Nik Mod 3.0
Moderators: wdolson, Don Bowen, mogami
RE: Nik Mod 3.11
Nik
playing 3.1 and the increased firepower of the bases make carrier bombing of them something to consider. But I've noticed something new. I always keep up to 200 turn saves and usually had to wait a minute before the screen would switch to the save screen now it does it instantainiously!!!! Great how did you do that????[:'(]
playing 3.1 and the increased firepower of the bases make carrier bombing of them something to consider. But I've noticed something new. I always keep up to 200 turn saves and usually had to wait a minute before the screen would switch to the save screen now it does it instantainiously!!!! Great how did you do that????[:'(]
RE: Nik Mod 3.11
ORIGINAL: ckk
Great how did you do that????[:'(]
I'm GUMBY....dammit [;)]
Carriers - Yep. Regrettably as mentioned in the FAQ dive bombers (and fighter bombers) will get a bit of the shaft in the mod because they default to 2000 feet to make their attacks. Hard coded rule. However i considered it an acceptible trade if it fixed the uber-LB issue that has plauged the game since UV days. One means to get around the issue (besides not attacking heavily defended bases with DB's) is to use torpedo bombers set to high altitude. They wont get as many hits of course but they wont die in droves either.
RE: Nik Mod 3.11
Ok Gumby[;)]
But how did you get rid of the annoying save screen delay??
But how did you get rid of the annoying save screen delay??
RE: Nik Mod 3.11
A magician never reveals all his secrets.
[:'(]
[:'(]
RE: Nik Mod 3.11
OK Gumby err Magician[:D]
I assume that delay had a reason i.e. the game was doing something. So when the Magician got rid of the delay he got rid of the "something" and that it was irrelevant to the game?[;)]
I assume that delay had a reason i.e. the game was doing something. So when the Magician got rid of the delay he got rid of the "something" and that it was irrelevant to the game?[;)]
RE: Nik Mod 3.11
I had a little pixie dust left over from having heavily sprinkled the Nate and Oscar in order to transform them from flying targets to flying machines.
[:'(]
(fib! fib!)
[:'(]
(fib! fib!)
RE: Nik Mod 3.11
OK OK
I'll just go back to enjoying the Mod. [:)] Great work as usual[8D]
I'll just go back to enjoying the Mod. [:)] Great work as usual[8D]
RE: Nik Mod 3.11
glad your enjoying it. [:)]
myself, i'm having fun kicking Speedy's arse with it.
myself, i'm having fun kicking Speedy's arse with it.
RE: Nik Mod 3.11
How are your Imperial pilot pools doing? Looking particularily for feedback on this aspect.
- michaelm75au
- Posts: 12463
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
Another suggestion ..
An alternate method (keeping normal ceiling values) to cater for the apparent "minimum" ceiling of the large AA guns would be to put a psudeo device in the units which contain these big guns. The psudeo device could handle flak upto the minimum ceiling.
Eg
LCU has 12 x 105mm AA guns with max ceiling 36K. So planes coming in at 6K feet are safe.
Create a device (105mm aa) with similar attributes to 105mm but with a ceiling of only 6k.
Add half the number of normal guns (6 x 105mm aa).
Planes attacking at 6k would still undergo flak but a reduced amount, simulating the difficulty to engage planes at lower heights with large AA guns.
Michael
Eg
LCU has 12 x 105mm AA guns with max ceiling 36K. So planes coming in at 6K feet are safe.
Create a device (105mm aa) with similar attributes to 105mm but with a ceiling of only 6k.
Add half the number of normal guns (6 x 105mm aa).
Planes attacking at 6k would still undergo flak but a reduced amount, simulating the difficulty to engage planes at lower heights with large AA guns.
Michael
Michael
- treespider
- Posts: 5781
- Joined: Sun Jan 30, 2005 7:34 am
- Location: Edgewater, MD
RE: Another suggestion ..
ORIGINAL: michaelm
An alternate method (keeping normal ceiling values) to cater for the apparent "minimum" ceiling of the large AA guns would be to put a psudeo device in the units which contain these big guns. The psudeo device could handle flak upto the minimum ceiling.
Eg
LCU has 12 x 105mm AA guns with max ceiling 36K. So planes coming in at 6K feet are safe.
Create a device (105mm aa) with similar attributes to 105mm but with a ceiling of only 6k.
Add half the number of normal guns (6 x 105mm aa).
Planes attacking at 6k would still undergo flak but a reduced amount, simulating the difficulty to engage planes at lower heights with large AA guns.
Michael
Wouldn't your supply draw now increase as well?
Here's a link to:
Treespider's Grand Campaign of DBB
"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
Treespider's Grand Campaign of DBB
"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
- michaelm75au
- Posts: 12463
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Another suggestion ..
True.
But supplies needed is only based on the number of devices. ( extra 6 per day in example)
It is all a question of compromises, as in the way Nik has done. In his method, there is no safe height to attack at unless you fly outside the max ceiling of the guns (26k,IIRC) - an imaginery line in the sand (or ether in this case).
Michael
But supplies needed is only based on the number of devices. ( extra 6 per day in example)
It is all a question of compromises, as in the way Nik has done. In his method, there is no safe height to attack at unless you fly outside the max ceiling of the guns (26k,IIRC) - an imaginery line in the sand (or ether in this case).
