CHS Pending Change List

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Don Bowen
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RE: Final ?? CHS Pending Change List

Post by Don Bowen »

ORIGINAL: Andrew Brown

Don,

I have a few minor comments from my latest trawl through the locations data (while working on my conversion script for converting CHS to my "standard" map). These are very minor points, merely about unit names, so feel free to either ignore them or put them at the bottom of your (too long) worklist. Also, these are mostly questions, or personal preferences only:


[*]Pacific Fleet (#164) does not have a suffix. Should be "40"?
Fixed!
[*]Personal preference only: I prefer the names "British" instead of "BR" for the BR 12th and 14th Armies. Perhaps it would be even better to make these units have the prefix "UK" instead, to make them consistent with the UK divisions. The same applies to the "BR Burma Corps", although this is a unique name, so the "British" prefix could just be dropped altogether.
Fixed!
[*]Personal preference only: Another thing I am not sure about. Why are there different naming conventions for some of the British base forces? There are, for example, a "221 RAF Aviation" and a "221 RAF Base Force". Are these correct, or is this a type of duplication? I notice that they arrive as reinforcements on the same date, so I guess that means that they are meant to be complementary? Forgive my ignorance - this just got me curious.

Also, should both of these examples (and the other similar ones, such as "222 Aviation") have the prefix "No." as the other British base forces have, e.g. "No. 101 RAF Base Force"?
This I don't know - came that way in Scenario 15 and never changed. Should I change them??
[*]Personal preference only: Should the "45th Engineer Regiment" (#2844) be called the "45th US Engineer Regiment" for consistency?
Yes - fixed this one a few others. I intend to change the naming prefix to assume U.S. in my personal version (if I can ever get it to work).
[*]Should the "3rd W.African Brigade" (#3177) be renamed to the 3rd West African Brigade" for consistency? i.e. similar to the "11th East African Division". Same for the 81st and 82nd W.African Divisions.
Caught and fixed this one myself.

Now for the ships and airgroups...

Andrew
Thanks - keep'm coming!

Don
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RE: Final ?? CHS Pending Change List

Post by Captain Cruft »

[*]Personal preference only: Another thing I am not sure about. Why are there different naming conventions for some of the British base forces? There are, for example, a "221 RAF Aviation" and a "221 RAF Base Force". Are these correct, or is this a type of duplication? I notice that they arrive as reinforcements on the same date, so I guess that means that they are meant to be complementary? Forgive my ignorance - this just got me curious.

Aviation Units and Base Forces are different. All nations have units of both types and often with the same names.

Aviation Units have only Aviation Support and Support elements.
Base Forces have both of these plus Engineers, AA Guns, Infantry Squads etc.

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RE: Final ?? CHS Pending Change List

Post by Tristanjohn »

ORIGINAL: Captain Cruft
ORIGINAL: Tristanjohn
ORIGINAL: Captain Cruft
Overall I wouldn't sweat this issue, it's not that big a deal. You get far more trained pilots come through attached to reinforcements. Also, having played through the start of the game as Japan many times, it doesn't affect how fast you can go. That is all down to supplies and troop transportation and, frankly, how bothered you can be to optimise things.

Well, it does affect things, and if it's "not a big deal" then why would anyone argue for its inclusion in the first place, and why would CHS be interested to make the change?

It's not a big deal on the strategic level whether the pool is 100 or 200, or the replacement rate is 10 or 30. Japan is still going to get annihilated either way, and can still produce only a fraction of the pilots required for all the planes manufactured. You would have to vastly increase the numbers to make any real difference.

The reason people get annoyed with this and want to increase the numbers is because they don't like having to put rookies into their air units from Jan/Feb 1942 time. If the player could re-allocate the pilots from the reinforcement groups to current ones then this would be a non-issue.

As for who eventually gets creamed: that's a convenient rationalization, leaned on often, but it won't ever make for a good wargame.

Getting to rest of it: that could well be. And I think this might owe to players feeling that it's only "logical" to have a pilot for each plane, like a sock for each shoe, and better still to have good pilots, or at least "trained" pilots, ready to fly their planes when they want to fly them. For all of their planes all of the time.

