fighters at Pearl Harbour. Slightly decreased the number of damaged aircraft, slightly improved the experience of some fighter units. Again this is mainly aimed at reducing the chances of the second Japanese strike.
RE: Empire - minor changes following player suggestions for an up-and-coming version 1.2
May I ask, how does any of this micro-tweaking affect the way game progresses from November 1943 onward?
"I am Alfred"
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RE: Empire - minor changes following player suggestions for an up-and-coming version 1.2
Gaming of this mod is underway but the experience behind it is based on a long game of RA 8.0
This tweaking should not make any difference if the game has already started, its only to dissuade the Japan player from staying around PH. The game is based around the RA8.0 mod (have you played that?) and is quite similar probably although there are a lot of small changes under the bonnet not immediately obvious. What is obvious is there are slightly more hypothetical ships for both sides and Japan has a much bigger inventory to try and choose and build but we have tried to keep it within the realms of plausibility. I have a game of RA also running and is now in late August 1944. It's on a bit of a knife edge with both sides very strong, the allies actually lost a confrontation of carriers in early 1944, due to some poor planning and Japan got a bit lucky ( plus RA allowed one aircraft to be carrier capable which I have modified to a later one and only allowed on fleet CV. Also a dive bomber also carrying the 800 kg bomb this also has been restricted to a later version). This kind of stand-off in power was something we were trying to keep. A kind of arms race if you like.
As regards this one if you check out the notes you will see that both sides start probably a bit weaker in 41 (loads of obsolete aircraft and some old ships, they are fun to play with as well!) but the technology arrives faster. And in the case of the allies the technology really ramps up in early 1944 as do the arrivals. I would say until the end of 1942 the Japanese will have free rein but being careful not to make any " victory madness" mistakes. Malaya and the DEI are slightly better defended than in the original version and will take slightly longer. During 1943 the allies will have the chance to make some carefully planned attacks probably under the cover of LBA. Trying not to risk their growing naval assets too much.
One thing that is important is to remember that the Japanese will never be able to replace the quality of the initial elite pilots on the KB. Using these pilots will inevitably have attritional effects and the Japanese player must be most careful. In addition the quality of the aircrews on the more minor carriers is nothing to match the elite.They are also flying more obsolete less effective aircraft. This means unless the KB is committed action, on some parts of the map fighting is much more likely to be dominated by surface units.
If you want 1.2 I can send it too you but its probably not needed if you agree to one PH strike. KB is on retire orders on two days and it works smoothly.
In the play testing the first turn (in total I think around 20 times between us) I found that the carriers in PH were pretty much equally attacked as are battleships. Normally one carrier is sunk and two our moderately/badly damaged for your information. One or two BB are usually sunk. In the game I have just started the Enterprise was sunk. Lex(90days)and Sara ( 250??) and two of the old BB were sunk and many badly damaged. It would be reasonable to assume that America would have made very substantial efforts to refloat a sunk CV, so I think it's fair not to expect much more than this. Also he attacked the airfield's because of the damage it can do and the lack of availability of modern aircraft in the early part of the campaign for the allies as well as Japan. The allies had 379 aircraft destroyed around 320 of these were destroyed on the ground. Losses to the Japanese was 80.
I hope this helps.
This tweaking should not make any difference if the game has already started, its only to dissuade the Japan player from staying around PH. The game is based around the RA8.0 mod (have you played that?) and is quite similar probably although there are a lot of small changes under the bonnet not immediately obvious. What is obvious is there are slightly more hypothetical ships for both sides and Japan has a much bigger inventory to try and choose and build but we have tried to keep it within the realms of plausibility. I have a game of RA also running and is now in late August 1944. It's on a bit of a knife edge with both sides very strong, the allies actually lost a confrontation of carriers in early 1944, due to some poor planning and Japan got a bit lucky ( plus RA allowed one aircraft to be carrier capable which I have modified to a later one and only allowed on fleet CV. Also a dive bomber also carrying the 800 kg bomb this also has been restricted to a later version). This kind of stand-off in power was something we were trying to keep. A kind of arms race if you like.
