Super-heavy units?

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Alcibiades73
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RE: Super-heavy units?

Post by Alcibiades73 »

ORIGINAL: Bo Rearguard


Maybe so, but from everything I've read both Yamato and her sister come across almost as a liability. Apparently, they drank so much fuel (each had 6,300 ton tanks) that operating them at sea strained the IJN's resources and limited their use. If there was a super battleship category in the game I think Japan should have to pay MPPs just to move these behemoths.

Actually, they weren't completely useless. They often acted as a floating fuel reserve in place of actual tankers. They were even used to ferry troops. Probably not the vaunted purpose the designers and admirals intended though.

The issue isn't really whether Yamato was cost-efficient or a "liability," to use your word. I grant all that. In fact, from the perspective of cost efficiency, a lot of other celebrated weapon platforms should be considered so as well. For instance, Hitler may have been better off funneling funds from Tiger IIs (which were difficult to maintain and very costly) to Panthers. Heck, did any battleship "pay for itself" - to use tactical combat games parlance - during WWII? But my only point is that the Yamato's power is not properly reflected, if the game just gives it 2 extra veterancy - which can soon be equaled by any other battleship (even of the 1910s vintage!).
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RE: Super-heavy units?

Post by Hubert Cater »

ORIGINAL: Alcibiades73

But two emphatic points.

Thanks for pointing out that thread and I'll amend it accordingly. If you have any other threads or concerns please let me know and I can adjust them as needed. Feel free to send me a private message if that is better for you.

Generally, if you have any concerns please use the Matrix Support option to open up a support ticket and raise your concerns there, or send either Bill or I a private message and we will do our best to address them.

If you have a question about the game, please continue to feel free to ask us or other forum members.

That being said, we'd just like to re-iterate, our games don't have a political agenda, all we want to do is recreate historical situations and provide players with the opportunity to see if they can do as well, or better, as their historical counterparts.

Learning history and having fun in the process.






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Elessar2
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RE: Super-heavy units?

Post by Elessar2 »

The dreadnought slot is open for the superbattleships, and even in the vanilla editor's default stats come with better stats (+1 across the board for naval attack/ defense) than the regular BB's do. As said above it's problematic to simply give the Yamato's 2 bars of experience, since they will vanish when it has to repair major battle damage.
Alcibiades73
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RE: Super-heavy units?

Post by Alcibiades73 »

ORIGINAL: Hubert Cater


Thanks for pointing out that thread and I'll amend it accordingly. If you have any other threads or concerns please let me know and I can adjust them as needed. Feel free to send me a private message if that is better for you.

Generally, if you have any concerns please use the Matrix Support option to open up a support ticket and raise your concerns there, or send either Bill or I a private message and we will do our best to address them.


Thanks for your understanding. But I am skeptical that prior threads where such racial slurs are hurled so liberally can be cleaned up at this point, given how much of the stuff is out there. AS I said, the poster I've referenced alone seems to have used either "Japs" or "Nips" on every thread in which he participated and in which Japan has come up as a topic - and he is one of the most prolific posters here. Indeed, I can confidently say that there are - without exaggeration - dozens of "Japs" or "Nips" littered by him alone; and I wouldn't be surprised if there are not literally hundreds of instances from him alone. Again, it's incredible that none of you noticed this.

I did notice another thread where such racial slur was on the thread title, but it seems to be no longer there (perhaps you or the author amended it). I do think a clearer dev statement that this is not unacceptable - especially to the most frequent perpetrators - will go a long way to prevent this problem.

And yes, I will bring it up in a more formal fashion if the behavior persists without some moderation.
Alcibiades73
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RE: Super-heavy units?

Post by Alcibiades73 »

ORIGINAL: Elessar2

The dreadnought slot is open for the superbattleships, and even in the vanilla editor's default stats come with better stats (+1 across the board for naval attack/ defense) than the regular BB's do. As said above it's problematic to simply give the Yamato's 2 bars of experience, since they will vanish when it has to repair major battle damage.

Thank you very much for this info; I will accordingly transfer Yamato and Musashi from the battleship class to the dreadnought class. I assume these two battleships are already ordered when the game starts? Also, is their an event to transform Shinano to a carrier or battleship in this game?

Edit 1: I changed both Yamato and Musashi to dreadnoughts - as well as the 5 US Montana class battleships and the 4 speculative German H-class battleships.

Edit 2: It looks like the Shinano event is indeed in the game.
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Elessar2
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RE: Super-heavy units?

