Cavalry Corp wrote: ↑Mon Jul 08, 2024 11:00 am
Guys, the super extended map is in my download folder for scn 44 and 45 only. The PW hex files I am using are ok and are in the downloads folder. i will open them all again to check.
U boat base (Milkcow simulation) is working ok - has a daily supply of fuel (3) - it builds up very slowly, that is per day (any more and it's too much as play testing found). You do not need it much anyway as you have the GM HQ /base force as broadly historical Feb and July 42 in my mod. German units may also station anywhere from 1/1/44 in the optional rules if you use that.
Spelling mistakes- corrected for a patch, but they were not changed from the original.
I will check all this, but I am away until the end of the week now.
Cav
It is the 'admin files for both maps' that is the problem. By definition different maps require different 'admin files'. The rest is just fluff
Thanks for checking!
I have separate installations—I just checked. Yes, alas, some of the bases ( Scn 44 + 45 just on the super extended map) show the ships, etc., but I cannot open them. Can some one suggest the admin files to load for this?
All the rest are okay.
My Scn 42+43 are v 11.26b my installation for 44+45 is .27
it appears the scn 42+43 are fine with my admin files - which are the best two anyway, IMO.
BUT my general admin files are not working for some bases on the super extended map. Sorry.
I think that means I have replaced the newest patch admin files with an older version from my scn 42+43...can anyone help me with what admin files I need to upload for my scn 44+45 on the super extended Map? I wanted to keep all the stacking limits, etc, in that game?
Guys
I just re-installed patch 27 in the super extended map ( for scn 44+45), and all is fine - but of course, we have the stacking limits etc, imposed by that version.
The admin filers on the download page are then only for scn 42+43 on the standard extended map.
If anyone has a better set of admin files, please put forward a suggestion.
Cavalry Corp wrote: ↑Mon Jul 08, 2024 1:08 pm
it appears the scn 42+43 are fine with my admin files - which are the best two anyway, IMO.
BUT my general admin files are not working for some bases on the super extended map. Sorry.
I think that means I have replaced the newest patch admin files with an older version from my scn 42+43...can anyone help me with what admin files I need to upload for my scn 44+45 on the super extended Map? I wanted to keep all the stacking limits, etc, in that game?
any help welcome -
Cav
The issue are the 5 off map bases outside the E edge of the map. 'Normal' 27b admin files work for everything else. If you created those 5 bases from scratch, you also need to edit the PW files so I do not think anyone has a set unless you gave them one.
If those bases were in the 'origin' mod, perhaps the creator would know... or perhaps LST can provide guidance, I think he edited these before.
BTW, I really like how the 27b map changes China & some other parts, the 26b feels 'lite' comparatively now .
Sorry, I have been away and now seem to have come back with Covid lite.
Those bases were the ones added in the super extended map—I did not add anything. TBH, they are working fine in 27b. I think you are seeing something different. Yes, I would be happy to use some better admin files, but I have no idea how to edit them. Does anyone want to step in like LST?
And I only modded the game to allow those basses to be used in the game on that specific map. I actually see little value in that map. It does not really add anything to the game.
Which set of admin are you using, 27 for both of them? Is 27 better than 26? I thought most players did not like 27.
Yes well 4 years of tweaking and revising and tuning.... many items that make it interesting no one has come forward about as yet Take it you have 3.0a, there will be a b once we collect more minor changes, but I do expect them to be minor.
@Cav
I apologize for the confusion!
The 'admin files' for the 'Stock' 27.2 build map work just fine as far as we can tell.
My opponent knew/figured out that the 5 'special' bases on the far R edge of the map are not supposed to be clickable .
They are used in the special 'Allied Aircraft Purchases' feature from the RA mod. It is explained i this PDF. I would suggest you include it in your mod files.
Sorry you had to spend countless sleepless nights agonizing over this!
Re-the map. I really like it much better than the 26b. I agree that the new bases off-map do not add much (e.g. the Med), the changes especially in China & second in Thai/Burma area more than make up for it IMO. The fact that the Chinese theater is effectively two theatres now & shifting forces between them is so much harder for Japanese is often underappreciated by the Allied players. I think it would really shine for Japan in a game where she can inflict enough damage on USN that 'superdeathstars' cannot just operate with total impunity anywhere around the Home Islands late game.
Of course with so many games these days ending in '42...
