Change the ship build start time

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

Post Reply
Norm49
Posts: 96
Joined: Fri Jun 05, 2015 3:59 pm

Change the ship build start time

Post by Norm49 »

Hi

when i use the tracker i can see "Ship about to start building" how do i change the date were the ship begin being build?

Want i want to do is have a tonne of ship start building on the second day of the campaign, the player can order to halt building dose ship or not. This will give the player the ability to chose what ship are being build to do what ever fleet he want, assuming he have the resource to build them. The player wold be able to order 10 Yamato if he want but if he run out of resource and have to cancel some of them wasting tonne of resource that will be on him.

Thanks of your answer.
User avatar
RangerJoe
Posts: 18482
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Change the ship build start time

Post by RangerJoe »

Norm49 wrote: Sat Aug 27, 2022 11:33 am Hi

when i use the tracker i can see "Ship about to start building" how do i change the date were the ship begin being build?

Want i want to do is have a tonne of ship start building on the second day of the campaign, the player can order to halt building dose ship or not. This will give the player the ability to chose what ship are being build to do what ever fleet he want, assuming he have the resource to build them. The player wold be able to order 10 Yamato if he want but if he run out of resource and have to cancel some of them wasting tonne of resource that will be on him.

Thanks of your answer.
You will have to use the editor.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child
Image
Norm49
Posts: 96
Joined: Fri Jun 05, 2015 3:59 pm

Re: Change the ship build start time

Post by Norm49 »

Yes i know obviously but how do i do that. There is not star building date in the editor.
User avatar
Platoonist
Posts: 3042
Joined: Sun May 11, 2003 4:53 am
Location: Yoyodyne Propulsion Systems

Re: Change the ship build start time

Post by Platoonist »

Norm49 wrote: Sun Aug 28, 2022 9:14 am Yes i know obviously but how do i do that. There is not star building date in the editor.
The editor doesn't use a start building date. Probably, because Allied ships simply arrive instead of being built. Instead, you have a "delay" date. Most Japanese ships are considered to be in a building queue and are given a delay date showing when they should arrive if not halted. So, in the 1941 campaign scenario the Yamato has a delay date of May 20th, 1942 (420520). Ships already in commission at the start of that scenario have a delay date of 411206 (December 6th, 1941). So, if you wanted ten Yamato class battleships to arrive on day two you would probably have to give them a delay date of 411209 to keep them from automatically showing up on December 8th turn and thus give you a turn to halt their building. However, what you can't do is set a date before a Japanese ship starts building and consuming resources. You can only halt it.

Ship Delay.jpg
Ship Delay.jpg (193.02 KiB) Viewed 716 times
User avatar
Torplexed
Posts: 365
Joined: Thu Mar 21, 2002 10:37 am
Location: The Pacific

Re: Change the ship build start time

Post by Torplexed »

Norm49 wrote: Sat Aug 27, 2022 11:33 am The player wold be able to order 10 Yamato if he want but if he run out of resource and have to cancel some of them wasting tonne of resource that will be on him.
The Yamato-class battleships took an average of about four and a half years' time to complete from keel-laying to commissioning. Assuming realistic construction timetables and drydock space, even if a player could order a single Yamato to start building from day one in the game it would likely be 1946 before it would be available for combat.
User avatar
LargeSlowTarget
Posts: 4915
Joined: Sat Sep 23, 2000 8:00 am
Location: Hessen, Germany - now living in France

Re: Change the ship build start time

Post by LargeSlowTarget »

What Torplexed said and if you give the Japanese 10 Yamatos to build, to keep things "balanced" you should give the US at least the possibility to build the full Two-Ocean-Navy authorized in 1940 - by 1945 only about 65% of it had been built - and the later orders that got cancelled (or if built are not in the game).