Post by Elessar2 »

Here ya go on my Shinano scripts (dreadnought vs. fleet carrier):

NOTE! The condition positions are for my Pacific map, not vanilla. Just change the Tokyo hex position back to vanilla's in the first script, should be good to go.

decision file:

;
; Deploying the Shinano
{
#NAME= DE 803 - Japan: Building The Shinano (AI - 100% Yes)
#POPUP=
#MESSAGE= <<TAG_303>>
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 0
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 0[0]
#COUNTRY_ID= 60
#TRIGGER= 100
#DISPLAY_ORDER= 1
;Set decision value
#DECISION= 803
#MPP_UPDOWN= 0
#MPP_TURNS= 0
#MPP_TEXT=
#NOTES= <<TAG_334>>
#NOTES_POSITION=
;Set AI acceptance % (AI will accept 25% of the time)
#AI_RESPONSE= 25
#AI_RESPONSE_POPUP=
#DATE= 1942/06/30
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 228,221,198
;Set Alignment Position (Tokyo):
#ALIGNMENT_POSITION= 123,53 [1]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
;1st Line - Japan politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 60 [1] [100] [0]
;Dummy condition position (always satisfied)
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
}

unit file:

{
#NAME= DE 803 - Shinano Dreadnought Prepares For Battle
#POPUP= <<TAG_81>>
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 803[1]
#COUNTRY_ID= 60
#TRIGGER= 100
#PRIVATE= 0
#DISPLAY_TURN= 0
#FULL_RESEARCH= 0
#DESTINATION_RESOURCE= 122,54
#DATE= 1941/12/07
#FAILSAFE_DATE= 1944/01/15
; Japan politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 60 [1] [100] [0]
; Dummy condition position (never satisfied)
#CONDITION_POSITION= 0,0 [0,0] [1,1] [0] [0]
#UNIT= 35 [10] [0] [Shinano]
}

{
#NAME= DE 803 - Shinano Carrier Prepares For Battle
#POPUP= <<TAG_82>>
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 803[0]
#COUNTRY_ID= 60
#TRIGGER= 100
#PRIVATE= 0
#DISPLAY_TURN= 0
#FULL_RESEARCH= 0
#DESTINATION_RESOURCE= 122,54
#DATE= 1941/12/07
#FAILSAFE_DATE= 1944/11/19
; Japan politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 60 [1] [100] [0]
; Dummy condition position (never satisfied)
#CONDITION_POSITION= 0,0 [0,0] [1,1] [0] [0]
#UNIT= 42 [10] [0] [Shinano]
}

unit TEXT file:

<<TAG_81>>= Shinano Dreadnought Prepares For Battle

decision TEXT file:

<<TAG_303>>= <<TAG_303>>= %NThe %NNaval yard at %NYokosuka has a giant dreadnought called the %NShinano under construction-sister ship to the %NYamato & %NMusashi. %N%NThe ship can continue production as a dreadnought, or the hull can be converted so it will be completed as a fleet carrier. %N%NIf it is completed as a dreadnought the ship would be available at Tokyo Harbour on the 15th of %NJanuary 1944. %N%NHowever, if you choose to produce it as an aircraft carrier then it will take an additional seven months to convert and complete, and be available on the 19th of November 1944. %N%NIt would still need to be properly fitted before it can be sent into battle. %N%NWould you like to continue with production as a dreadnought %B(YES), or convert the hull into an Aircraft Carrier %B(NO)?



Alcibiades73
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RE: Super-heavy units?

Post by Alcibiades73 »

ORIGINAL: Elessar2

Here ya go on my Shinano scripts (dreadnought vs. fleet carrier):


Thanks, but this seems way too complicated, given that I do not know where to stick this in - and if I need to delete any event script.

Wouldn't it be easier if I just delete the regular Shinano event and add Shinano as a Dreadnought on the production queue section of the editor?

Also, in terms of overall capability in this game, which option would you say is superior anyways - Dreadnought or aircraft carrier? If the latter, then I won't need to change anything.
Alcibiades73
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RE: Super-heavy units?

Post by Alcibiades73 »

ORIGINAL: Elessar2


unit TEXT file:

<<TAG_81>>= Shinano Dreadnought Prepares For Battle

decision TEXT file:

<<TAG_303>>= <<TAG_303>>= %NThe %NNaval yard at %NYokosuka has a giant dreadnought called the %NShinano under construction-sister ship to the %NYamato & %NMusashi. %N%NThe ship can continue production as a dreadnought, or the hull can be converted so it will be completed as a fleet carrier. %N%NIf it is completed as a dreadnought the ship would be available at Tokyo Harbour on the 15th of %NJanuary 1944. %N%NHowever, if you choose to produce it as an aircraft carrier then it will take an additional seven months to convert and complete, and be available on the 19th of November 1944. %N%NIt would still need to be properly fitted before it can be sent into battle. %N%NWould you like to continue with production as a dreadnought %B(YES), or convert the hull into an Aircraft Carrier %B(NO)?



Also, how do I access the "text" file in the editor? I found both the "decision" file and the "unit" file, but not the "text" file.
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Elessar2
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RE: Super-heavy units?

Post by Elessar2 »

Yeah, you'll have to navigate to the subfolder manually. There's 4 language subfolders, they're in the "EN" one.

Aye, the easiest way to do it would be to go with your choice in the editor and add which version of the ship you want before actually starting the game.
Alcibiades73
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RE: Super-heavy units?