I agree that trained pilots alone could not in and of themselves enable Japan to move forward. The critical issue is, and always has been, logistics: 1) supply (both generic supply and fuel--there's simply too much of it by a large margin for Japan, quite possibly too much of it for the Allies in the first year at least) and 2) transportation (this one really hurts, as the ability to move this supply forward fast, not to mention men and assets, is seen everywhere, and especially foils any attempt to curtail the Japanese early). Given the state of the game I'm not sure this can be adequately addressed without a boatload of house rules, and as soon as players agree to every one of those, all of a sudden they're only playing half of Gary's game, which by implication will likely upset the other mechanics and otherwise lead to unsatisfying game play.

All too many players want to move forward fast, regardless of how impossible this might have been historically. A cursory reading of the general boards tells us this, and these people are not at all shy about posting their sentiments. Also, these players wouldn't want to have to train their own pilots, and least of all be required to hold certain air units back from the front while they were training those pilots. They only want to move forward fast. And no amount of reason or reference to historical data will change their minds.

Then there's the other side of it, where some players refer either to bad historical data, or refer to good historical data which they manage to confuse and thus misunderstand. The bad result is a veritable cloud of misleading posts and discussions, where the predominant arguments run "I believe" or "IMHO" or "I agree!" and all this must be waded through laboriously and disputed one case at a time. Tiring work to say the least. And with little eventual good as the result, as these people believe only what they wish to believe as a rule. Brady's the best example of that, or maybe I should say the worst. No amount of reason works with that person, he simply babbles on and on and continues to think as he pleases. And sad to say he is not alone.

Back to the game system: it moves too fast. That is what the game system encourages players to do, in every way. Move forward, fight lots of battles, take lots of territory. Bing-bang-biff!!!

Japan didn't have all these newly trained pilots to operate all these aircraft all the time at the pace we see in the game. Just didn't. Didn't have the supply and fuel, either. Unless we come face to face with that reality there's no possible correction to the current scheme of things. Even if a correction were found and instituted, many players would still conduct their operations like maniacs, with no regard for lives and assets lost, but at least in that scenario operations would soon enough come to a standstill as it would become logistically necessary to stand down, regroup and rethink one's ideas about warfare.

What's happening here is that the art and science of serious wargames is attempting to simultaneously pander to an older generation and the Nintendo set. The former would like to experience a reasonably-accurate simulation of military history, the latter simply wish to have a jolly good time smashing one another's war toys. And I don't see a workable compromise in between. Gary has attempted to find that compromise, but the result is no better than a dysfunctional game system.

We'll see how it works out with the CHS project. I don't see much good coming from these efforts, though, as long as they're designed to accomodate the AI. That seems to be a loser on its face. I do I hope I'm mistaken, but the signs are not good. As I mentioned above, I believe the only good way to get at the problem is to design a scenario for PBEM only. Eliminate the AI as a factor, then proceed ahead with an eye on logistics all the time. And even then, I don't know. It appears as if every fix is eventually scotched by yet another hard-coded dead end. So, maybe the ultimate solution is to obtain that code and re-write it. And I don't know if that's possible.

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RE: Final ?? CHS Pending Change List

Post by Tanaka »

ORIGINAL: Lemurs!

Tanaka,

There are no Judies added in '41 in my scenario.
They were in late '42 but the Judy started production in May '42.

This Judy was an unarmoured recon dive bomber while the later carrier bomber version was armoured. As Matrix had put an unarmoured version in the game i felt it should be entering at a more appropriate time.

Mike

my point here is that these first judy's in 42 such as the ones that were used at Midway were prototypes. not only was the armor added later in 43 but a different engine as well....

yet in the game the plane is one in the same...


One Yokosuka D4Y1 "Judy" was used at Midway as a reconnaissance aircraft, another having been damaged on the way. Designed as a dive bomber replacement for the Aichi D3A-1 Val, the Judy was at this time fitted with an unreliable engine and plagued with structural problems. Later re-engined and modified structurally it did successfully replace the Val as Japan’s front line dive-bomber.