As regards this one if you check out the notes you will see that both sides start probably a bit weaker in 41 (loads of obsolete aircraft and some old ships, they are fun to play with as well!) but the technology arrives faster. And in the case of the allies the technology really ramps up in early 1944 as do the arrivals. I would say until the end of 1942 the Japanese will have free rein but being careful not to make any " victory madness" mistakes. Malaya and the DEI are slightly better defended than in the original version and will take slightly longer. During 1943 the allies will have the chance to make some carefully planned attacks probably under the cover of LBA. Trying not to risk their growing naval assets too much.
One thing that is important is to remember that the Japanese will never be able to replace the quality of the initial elite pilots on the KB. Using these pilots will inevitably have attritional effects and the Japanese player must be most careful. In addition the quality of the aircrews on the more minor carriers is nothing to match the elite.They are also flying more obsolete less effective aircraft. This means unless the KB is committed action, on some parts of the map fighting is much more likely to be dominated by surface units.
If you want 1.2 I can send it too you but its probably not needed if you agree to one PH strike. KB is on retire orders on two days and it works smoothly.
In the play testing the first turn (in total I think around 20 times between us) I found that the carriers in PH were pretty much equally attacked as are battleships. Normally one carrier is sunk and two our moderately/badly damaged for your information. One or two BB are usually sunk. In the game I have just started the Enterprise was sunk. Lex(90days)and Sara ( 250??) and two of the old BB were sunk and many badly damaged. It would be reasonable to assume that America would have made very substantial efforts to refloat a sunk CV, so I think it's fair not to expect much more than this. Also he attacked the airfield's because of the damage it can do and the lack of availability of modern aircraft in the early part of the campaign for the allies as well as Japan. The allies had 379 aircraft destroyed around 320 of these were destroyed on the ground. Losses to the Japanese was 80.
I hope this helps.
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RE: Empire - minor changes following player suggestions for an up-and-coming version 1.2
This belongs in the Mod sub-forum.
RE: Empire - minor changes following player suggestions for an up-and-coming version 1.2
Thank you for your kind offer, but as an AI only player (and using the ironman scenario) this one is not my cup of tea. I am more interested in the later war period (and the proper application of brute force).
"I am Alfred"
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RE: Empire - minor changes following player suggestions for an up-and-coming version 1.2
That's okay I quite understand. In terms of brute force I would say that four Midway class carriers, plus the Montana class battleships on the Allied side with the improved in Yamato and potential for two more large fleet class CVs on the Japanese sides makes for a lot of force on both sides. As I said the technology is fast advance in this mode.
However you are quite right there is no AI for this game. Thanks for taking an interest anyway.
However you are quite right there is no AI for this game. Thanks for taking an interest anyway.
RE: Empire - minor changes following player suggestions for an up-and-coming version 1.2
Cavalry--could you please send me your most updated files? I'll get that new page built on the RA--BTS Site and get it Posted!

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
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RE: Empire - minor changes following player suggestions for an up-and-coming version 1.2
John,
Sorry only just seen this.
Will do soonest thanks, I was just awaiting some news from the Japanese side in case he has anything that needs a tinker. We are now on turn 4 and all going well.
Sorry only just seen this.
Will do soonest thanks, I was just awaiting some news from the Japanese side in case he has anything that needs a tinker. We are now on turn 4 and all going well.
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RE: Empire - minor changes following player suggestions for an up-and-coming version 1.2
John,
Still awaiting some opinions from Japan side then 1.2 should be ready,actaully I am really pleased as all the changes and fixes are minor.
M
Still awaiting some opinions from Japan side then 1.2 should be ready,actaully I am really pleased as all the changes and fixes are minor.
M
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RE: Empire - minor changes following player suggestions for an up-and-coming version 1.2
I just wanted to let you all know that for those that are interested 1.2 version of this mod will be available shortly. This should be the final version. I would advise anyone interested to start playing to wait until we issue this variant. However if you really want to play 1.1 then that's fine. This new version will be scenario #43.
The main reason for the delay actually is that I wanted to do some actual proper play testing head to head with another player just getting over the first few months of the war which are critical.
There has been quite a lot of Chrome added and some interesting new and quirky ships. Mainly these fall into the obsolete category and it will be very interesting to see how players can use these obsolete ships and equipment in the early part of the war when everybody needs to adjust.