Post by Alcibiades73 »

ORIGINAL: Elessar2

Yeah, you'll have to navigate to the subfolder manually. There's 4 language subfolders, they're in the "EN" one.

Aye, the easiest way to do it would be to go with your choice in the editor and add which version of the ship you want before actually starting the game.

How do I delete the Shinano event altogether in the editor then? I don't see any "delete script" type of command. I was thinking of putting Shinano on the production queue - just like Yamato and Musashi.

(By the way, I don't understand why Littorio and Vittorio Veneto are not on the queue when all the other modern Axis battleships get that treatment - as well George V class battleships; Italy just seems to be screwed more in this game even than they were historically.)
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RE: Super-heavy units?

Post by Mithrilotter »

As for India being a major power, this was something that immediately I questioned Bill about in beta testing. As a result, India will generally have less advanced tech than the UK. If India was a UK minor, then India would have the same tech levels as the UK for free. Then India's tech would be too advanced for historical purposes. It would then warp the game balance in the Far East.

Yes, having India as a major is very odd. But I think that Bill was very clever to come up with a solution like this. Until a better solution is discovered I'm okay with it. The design isn't a real duck, but it quacks and waddles like one. So if one doesn't have a real duck, that's what counts for game purposes.
Alcibiades73
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RE: Super-heavy units?

Post by Alcibiades73 »

ORIGINAL: Mithrilotter

As for India being a major power, this was something that immediately I questioned Bill about in beta testing. As a result, India will generally have less advanced tech than the UK. If India was a UK minor, then India would have the same tech levels as the UK for free. Then India's tech would be too advanced for historical purposes. It would then warp the game balance in the Far East.

Yes, having India as a major is very odd. But I think that Bill was very clever to come up with a solution like this. Until a better solution is discovered I'm okay with it. The design isn't a real duck, but it quacks and waddles like one. So if one doesn't have a real duck, that's what counts for game purposes.

Reduce India's MPP contribution and perhaps unit capacity would have been better than making them an independent major? What the devs did sound like throwing out the baby with the bathwater.
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RE: Super-heavy units?

Post by Platoonist »

ORIGINAL: Alcibiades73



(By the way, I don't understand why Littorio and Vittorio Veneto are not on the queue when all the other modern Axis battleships get that treatment - as well George V class battleships; Italy just seems to be screwed more in this game even than they were historically.)

The Italian BB Littorio is available for purchase, but that's a tidy sum for cash-strapped Italy. The King George V class battleships Anson and Howe are altogether missing too. Yet, for some reason the US can purchase the never built, but proposed Montana class BBs like the New Hampshire, Ohio, Louisiana and Maine. Maybe I'm being too historically literal, but it does provoke some head scratching at times as to what was put in and what was left out.
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Alcibiades73
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RE: Super-heavy units?

Post by Alcibiades73 »

ORIGINAL: Platoonist



The Italian BB Littorio is available for purchase, but that's a tidy sum for cash-strapped Italy. The King George V class battleships Anson and Howe are altogether missing too. Yet, for some reason the US can purchase the never built, but proposed Montana class BBs like the New Hampshire, Ohio, Louisiana and Maine. Maybe I'm being too historically literal, but it does provoke some head scratching at times as to what was put in and what was left out.

Yes, and I think Vittorio Veneto is also available for purchase, too? But consistency and fairness would dictate that they would be on the production queue instead. In fact - as you imply - Italy of all Axis factions need such freebies, even if Yamato and Bismarck ships were not free.

I noticed the absence of the last two KGV battleships, as well as the presence of the unbuilt Montanas - as well as the last two unbuilt Iowa ships. (I am not even going to mention the German H-class ships.) And I, too, believe historical consistency important - in so far as possible with game-play balance - and find the current historical inconsistencies puzzling.

Edit: I put both Littorio and Vittorio Veneto on the production queue, by the way! ;)
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RE: Super-heavy units?

Post by Platoonist »

The Italians do get a chance at a carrier with DE 701. It's a bit of a misnomer though. The carrier Aquila was planned to be converted from a 31,000 ton ocean liner named Roma, not the Littorio-class battleship of the same name. At 25 MPPS for eight turns its payment plan is a bit long term too.

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Alcibiades73
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RE: Super-heavy units?

Post by Alcibiades73 »

ORIGINAL: Platoonist

The Italians do get a chance at a carrier with DE 701. It's a bit of a misnomer though. The carrier Aquila was planned to be converted from a 31,000 ton ocean liner named Roma, not the Littorio-class battleship of the same name. At 25 MPPS for eight turns its payment plan is a bit long term too.

Image

Ah, I have not gotten to that yet. (I keep re-starting, because I keep getting bogged down in China as Japan, and I can't break through anywhere - north, south, middle, nowhere.)

Perhaps I should thoroughly read the Events before modding though.

P.S. This game is sure addictive!
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