To answer the specification of a bomber able to follow the Zero, the Japanese built the Judy with an inline engine, one of the rare instance of it in Japanese aircraft. It was an unhappy experience, because the engine never worked properly and the structure did not resist the constraints of dive-bombing.

The first operational Judy were on the Soryu during the Battle of Midway and went down with their carrier. In 1943, the little reliable inline engine was replaced by a much more satisfying radial engine. Under this form, they took part to combats until the end of the war, some of them as kamikaze.

Some examples of this plane took part in the Battle of Midway but disappeared with their carrier, the Soryu. That model was handicapped by its unreliable engines and after 1942 was used only from land bases.



should we not either have two versions of this plane or one??? when mass produced in 43 the Judy was a completely different plane than the prototypes of 42....

this is what i am saying. if u get rid of one prototype then get rid of all of them. it is only fair....
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RE: Final ?? CHS Pending Change List

Post by Tristanjohn »

ORIGINAL: Tanaka
ORIGINAL: Lemurs!

Tanaka,

There are no Judies added in '41 in my scenario.
They were in late '42 but the Judy started production in May '42.

This Judy was an unarmoured recon dive bomber while the later carrier bomber version was armoured. As Matrix had put an unarmoured version in the game i felt it should be entering at a more appropriate time.

Mike

my point here is that these first judy's in 42 such as the ones that were used at Midway were prototypes. not only was the armor added later in 43 but a different engine as well....

yet in the game the plane is one in the same...


One Yokosuka D4Y1 "Judy" was used at Midway as a reconnaissance aircraft, another having been damaged on the way. Designed as a dive bomber replacement for the Aichi D3A-1 Val, the Judy was at this time fitted with an unreliable engine and plagued with structural problems. Later re-engined and modified structurally it did successfully replace the Val as Japan’s front line dive-bomber.

To answer the specification of a bomber able to follow the Zero, the Japanese built the Judy with an inline engine, one of the rare instance of it in Japanese aircraft. It was an unhappy experience, because the engine never worked properly and the structure did not resist the constraints of dive-bombing.

The first operational Judy were on the Soryu during the Battle of Midway and went down with their carrier. In 1943, the little reliable inline engine was replaced by a much more satisfying radial engine. Under this form, they took part to combats until the end of the war, some of them as kamikaze.

Some examples of this plane took part in the Battle of Midway but disappeared with their carrier, the Soryu. That model was handicapped by its unreliable engines and after 1942 was used only from land bases.



should we not either have two versions of this plane or one??? when mass produced in 43 the Judy was a completely different plane than the prototypes of 42....

this is what i am saying. if u get rid of one prototype then get rid of all of them. it is only fair....

I see the point you wanted to make. I haven't looked closely at the Japanese OOB and didn't realize Mike was putting in prototypical designs--if in fact he was, I'm taking your word for this.

As I understand it, there are limitations to the database as to how many slots are available. In that case it seems to make sense to allocate these available slots first to equipment which was instrumental in conducting the war. Prototypical machinery would not fill this bill. If there are slots lfet over, then fine, fill those with whatever. But first and foremost get in the aircraft which actually had some impact on the fighting.

I would think the purpose of doing this work is to arrive at a representative OOB, not something exotic. In the case of the Judy, it would seem logical to limit its inclusion to the version which was mass produced in 1943. Do you agree with that, Tanaka?

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RE: Final ?? CHS Pending Change List

Post by Tanaka »

ORIGINAL: Tristanjohn

ORIGINAL: Tanaka
ORIGINAL: Lemurs!

Tanaka,

There are no Judies added in '41 in my scenario.
They were in late '42 but the Judy started production in May '42.

This Judy was an unarmoured recon dive bomber while the later carrier bomber version was armoured. As Matrix had put an unarmoured version in the game i felt it should be entering at a more appropriate time.

Mike

my point here is that these first judy's in 42 such as the ones that were used at Midway were prototypes. not only was the armor added later in 43 but a different engine as well....

yet in the game the plane is one in the same...


