Allies Set-up Spreadsheet for AE

Share your gameplay tips, secret tactics and fabulous strategies with fellow gamers here.

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

Montecriz
Posts: 7
Joined: Sat Aug 15, 2015 5:38 pm

Re: Allies Set-up Spreadsheet for AE

Post by Montecriz »

Hi all,
I'm back in the game since longtime, never been a master, just played some scenarios but I did had not the time to study it.
Now I'm trying to learn better but I'm quite depressed from the number of things I miss in this game.I'm studying a lot of things, but it seems that it's never enough, and my historical knowledge about pacific theater are not good as ones I have on the european theater, so I have a rough and not sufficient idea of what to do.

I tried to use the spreadsheet, but graphic problems in running the game windowed were a real pain (I have a win11 laptop, in fullscreen the game goes quite well) and switch to the spreadsheet to read what to do, just to adjust the first alaska base I spent 1 hour. If I spend 1 hour for every line in this spreadsheet I'm not sure I will ever see not only the end of a game, but the third turn neither
so:
1) Is there a "fast" way to set up the game following this spreadsheet (game saves, scenarios...) ?
2) Without all the little details suggested in this wonderful spreadsheet (by the way, thanks a lot to his creator!), will I be able to play a good and enjoyable game against ai or I really need to adjust everything like suggested?
3) Any ideas to what I could do to try to play a good learning great campaign game?

I really would like to play this game that I owe since longtime but if I have to became a good IT engineer to make this game run in windowed mode and spend years to just setup 50 bases, well I'm not sure I'm really interested to :D

Thanks a lot :)
User avatar
RangerJoe
Posts: 18252
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Allies Set-up Spreadsheet for AE

Post by RangerJoe »

I suggest that you try this to see how the installation looks and works.

https://www.matrixgames.com/forums/view ... 3&t=396680
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
User avatar
Yaab
Posts: 5473
Joined: Tue Nov 08, 2011 2:09 pm
Location: Poland

Re: Allies Set-up Spreadsheet for AE

Post by Yaab »

Montecriz, one piece of advice.

When you set up your first turn, use SEVERAL save slots for the first turn. I use about 25-30 save slots for the first turn only. Each slot is named on save indicating what has been done i.e. "India AIR" (Allied side). Thus, if I mess up something during the set up, I only have to revert to an earlier save, losing i.e. 1-2 hours of my work instead of 10 hours in the process.

And the Kull's spreadsheet is exhaustive, adressing all units present at start. You can just input orders for the most important LCUs/TFs on turn one and deal with remaining units on subsequent turns.
User avatar
BBfanboy
Posts: 20410
Joined: Wed Aug 04, 2010 5:36 pm
Location: Winnipeg, MB
Contact:

Re: Allies Set-up Spreadsheet for AE

Post by BBfanboy »

And be assured that setting up the first turn starts to go faster once you get familiar with all the various buttons and hypertext things you can click on. I can't imagine spending more than two minutes 'setting up' a base if you are just talking about the base itself. Finding units to send to bases can take some time but Kull's spreadsheet has that info for you. Once you set up your own routine for a new turn you will be able to turn them over more quickly.
My routine for processing the turn:
- look at the Intel Report for last turn's air losses, ship losses and LCU losses.
- read through the Ops report for significant events and visit bases/TFs as needed (e.g. - a collision between ships needs a decision on whether to drop them out of the TF)
- go around the map clockwise with zigzags up or down to the middle and look at ports that have ships or bases that have fuel or supply needs. If enemy are nearby check those friendly bases and set air strikes or LCU response. Adjust TF orders for any newly detected enemy TFs or aircraft on bases
- decide targets for future defence or attack and select LCUs to begin prep.
- save turn and select end turn to start the turn running.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Montecriz
Posts: 7
Joined: Sat Aug 15, 2015 5:38 pm

Re: Allies Set-up Spreadsheet for AE

Post by Montecriz »

RangerJoe wrote: Mon Jul 10, 2023 1:16 am I suggest that you try this to see how the installation looks and works.

https://www.matrixgames.com/forums/view ... 3&t=396680
Thank you very much. Just downloaded it. Thanks!
Yaab wrote: Mon Jul 10, 2023 5:32 am Montecriz, one piece of advice.