In addition we have slightly improved the allied defences to make it just a little bit more of a challenge for the Japanese in the first couple of months.
I really hope that you enjoy as I have spent far too much time on it. Luckily the lockdown has made this opportunity.
The main reason for the delay actually is that I wanted to do some actual proper play testing head to head with another player just getting over the first few months of the war which are critical.
There has been quite a lot of Chrome added and some interesting new and quirky ships. Mainly these fall into the obsolete category and it will be very interesting to see how players can use these obsolete ships and equipment in the early part of the war when everybody needs to adjust.
In addition we have slightly improved the allied defences to make it just a little bit more of a challenge for the Japanese in the first couple of months.
I really hope that you enjoy as I have spent far too much time on it. Luckily the lockdown has made this opportunity.
RE: Empire - minor changes following player suggestions for an up-and-coming version 1.2
Any release update[:D]
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RE: Empire - minor changes following player suggestions for an up-and-coming version 1.2
Jakla, Thanks for the chaser - its pretty close have been doing a lot of playtesting - You will find the mod should be very challenging for both sides, tons of chrome as well. you will need to fight with the worst and the best.
I am just trying to get together a few last bits of art mainly plus do just a bit more play testing we want scn 43 to not need ANY important patch.
I am just trying to get together a few last bits of art mainly plus do just a bit more play testing we want scn 43 to not need ANY important patch.
RE: Empire - minor changes following player suggestions for an up-and-coming version 1.2
So you're adding the British submarines M1 & M2, any plans on M3 that was converted to a mine layer? I can only imagine basing M3 in Columbo or Calcutta and laying a 100 total minefield around Rangoon, Singapore, or Dutch IE in one sortie. [:D] Also any plans on adding the French submarine Surcouf? [:)]
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RE: Empire - minor changes following player suggestions for an up-and-coming version 1.2
The Surcouf starts the game in Singapore in refit. M3 Minelayer yes...


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RE: Empire - minor changes following player suggestions for an up-and-coming version 1.2
The M class were borderline to add but they may offer some interesting moments, M3 does not arrive at the start - she is being taken from mothballing?? They are slow, short ranged and have v poor diving depth. May not be as much fun as you think .... now for being a bad boy and asking would you have the art without the gun?? LOL LOL



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RE: Empire - minor changes following player suggestions for an up-and-coming version 1.2
Nice to hear you have them both in game! As for art you might have already looked, but there might be art for the M3 in War Plan Orange. Can't remember for sure, and yes the art wont be as good as WiTP:AE, but hey it's a start maybe [:'(]
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RE: Empire - minor changes following player suggestions for an up-and-coming version 1.2
Thanks - yes maybe it WPO but I do not have it. I need one without the gun but its a trivial - I can hardly see it anyway without good glasses...
What do you think of the stats? Its a very odd submarine kind of half sub half ship, the div depth is poor, hence the poor toughness. Do you think on the ML version they would have retained the 3 inch gun?? trivial but its best to have it as reaslistic as possible.
What do you think of the stats? Its a very odd submarine kind of half sub half ship, the div depth is poor, hence the poor toughness. Do you think on the ML version they would have retained the 3 inch gun?? trivial but its best to have it as reaslistic as possible.
RE: Empire - minor changes following player suggestions for an up-and-coming version 1.2
The Surcouf starts the game in Singapore in refit.
On the 24th of Dec 1941 the SURCOUF (and couple of other ships) took over the Vichy French possessions of St Pierre and Micquelon (in the Atlantic) causing something of diplomatic incident between Vichy France and the U.S. You wouldn't want to deny the Secretary of State his indigestion would you?
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RE: Empire - minor changes following player suggestions for an up-and-coming version 1.2
Alas yes
remember this is a hypothetical mod...In this game the French have been pushed by the British in particular to defend their assets and British assets in the Pacific. Perhaps on the basis that the British offer to help them re occupy Indo China afterward... something like that.

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RE: Empire - minor changes following player suggestions for an up-and-coming version 1.2
Now on final checks and play testing some of the revised weapons - all looking good . Two guys have it now for final looking over and any last amendments.
I am expecting to have it for download end of next week.
I am expecting to have it for download end of next week.