Michael
ORIGINAL: treespider
ORIGINAL: michaelm
An alternate method (keeping normal ceiling values) to cater for the apparent "minimum" ceiling of the large AA guns would be to put a psudeo device in the units which contain these big guns. The psudeo device could handle flak upto the minimum ceiling.
Eg
LCU has 12 x 105mm AA guns with max ceiling 36K. So planes coming in at 6K feet are safe.
Create a device (105mm aa) with similar attributes to 105mm but with a ceiling of only 6k.
Add half the number of normal guns (6 x 105mm aa).
Planes attacking at 6k would still undergo flak but a reduced amount, simulating the difficulty to engage planes at lower heights with large AA guns.
Michael
Wouldn't your supply draw now increase as well?
Michael
- michaelm75au
- Posts: 12463
- Joined: Sat May 05, 2001 8:00 am
- Location: Melbourne, Australia
RE: Another suggestion ..
Of course, the proper way to handle this in RL would be to mix the AA defense at bases - keep both heavy and light flak units present. Which will also increase supply requirements.[:D]
In that case there would be no safe height to attack at.
Just that losses would be lower if attacking under the heavy's minimum ceiling.
Michael
In that case there would be no safe height to attack at.
Just that losses would be lower if attacking under the heavy's minimum ceiling.
Michael
Michael
RE: Another suggestion ..
as of 7/17/42 pilot replacements:
IJN 1
IJA 214
as info my last save of Nik Mod 2.0 6/19/42
IJN 1
IJA 219
IJN 1
IJA 214
as info my last save of Nik Mod 2.0 6/19/42
IJN 1
IJA 219
RE: Another suggestion ..
ORIGINAL: michaelm
True.
But supplies needed is only based on the number of devices. ( extra 6 per day in example)
It is all a question of compromises, as in the way Nik has done. In his method, there is no safe height to attack at unless you fly outside the max ceiling of the guns (26k,IIRC) - an imaginery line in the sand (or ether in this case).
Actually thats not quite accurate. There 'is' a safe height in that if the bombers attack at more historical heights then they will suffer only minor damages most of the time with maybe a plane or two lost occasionally. I have found that 18,000 feet and above unless the base has a superlative number of guns give reasonable and attritonally acceptible damages/losses so far. Game with Speedy and Bombur is in it's early days but i know in the former's case he is not losing bombers left and right because he has already adjusted his tactics accordingly and bombs on average at around 17,000 feet against the well defended targets such as Port Morosby which starts the game with two-three batteries worth of heavies. The ultimate goal of this change of course was to slow the pace of the game by slowing the complete demolition of airbases, even heavily defended and developed ones by 100+ bomber 6000feet attacks. You can still do it, but now you'll pay an attritional price that even an Allied player may find unacceptible in the long run. Bombing at the higher alts produces less hits which will reduce ground losses and make airbases harder to close. (again that is...if you want to maintain your bomber formations)
The pseudo device idea is interesting but i'm i'd rather avoid creating such a need for repetitive devices to cover all angles. There is also the "production" angle to consider as well. I figure the compromise in place as it stands is not much of a stretch for people since i've noted that many players already have a house rule in place to prohibit what they call "stratosphere" type bombing missions.
RE: Another suggestion ..
ORIGINAL: ckk
as of 7/17/42 pilot replacements:
IJN 1
IJA 214
as info my last save of Nik Mod 2.0 6/19/42
IJN 1
IJA 219
wow....is this an AI game? what side are you playing? I'm still at 515 for IJN....IJA is zip...especially after my disaster in Burma yesterday.
RE: Another suggestion ..
I understand avoiding creating wierd devices. But in the workaround you have in place now the bombers are artificially restricted to certain altitudes, which has implications for running into CAP.
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Another suggestion ..
ORIGINAL: witpqs
I understand avoiding creating wierd devices. But in the workaround you have in place now the bombers are artificially restricted to certain altitudes, which has implications for running into CAP.
Actually I think it would be the opposite because there is less predictability in what settings the bombers will use when they bomb. In my game with Kaiser...its pretty much a shoo-in what alt he's coming in at. (6000 feet). Sometimes i'll set my fighters at 7000 feet in anticipation of this but to be honest i dont really see all that much, 'if' any difference at all in preformance. What i do notice is that without radar, my CAP's are suffering the impact. On average my CAP's respond with half the fighters as when i'm attacking one of Kaiser's good defended bases where i (assume) he has a radar set.....Dacca probably has one for sure. Altitude is still a bit of a murky thing overall...the code auto puts escorts just above the bombers and the CAP auto adjusts to meet the bombers at their height regardless of the alt you set....there is supposed to be some value in setting the alt just above the bombers but its hard to tell the impact....its not dramatic from what i can see if it's there. The biggest impact again appears to be early warning....that allows the defenders to get the "bounce" more often.
RE: Another suggestion ..
yep AI game on very hard. AI overuses KB[&:] and forward deploys to Rabaul and Kwajalein too many Zero's and Betty's. So it's worth what ever it costs to get Dobadura and Majuro then start at 15,000 with all the B25's and 26's until you suppress. I imagine that the Marianna's and Ryukyu's and Home Islands will be bloody. The first two especially since they are out of range of LBA until B-29's.
RE: Another suggestion ..
ok...thought so...that tracks with an AI/AI test i ran using 3.0 A concern was raised that training in China combined with the increased pool might lead to too many decent Japanese pilots into 43. Will continue to monitor it and adjust accordingly.