When you set up your first turn, use SEVERAL save slots for the first turn. I use about 25-30 save slots for the first turn only. Each slot is named on save indicating what has been done i.e. "India AIR" (Allied side). Thus, if I mess up something during the set up, I only have to revert to an earlier save, losing i.e. 1-2 hours of my work instead of 10 hours in the process.

And the Kull's spreadsheet is exhaustive, adressing all units present at start. You can just input orders for the most important LCUs/TFs on turn one and deal with remaining units on subsequent turns.
Wonderful idea, thanks a lot. You're right, can be frustrating to setup things and than lose all the work. It's such a wonderful game but so hard... :)

BBfanboy wrote: Mon Jul 10, 2023 1:43 pm And be assured that setting up the first turn starts to go faster once you get familiar with all the various buttons and hypertext things you can click on. I can't imagine spending more than two minutes 'setting up' a base if you are just talking about the base itself. Finding units to send to bases can take some time but Kull's spreadsheet has that info for you. Once you set up your own routine for a new turn you will be able to turn them over more quickly.
My routine for processing the turn:
- look at the Intel Report for last turn's air losses, ship losses and LCU losses.
- read through the Ops report for significant events and visit bases/TFs as needed (e.g. - a collision between ships needs a decision on whether to drop them out of the TF)
- go around the map clockwise with zigzags up or down to the middle and look at ports that have ships or bases that have fuel or supply needs. If enemy are nearby check those friendly bases and set air strikes or LCU response. Adjust TF orders for any newly detected enemy TFs or aircraft on bases
- decide targets for future defence or attack and select LCUs to begin prep.
- save turn and select end turn to start the turn running.
Thank you, very wise way to do. I'll adopt it.

Thank you guys, this forum is full of precious advices and nice people :)
Tom_
Posts: 129
Joined: Sat Jun 27, 2020 8:29 am

Re: Allies Set-up Spreadsheet for AE

Post by Tom_ »

This is a brilliant guide and has helped me a fair bit in understanding the game.
I don't suppose there is a saved game file where these moves are already implemented is there?
User avatar
BBfanboy
Posts: 20410
Joined: Wed Aug 04, 2010 5:36 pm
Location: Winnipeg, MB
Contact:

Re: Allies Set-up Spreadsheet for AE

Post by BBfanboy »

To share a turn I think both players need to have EXACTLY the same installation version and mods to the game - including map mods and all. Even at that I am not sure if copying the file to one of your save slots is sufficient for the game to find it again - i.e. whether the game adds some kind of game code beyond the location in the file system that enables the game to find the turn. If the game just uses the Windows OS file system copying it into a slot should be OK. Perhaps some of our more technically proficient users can tell if a simple download and save is good enough to run.

BTW - game save slots 00, 01 and 02 are needed by the computer for Pre-Turn (before turn execution), End of Turn (after turn execution), and Autosave (which you can turn on or leave off). Do not save other data into those slots.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Tom_
Posts: 129
Joined: Sat Jun 27, 2020 8:29 am

Re: Allies Set-up Spreadsheet for AE

Post by Tom_ »

BBfanboy wrote: Fri Jul 21, 2023 1:34 pm BTW - game save slots 00, 01 and 02 are needed by the computer for Pre-Turn (before turn execution), End of Turn (after turn execution), and Autosave (which you can turn on or leave off). Do not save other data into those slots.
That is golden advice! Thank you
Tom_
Posts: 129
Joined: Sat Jun 27, 2020 8:29 am

Re: Allies Set-up Spreadsheet for AE

Post by Tom_ »

I might be reading the set-up wrong (somehow) but on my first turn;

The 108th Tank Attack Regiment (ID 5961) & 2/10th Armoured Tank Regiment (ID 5972) are located at Puckapunal not Broken Hill.

Just wanted to raise this so that I can either be told I'm using the guide wrong, or it helps refine the set up.

After further investigation it could be because im using a different version of the game (1.8.11.27.2 - Jul 31st 2022)
User avatar
RangerJoe
Posts: 18252
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Allies Set-up Spreadsheet for AE

Post by RangerJoe »

Tom_ wrote: Sat Jul 22, 2023 10:02 am I might be reading the set-up wrong (somehow) but on my first turn;

The 108th Tank Attack Regiment (ID 5961) & 2/10th Armoured Tank Regiment (ID 5972) are located at Puckapunal not Broken Hill.