Okay, that's good. Yes, the off-map bases for Allied A/C are still there, but their value was reduced—too many planes too soon. I added the guide to the download page—thanks, that's a good idea.
Yes, China should be much slower - added more forts for both sides(to simulate the more defendable terrain), Chinese partisan units etc. I have been to China many times, and the terrain is mostly rough... even in the lowland areas, most hexes would not be regarded as clear. In our game now late AUG 44, the front has hardly moved at all, although both sides have tried.
Please feel free to pass on any comments or suggested corrections. As you go along, you will see many things have changed, but mainly by small degrees. but remember, tech is slow to start but gets faster than historical by late 43.
It is true by late 42, Japan should try not to lose the CV - but even if they do ( and I did, lost 4 but sank about the same) not all is lost, they have more to look forward to with several CVs to arrive in early to mid 43 plus the CVL conversions. J has a lot more options and building capacity.
are you playing J or A?
I have started a small patch for v 3.0b, but there is no need to advise you as changes are so minor. and will work for games in progress. Really pleased you feel confident to start a game - tks.
I am Japan, working on T1 right now.
The Allied force disposition is a really interesting challenge. Pearl Harbor has 10 BB's, but most of them are old & not very useful. Lots of DD's so very risky to hang around for T2 strike, that many angry wasps buzzing around & one of your precious CV's can easily eat a shipborne torpedo or three very far form the nearest dock. On the plus side there are also 500 or so planes at Pearl which are a very inviting target!
Manila has much fewer subs than stock & there are more fighters on Luzon. There are nice ship concentrations in other ports in the area but spreading too much means one may not hit any one location hard enough.
Those experimental heavies at Clark are super scary though!
Singapore is a very valid KB target here. Force Z has 3 super capable BB/BC's and not a lot of Air cover for them, although those 24 Spitfires can & do sting some! Then KB can be available to deal with the 2 USN BB's that are also in the theatre. Of course that means USN has a free reign in CENPAC/SOPAC for a while which could come with its own 'issues' down the line. Especially given the French squadron down there & the extra Aussie ships ready to poke holes in your Co-Prosperity sphere!
Which version 3.0a. Scn 42or 43? Are you playing two or one-day turns?
You have made a very good summary. Without helping too much I will advise as follows.
Yes, there are a lot of Allied planes at PH, probably more like historical. So some planes (I used the less experienced ones on Shok and Zuik) should attack the airfields; the Allies are very short of new planes at the start. Attacking a second day I found as unwise in testing. I still always attack PH. But as you say you now have some interesting choices for other attacks.
The Spitfires at Singapore are good they are the ( historical) long-range versions of the Spitfire. The replacement ones ( not long range) arrive in small numbers and are slightly better. Yes they are very good for Dec 41 for defending (but fragile).
Yes, in PI, the heavies are actually the Douglas XB. In our game, they did some raiding but were lost pretty quickly on their fields or flak, mainly. Yes, there are more allied planes in the PI, but they are pretty weak. They should still be eliminated as much as possible, as they will still trash your bombers. You also have a 4E at the start (LIZ) and a few 6 in the pool and then a slow development of that. While allied fighters are weak, I had some success with them. You also have a plane shortage of the more modern types at the start and it will take a while to get over that.
There are more subs on both sides, so beware, US subs by 44 get the MK 16 TT as well, which is quite a lot better than the 14. There are also some obsolete subs on both sides for a bit of interest. The game does not let you have ASW hindsight, but as soon as practical, you need to nurture the ASW planes and ships. J ASW is weaker than stock until 44 when its stronger than stock. But by then you will be facing a monster if the allies have looked after their subs.
One thing my game needs ( and has not yet got) is a nice upgrade path map for the J planes, as I refined it a lot ( remember, realistic R+D needs to be on). The simple designs, such as the Zero with simple engines, generally have free upgrade paths all the way through, but the powerful, complicated planes generally start from scratch but then have a few free upgrades, usually to get them into low SR rating versions. This means a lot of effort in converting and upgrading stuff. But without a chart, it's not so easy to see that... Then the engines which you can and need to R+D end up being quite disorganised as the best planes use engines not available for some time, and other factories on engines going out of use need converting esp, by mid-44 - it takes a lot of supply time and effort.
I'm happy to pass a few starting tips to the allied player if you like...say yes, and I will write another post for them.