One Yokosuka D4Y1 "Judy" was used at Midway as a reconnaissance aircraft, another having been damaged on the way. Designed as a dive bomber replacement for the Aichi D3A-1 Val, the Judy was at this time fitted with an unreliable engine and plagued with structural problems. Later re-engined and modified structurally it did successfully replace the Val as Japan’s front line dive-bomber.

To answer the specification of a bomber able to follow the Zero, the Japanese built the Judy with an inline engine, one of the rare instance of it in Japanese aircraft. It was an unhappy experience, because the engine never worked properly and the structure did not resist the constraints of dive-bombing.

The first operational Judy were on the Soryu during the Battle of Midway and went down with their carrier. In 1943, the little reliable inline engine was replaced by a much more satisfying radial engine. Under this form, they took part to combats until the end of the war, some of them as kamikaze.

Some examples of this plane took part in the Battle of Midway but disappeared with their carrier, the Soryu. That model was handicapped by its unreliable engines and after 1942 was used only from land bases.



should we not either have two versions of this plane or one??? when mass produced in 43 the Judy was a completely different plane than the prototypes of 42....

this is what i am saying. if u get rid of one prototype then get rid of all of them. it is only fair....

I see the point you wanted to make. I haven't looked closely at the Japanese OOB and didn't realize Mike was putting in prototypical designs--if in fact he was, I'm taking your word for this.

As I understand it, there are limitations to the database as to how many slots are available. In that case it seems to make sense to allocate these available slots first to equipment which was instrumental in conducting the war. Prototypical machinery would not fill this bill. If there are slots lfet over, then fine, fill those with whatever. But first and foremost get in the aircraft which actually had some impact on the fighting.

I would think the purpose of doing this work is to arrive at a representative OOB, not something exotic. In the case of the Judy, it would seem logical to limit its inclusion to the version which was mass produced in 1943. Do you agree with that, Tanaka?


Honestly I really like the prototypes in the game. They just bring a " fun toys to play with cool factor" to the game. Like the Tojo prototypes at Canton in 41. Its fun to protect and use this little group wisely. My vote is to leave all prototypes in the game. They really will not have much effect on the game overall other than adding a little to the fun factor...

Who knows maybe if the Japanese had used the Oi and Kitatami radar effectively they might have been useful...

As it was the Japanese did not put much into radar...
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Possible bug/OOB errors with CHS

Post by Bradley7735 »

Hi Don,

I took a look at CHS over the weekend and here are some things I think may be errors.

The 5th US Regiment and the 14th US Regiment, both at Panama City have the 1943 version of the US rifle Squad. I think they should have the 1941 version at the start of the game.

The 1st Marine AA at Manila and the 4th Marines Regiment at Bataan have their HQ set to Asiatic HQ. I think this should be USAFFE, since you don't need to us PP's to pull them out and Asiatic isn't one of the stock game HQ's. (I think you guys tried to do a better job on the HQ's, but decided you couldn't fix it, and this is probably an error from that effort)

The airgroups in the following ranges have EXP and Morale of 25. Since they are (probably) groups coming in on US CVE's they should have EXP of about 60 and Morale of 99. Ranges: 1993-2000 and 2004-2017

That's it for now.

bc
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RE: Possible bug/OOB errors with CHS

Post by Don Bowen »

ORIGINAL: Bradley7735

Hi Don,

I took a look at CHS over the weekend and here are some things I think may be errors.

The 5th US Regiment and the 14th US Regiment, both at Panama City have the 1943 version of the US rifle Squad. I think they should have the 1941 version at the start of the game.

The 1st Marine AA at Manila and the 4th Marines Regiment at Bataan have their HQ set to Asiatic HQ. I think this should be USAFFE, since you don't need to us PP's to pull them out and Asiatic isn't one of the stock game HQ's. (I think you guys tried to do a better job on the HQ's, but decided you couldn't fix it, and this is probably an error from that effort)

The airgroups in the following ranges have EXP and Morale of 25. Since they are (probably) groups coming in on US CVE's they should have EXP of about 60 and Morale of 99. Ranges: 1993-2000 and 2004-2017

That's it for now.

bc

Thanks

The two Marine units in the Philippines are intentional - the U.S. Asiatic Fleet withdrew to the Netherlands East Indies without Political Penalty (except it pissed of MacArthur) and it is possible they could have taken their Marine Combat formations with them.