Just wanted to raise this so that I can either be told I'm using the guide wrong, or it helps refine the set up.

After further investigation it could be because im using a different version of the game (1.8.11.27.2 - Jul 31st 2022)
That is probably the issue, there were changes made in the initial starting places of some units.
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
User avatar
BBfanboy
Posts: 20410
Joined: Wed Aug 04, 2010 5:36 pm
Location: Winnipeg, MB
Contact:

Re: Allies Set-up Spreadsheet for AE

Post by BBfanboy »

Kull's spreadsheet was created years ago using the stock map. There is no Puckapunal on the stock map. You will have to roll with the differences between the spreadsheet and the new Beta. If you are up to it, you could make notes on the differences and someone could then create an updated spreadsheet just for the new Beta.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
User avatar
RangerJoe
Posts: 18252
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Allies Set-up Spreadsheet for AE

Post by RangerJoe »

If you use the same save, it will have the same AI scripts so the computer will do the same things. To change things, maybe go through the AI scripts one at a time by having only one for the computer to choose while placing the others into a folder to later use.
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
User avatar
Moltrey
Posts: 428
Joined: Sun Apr 11, 2010 2:11 pm
Location: Virginia

Re: Allies Set-up Spreadsheet for AE

Post by Moltrey »

Tom_ wrote: Sat Jul 22, 2023 10:02 am I might be reading the set-up wrong (somehow) but on my first turn;

The 108th Tank Attack Regiment (ID 5961) & 2/10th Armoured Tank Regiment (ID 5972) are located at Puckapunal not Broken Hill.

Just wanted to raise this so that I can either be told I'm using the guide wrong, or it helps refine the set up.

After further investigation it could be because im using a different version of the game (1.8.11.27.2 - Jul 31st 2022)
Tom:
There are a number of changes from Kull's spreadsheet, most of them are Australian units. I ended up taking the time to cut the row and insert it where it belongs with the last setup AndyMac had updated.
Also, I found saving a copy of the spreadsheet under another name and then modifying Kull's setup to suit your purposes is a good way to help learn the game.
I have gone through countless Allied December (full campaign) "dry runs" in order to get a feel for what is going on and how the game works, etc.
It is tedious to redo the setup yes, but in the end you are learning by doing, then modifying your personal copy of Kull's spreadsheet to suit your playstyle. It works for me.
"Chew, if only you could see what I've seen with your eyes." - Roy Batty
User avatar
RangerJoe
Posts: 18252
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Allies Set-up Spreadsheet for AE

Post by RangerJoe »

Moltrey wrote: Sun Jul 23, 2023 11:19 am
Tom_ wrote: Sat Jul 22, 2023 10:02 am I might be reading the set-up wrong (somehow) but on my first turn;

The 108th Tank Attack Regiment (ID 5961) & 2/10th Armoured Tank Regiment (ID 5972) are located at Puckapunal not Broken Hill.

Just wanted to raise this so that I can either be told I'm using the guide wrong, or it helps refine the set up.

After further investigation it could be because im using a different version of the game (1.8.11.27.2 - Jul 31st 2022)
Tom:
There are a number of changes from Kull's spreadsheet, most of them are Australian units. I ended up taking the time to cut the row and insert it where it belongs with the last setup AndyMac had updated.
Also, I found saving a copy of the spreadsheet under another name and then modifying Kull's setup to suit your purposes is a good way to help learn the game.
I have gone through countless Allied December (full campaign) "dry runs" in order to get a feel for what is going on and how the game works, etc.
It is tedious to redo the setup yes, but in the end you are learning by doing, then modifying your personal copy of Kull's spreadsheet to suit your playstyle. It works for me.
If you do something like that, you might also put in a note that this could wait a day or two so the initial start would not be so overwhelming.

Also by only doing what is considered essential then reloading after the first turn is run to change anything that is forgotten would help to see what is truly needed to be accomplished on the first turn could be helpful.
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
User avatar
Kull
Posts: 2744
Joined: Tue Jul 03, 2007 3:43 am
Location: El Paso, TX

Re: Allies Set-up Spreadsheet for AE

Post by Kull »

One man's "essential" is another's "don't care", which is why the spreadsheet doesn't try to prioritize things. Also, there's a lot of interconnectedness in the moves, such as units of various sorts in multiple locations all being directed to converge on one or more points. Choose not to move one of those, and you impacted the transport of all the rest.

