Conversion considerations in using Editor

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michaelm75au
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Conversion considerations in using Editor

Post by michaelm75au »

As the story goes..waiting for the patch...

SHIP CONVERSIONS
(a)
Certain Ship Class are used within WITP itself. The ones I show below are the ones used when converting Large AK ships at the player's Home base.
Converting the AK type to
type.........IJN ship class#..................USN ship class#
AE............92 (Kashino).....................353 (Pyro)
AR............90 (Akashi).......................357 (Vulcan)
AS............106(Nagoya Maru).............375 (Otus)
AV............56 (Akitsushima)...............261 (Tangier)
MLE..........108(Large MLE)..................359 (Large MLE)
AD...........[94 (Torpedo Transport)]....381 (Dixie)
[I am assuming that the patch will allow IJN to convert to ADs and that this is the most likely class to convert to. I do not know one way or the other.]

[:-]If the new conversion Ship Class does not exist, the game crashed on me.

Also, the new conversion class does not have to be an auxilliary type. I change class# 92 to have Yamato's values. When I converted to AEs, I got a string of BBs in the pipeline.[:D]

The conversion class from a PG/LST to AGP is class# 384(Dixie).

(b)
The Ise conversion converts the ship #s 51 and 52 to the ship class# 514. The ships do not actually have to been upgraded to the latest Ise class, or even a BB class!. I changed the ship #51 to a Hosho CVE and allowed the AI to convert the ship. It showed in the building pipeline as a converted Ise BB class (514).

The Chitose conversion converts the ship #s 37 and 38 to ship class# 560.

[;)]
Both of these conversions seem to work on the actual ship numbers not the class number. Creating extra ships base on the original un-converted class do NOT seem to get converted.

I only ran this test forward for one week with the configured ships sitting in Osaka. I overloaded the ship building resources to ensure that the conversions took place, but only ship #s 51/52 and 37/38 were converted.

Again, when creating scenarios bare in mind that the game expects and uses certain IDs for its own purposes. The default bomb type in place of torpedo comes to mind.( I think device # 209 (800kg bomb) is what the game uses, as I can't find any aircraft that actually has this device in the database.)

[Edited to align conversion table better]
Michael
Michael
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michaelm75au
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RE: Conversion considerations in using Editor

Post by michaelm75au »

An option for human IJ players:
If the AD is not going to be a conversion for Japan, AND you really wanted to add some DD resupply[:D], you could sacrifice, say AV conversion, and change the class #56 to have the values of a Torpedo Transport (AD), and relocate the current #56 to an empty slot. [ You would need to change any ships based on class# 56 to the new slot number.]

Thus when you convert a AK ship to AV, it would actually create a class#56 vessel as a AD ship.
The downsided is that you might need to create a modified scenario slot to hold the changes, especially for PBEM games.
I would not suggest this change for computer controlled IJ, as the AI would still expect class #56 to be a AV.

Michael
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el cid again
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RE: Conversion considerations in using Editor

Post by el cid again »

It appears that IF you define a ship class as an upgrade of another ship class,

after a certain date, if you put the ship in for an upgrade and other conditions are correct (e.g. supply, port characteristics, etc)

you get the "upgraded" ship - even if it is a totally different type.

The problem with a carrier is an air group. But IF you define an airgroup the way WITP does for a future carrier - it just waits for that ship name to appear as a carrier.

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