So add 10 Essex class carriers to the 22 actually built, six Midway class CVs, two Saipan class CVL, two more Iowa class BBs, five Montana class BBs, four more Alaska class large cruisers, 10 more Baltimore class CAs, 9 more Oregon City class CAs, 12 Des Moines class CAs, 10 Worcester class CL and hundreds of DDs, subs and other stuff.
User avatar
Marc
Posts: 307
Joined: Tue Sep 05, 2000 8:00 am
Location: Braunschweig, Germany

Re: Change the ship build start time

Post by Marc »

double post
Last edited by Marc on Mon Aug 29, 2022 8:52 pm, edited 1 time in total.
User avatar
Marc
Posts: 307
Joined: Tue Sep 05, 2000 8:00 am
Location: Braunschweig, Germany

Re: Change the ship build start time

Post by Marc »

Here is a more technical answer:
Only two values are needed. Delay and Durability
In the editor Delay is a date. I use Delay in my examples as the number of days between the current date and the editor Delay date. Tracker does the same btw.

There are four shipbuilding phases.
  1. Blue Print if delay > 30*durability
    In this phase you can do nothing. Every turn the delay is reduced by 1.
    Shipbuilding cost is 0.
  2. Queued if delay > 10*durability
    If you do nothing then delay is again reduced by 1 each turn. Shipbuilding cost is 0.
    Or you can accelerate the ship. Then the delay is reduced by 2 each turn and the shipbuilding cost is the durability value of the ship.
  3. Building if delay > 0
    You can halt the ship then delay is not touched and the shipbuilding cost is 0.
    Normal build means delay is reduced by 1 each turn. Shipbuilding cost is the durability value of the ship.
    Or you could accelerate the ship. Then delay is reduced by 2 and the shipbuilding cost is the 3 times the durability value of the ship.
  4. Ship is ready if delay = 0
So you can't set a start shipbuilding date but only the end date.

Example Yugumo / Yamato classes with durability 10 / 233.
Blue Print till Delay 300 / 6990
Queued till Delay 100 / 2330
Building till Delay 0 / 0
total cost 1,000 / 542,890 (without acceleration)
total cost 2,500 / 1,357,225 (with acceleration)
(These numbers should be correct)

Anyway. A Japanese player would never be able to build anything near 10 Yamatos if you don't change the whole scenario.
One Yamato costs 233 Naval Points every day and a Yamato builds over six years (2330 days) if you start at the beginning. 10 Yamatos would cost 2330 a day.
These are much more Naval Yard points than Japan builds every day.
Norm49
Posts: 96
Joined: Fri Jun 05, 2015 3:59 pm

Re: Change the ship build start time

Post by Norm49 »

I know the player wont be able to build 10 yamato. Part of this scenario idea is that the player have to make realistic fleet building chose but the scenario will let him act stupid and get F*** because of it. He will also have to consider thing like do i wait for 1 CV to be build or i instead build 10 sub to start having the fist ship faster.

Now mt new question is how do i determine the ship build time. Marc say the yamato have a durability of 233 and take 2330 days to build. An kamikaze class DD have a durability of 6, will it take 60 days to build? If not how do i calculate that?
User avatar
Marc
Posts: 307
Joined: Tue Sep 05, 2000 8:00 am
Location: Braunschweig, Germany

Re: Change the ship build start time

Post by Marc »

The ship build time does not matter in the first place.
You set the delay date in the editor and that is the date the ship arrives if the player is willing to pay the price till the delay date.
If the ship delay date is early in the game while the ship has a high durability (for example Yamato itself) then it is assumed it is already being built for several months.

You said you use tracker. Look at the ship building screen from tracker and read my earlier post again for a better understanding.
The 5 Unryu carriers give you a good example how it could be done with more Yamatos.
You have to think of when the Yamatos could be available and set the delay dates accordingly.

To answer your Kamikaze question. It does not take 60 days to build.
Instead it will cost you 6 naval yard points in the last 60 turns before the delay date you set. (if not accelerated)
Norm49
Posts: 96
Joined: Fri Jun 05, 2015 3:59 pm

Re: Change the ship build start time

Post by Norm49 »

I never realize i had this info in the tracker. Thanks now I'm able to calculate what i need.
Post Reply

Return to “Scenario Design and Modding”