The reality is that you are the Allied player. With an AI opponent, you could choose not to move a thing and just hit "end turn" for the entire month of December and you'd still win comfortably. Of course, at the end of December you still have to do all that stuff which could have been done on 12/8 (albeit you'll have fewer units to move, courtesy of your opponent)

Anyway the whole point of the spreadsheet is to put the ponderous logistics train in motion, and for new players to learn that critical skill (by doing it, one unit at a time).

The other benefit is to make it absolutely clear that logistics and training are "King", and the sooner the player understands that, the more successful they will be.
User avatar
RangerJoe
Posts: 18252
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Allies Set-up Spreadsheet for AE

Post by RangerJoe »

Kull wrote: Sun Jul 23, 2023 3:06 pm One man's "essential" is another's "don't care", which is why the spreadsheet doesn't try to prioritize things. Also, there's a lot of interconnectedness in the moves, such as units of various sorts in multiple locations all being directed to converge on one or more points. Choose not to move one of those, and you impacted the transport of all the rest.

The reality is that you are the Allied player. With an AI opponent, you could choose not to move a thing and just hit "end turn" for the entire month of December and you'd still win comfortably. Of course, at the end of December you still have to do all that stuff which could have been done on 12/8 (albeit you'll have fewer units to move, courtesy of your opponent)

Anyway the whole point of the spreadsheet is to put the ponderous logistics train in motion, and for new players to learn that critical skill (by doing it, one unit at a time).

The other benefit is to make it absolutely clear that logistics and training are "King", and the sooner the player understands that, the more successful they will be.
That is all true but my comment about the timing would be for the person to add to the comment as they practice getting things done. That is, presuming that they run a few turns or weeks of turns but then restart. Some people may want to get it all done at once, others may chose to spread it out a little more. This way they can learn what really needs to be done right away and what can wait.

This is also important for players when they do a different scenario which may have modified ship loads and/or industry production, especially when the US production needs to be repaired to be on a full war production capacity.
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
User avatar
T_Patch
Posts: 11
Joined: Sat Jan 29, 2011 6:54 pm
Location: Texas

Re: Allies Set-up Spreadsheet for AE

Post by T_Patch »

I've tried to download this to a hard copy to put in my notebook but (being a computer moron) have been unable to fit the spreadsheet onto paper. Also, I think the number of pages is humoungous...?
I was just going to to alt tab back and forth a bunch but my screen locks up soon after clicking the myriad Y and N on the first steps. 4 tries at 500 clicks then freeze up. I don't think it cares for alt tab... old monitor maybe? it's 1920x1080 I think.

In summary, if someone knows a way I can download this beautiful setup to be put in my in hand (old school) folder, I'd dance at your wedding if you'd help me out.
Field Marshal Albert Kesselring when asked what was the finest American division to oppose him replied "Your 3rd and 36th Infantry Divisions. I've been continually amazed by their audacity...I've had to pit my best troops against them."
User avatar
RangerJoe
Posts: 18252
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

Re: Allies Set-up Spreadsheet for AE

Post by RangerJoe »

Well, I won't dance at my wedding!

But seriously, just use the setup as a guide and take your time. Close it and reopen if you have to. It should just give you an idea of what to do and it doesn't have to be followed exactly.
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
User avatar
Platoonist
Posts: 3042
Joined: Sun May 11, 2003 4:53 am
Location: Yoyodyne Propulsion Systems

Re: Allies Set-up Spreadsheet for AE

Post by Platoonist »

I converted the whole spreadsheet into a PDF and transferred it to my Surface, and then read from that while working the game on the big rig. A dual monitor set-up would have been ideal at the time.
Image
dudefan
Posts: 154
Joined: Fri Feb 26, 2021 1:18 pm

Re: Allies Set-up Spreadsheet for AE

Post by dudefan »

Platoonist wrote: Fri Sep 29, 2023 1:24 am I converted the whole spreadsheet into a PDF and transferred it to my Surface, and then read from that while working the game on the big rig. A dual monitor set-up would have been ideal at the time.
Do you have a turn 2 save with kulls spreadsheet done?
Post Reply

Return to “The War Room”