The rest I'll fix.

Unfortunately, Jo van der Pluym has found a major problem with the air units and the Russian Activation in September, 1945. If anyone get's their game to that point, the executable with overlay existing air groups with "program created" Russian Units. Apparently we did wrong by re-ordering the air groups during "squadronization".

Don
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RE: Possible bug/OOB errors with CHS

Post by Kereguelen »

ORIGINAL: Don Bowen

The two Marine units in the Philippines are intentional - the U.S. Asiatic Fleet withdrew to the Netherlands East Indies without Political Penalty (except it pissed of MacArthur) and it is possible they could have taken their Marine Combat formations with them.

Don

Hi,

I can imagine that this was discussed before among the CHS staff, but nevertheless have to ask: Is it reasonable to make it easier to "save" the 4th US Marine Rgt? If I remember correctly, the 4th Rgt was (after eliminated in the PI) reformed from the USMC Raider battalions in 1944. Thus it is 2x in the game even if the Allied player loses it in the PI (included in the 5th ? US Marine division and in the raider battalions). When saved it would appear a third time...

[However, it's surely nice to have threefold as the Allies[8D]]

K
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RE: Possible bug/OOB errors with CHS

Post by Don Bowen »

ORIGINAL: Kereguelen

ORIGINAL: Don Bowen

The two Marine units in the Philippines are intentional - the U.S. Asiatic Fleet withdrew to the Netherlands East Indies without Political Penalty (except it pissed of MacArthur) and it is possible they could have taken their Marine Combat formations with them.

Don

Hi,

I can imagine that this was discussed before among the CHS staff, but nevertheless have to ask: Is it reasonable to make it easier to "save" the 4th US Marine Rgt? If I remember correctly, the 4th Rgt was (after eliminated in the PI) reformed from the USMC Raider battalions in 1944. Thus it is 2x in the game even if the Allied player loses it in the PI (included in the 5th ? US Marine division and in the raider battalions). When saved it would appear a third time...

[However, it's surely nice to have threefold as the Allies[8D]]

K

A good point but what can I say. Even though I was Navy I like the Marines.

When I get the famous circular Toit I'll take a look at this and several other places where larger units might need to be broken up (like the Japanese 55th Division). This could be a while as I am fully occupied in a struggle with the AI.

Don


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RE: Possible bug/OOB errors with CHS

Post by Lemurs! »

Why would the Japanese 55th division need to be broken up?
I already took a regiment from it!

You damn allied fanboy! [:'(]

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RE: Possible bug/OOB errors with CHS

Post by Don Bowen »

ORIGINAL: Lemurs!

Why would the Japanese 55th division need to be broken up?
I already took a regiment from it!

You damn allied fanboy! [:'(]

Mike

Guilty - but I also want to separate out the 143rd and create a Ban Don invasion force. See:
Istmus of Kra Invasion Force. After all, if a placed with my name is on the map it certainly deserves attention. Hey - how about Bowen in Australia (between Brisbane and Townsville I believe).

That leaves the 55th Division just about the 112th Rgt. I know there are more, but memory fails. They say it is the second thing to go.

Don

P.S. Dug up anything interesting??
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RE: Possible bug/OOB errors with CHS

Post by Lemurs! »

Don, you should see the scenario Joe and I are playing!
I added quite a bit, redid several of the japanese invasion convoys, added a missing airgroup etc.

Course, even though i stayed 2 days at Pearl i still sunk nothing there. Luckily bombing is WAD.

In the South China sea i am slaughtering his helpless forces. ah!

I don't know if i have already given you the data on the Japanese float planes but i added that in.

I reorganized the Japanese divisions so they should receive replacents properly. Part of that was my error but part was already there from Matrix OOB.

I removed the Utah from Pearl (I know, I know) because of the lack of results at Pearl. Didn't help.

Hopefully i will crush Joe and his pathetic western forces!

Mike
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A couple of issues to look at.

Post by Bradley7735 »

Hi Don,

Two more "issues" with CHS Mod.

1: The Lancer doesn't have graphics (I think it's the Lancer)
2: There are 3 bases at Panama that all have air squadrons. However, only two of these bases have base forces. Since all the airgroups have at least some damaged planes, you can't transfer groups around without marching base forces. It seems a bit tedious. I reccommend that you either move a base force or move some airgroups (or add a base force). It's not a big issue, but it requires some effort that doesn't seem historical.

So far so good. I just love the new ship additions. FYI, I've run several first turns and I see 1 BB sunk at Pearl 50% of the time. I haven't seen two sunk yet.

THanks!!!
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RE: A couple of issues to look at.

Post by Don Bowen »

ORIGINAL: Bradley7735

Hi Don,

Two more "issues" with CHS Mod.

1: The Lancer doesn't have graphics (I think it's the Lancer)
2: There are 3 bases at Panama that all have air squadrons. However, only two of these bases have base forces. Since all the airgroups have at least some damaged planes, you can't transfer groups around without marching base forces. It seems a bit tedious. I reccommend that you either move a base force or move some airgroups (or add a base force). It's not a big issue, but it requires some effort that doesn't seem historical.

So far so good. I just love the new ship additions. FYI, I've run several first turns and I see 1 BB sunk at Pearl 50% of the time. I haven't seen two sunk yet.

THanks!!!

Might be a problem here. I have graphics for the Lancer (#200) and also base forces at all three Panama area locations. Can you be more specific about the base without support??

Don


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RE: A couple of issues to look at.

Post by Bradley7735 »

It's the base that you can't move ships to. the furthest east base. In my game there was a combat unit (a Brigade I think) and a construction unit at that base. It's possible that the construction unit is a base force, but I don't think so.

I could be thinking about another plane than the lancer. I'm pretty sure it's a P-43, but I don't know if that's a lancer or another plane. There is at least one West Coast plane group either in Boise, Portland or near there that doesn't have a picture when I click on it. Just a blank sky. I haven't noticed if there is a plane top for this or not, just the side view picture when looking at the group.

Sorry, I'm not at home other wise I'd give you actual unit numbers (I forgot my note this morning).
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RE: A couple of issues to look at.

Post by Don Bowen »


Double checked and:

1. There is a base force at Cristobal - the "Cristobal Base Force" actually.

2. The Lancer has graphics.

Do you have the latest version of CHS??



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RE: A couple of issues to look at.

Post by Lemurs! »

Don,

I do not F!@#$%^&* know how this keeps slipping threw but the turret armour on the Helena class, Brooklyn class, and Cleveland class CLs plus their upgrades is more than twice as thick as it should be.

The Turret armour should be 150 for all not 312.
This should also be changed in the regular scaenario.
I had a confirmation from Mike Wood (i think) months ago that they knew this was an error but they also haven't fixed it.

The Alaska class armour should be 105 deck, 200 belt, 255 tower, 305 turret. these were cruiers for gods sake!
This goes with my last two posts on heavy bomber losses on the main forum.


Mike
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RE: A couple of issues to look at.

Post by Bradley7735 »

I think I do, but maybe not. I downloaded from spooky's after 1.5 was out. It's possible that I need to update some graphics. I'll look closer when I get home. It's also possible I messed up the Christobal base force when changing some stuff with your mod. I add a bunch of stuff for the AI in my games (it makes the game more fun when Japan doesn't run out of zero's and pilots in April.) I may have messed up some stuff when making changes. It'll suck if I really screwed it up and have to start over. Sorry for the false alarm.
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RE: CHS Pending Change List

Post by Don Bowen »

ORIGINAL: ltfightr

Not to but in but did it ever get decided if you can have a neg base value at start? -2/0 -3/0


I do not believe it is possible to enter negative values. I think all values are unsigned integers.

Don
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