Admirals Edition Naval Thread II

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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eloso
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RE: Admirals Edition Naval Thread II

Post by eloso »

ORIGINAL: Don Bowen

ORIGINAL: Iron Duke

ORIGINAL: Don Bowen

Alright - let's get this thread back on track.

One of the new messages in AE is:
Previous report of sinking of (ship) incorrect.  Intelligence reports ship is still in service
 
Y'all chew on that for a while


Does this message appear before the ship appears on the sunk ship list or can it appear after?
Ive always taken the ship sunk list to be set in stone - has this changed?

Yes, changed. Fog of war extends to the sunk ship list.





How does this work with victory points displayed? My concern is if the score is close to an autovictory at the end of 42. How are the players to know if something can be done to gain/avoid auto victory?
Yamato hugger
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RE: Admirals Edition Naval Thread II

Post by Yamato hugger »

I wouldnt think FoW has any effect on the points in the least.
Coach Z
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RE: Admirals Edition Naval Thread II

Post by Coach Z »

I fear this is going to start trouble again, so I apologize in advance...but there was what I felt was a valid question asked and it was never answered. Plus I feel that it is something of some importance that needs to be fixed.

Will something be done to reduce the effectiveness of 20mm and 50 caliber MG fire from PT Boats against Japanese warships; especially IJN destroyers?
Can anyone recall PT Boats scoring tremndous successes versus large naval assets during the wa? (even at the Battle of Surigao Strait all their torpedoes missed).
Destroyers got their name from the term torpedo boat destroyers (that was to be their main function-then they became the torpedo carrying assets of the fleet), but that does not hold true in WitP. It seems that the AE is trying to make many things more relastic i.e limiting # of torpedoes on a carrier, etc, but what about this one? It seems that this topic is just as valid and can also sway the game way out of proportion. As many people have said we must weigh what might have happened; the potential of this weapons systems versus what actually happened. When my PC's, MSW's, and transports (AKs & APs) get decimated by PT Boats I take it in stride...they should get blasted, but when a Light Cruiser and several destroyers get out gunned by a squadron of PT Boats....well then something's wrong.
Please consider this something to ammend/fix as well.


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Don Bowen
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RE: Admirals Edition Naval Thread II

Post by Don Bowen »

ORIGINAL: Coach Z

I fear this is going to start trouble again, so I apologize in advance...but there was what I felt was a valid question asked and it was never answered. Plus I feel that it is something of some importance that needs to be fixed.

Will something be done to reduce the effectiveness of 20mm and 50 caliber MG fire from PT Boats against Japanese warships; especially IJN destroyers?
Can anyone recall PT Boats scoring tremndous successes versus large naval assets during the wa? (even at the Battle of Surigao Strait all their torpedoes missed).
Destroyers got their name from the term torpedo boat destroyers (that was to be their main function-then they became the torpedo carrying assets of the fleet), but that does not hold true in WitP. It seems that the AE is trying to make many things more relastic i.e limiting # of torpedoes on a carrier, etc, but what about this one? It seems that this topic is just as valid and can also sway the game way out of proportion. As many people have said we must weigh what might have happened; the potential of this weapons systems versus what actually happened. When my PC's, MSW's, and transports (AKs & APs) get decimated by PT Boats I take it in stride...they should get blasted, but when a Light Cruiser and several destroyers get out gunned by a squadron of PT Boats....well then something's wrong.
Please consider this something to ammend/fix as well.




There is no outstanding AE issue on this subject. All the naval action has been reviewed and many changes were made. It is not possible to directly answer this question without spending a lot of time, which I ain't got.



Coach Z
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RE: Admirals Edition Naval Thread II

Post by Coach Z »

So that means no?
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Don Bowen
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RE: Admirals Edition Naval Thread II

Post by Don Bowen »

ORIGINAL: Coach Z

So that means no?

Not at all. It means that all the code was reviewed some time ago but I have no specific reference to the specific question that you ask.

As to me abandoning all my other work to go look it, that one is the no.




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RE: Admirals Edition Naval Thread II

Post by jwilkerson »

Giving precise answers to questions does sometimes require hours of looking at the code, running tests, etc. It might seem like we should be able to answer all questions in seconds, but this is not the case with WITP.
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Tom Hunter
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RE: Admirals Edition Naval Thread II

Post by Tom Hunter »

Hi Don,
 
I have not had time to follow development over the last year or so.  Did you guys re-write the surface gunnery system?
 
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Don Bowen
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RE: Admirals Edition Naval Thread II

Post by Don Bowen »

ORIGINAL: Tom Hunter

Hi Don,

I have not had time to follow development over the last year or so.  Did you guys re-write the surface gunnery system?

No, just tweaked it.

Very little was fully rewritten. Old stuff either was reviewed and updated, or maybe replaced. I can tell you that the long standing issues and complaints with WITP were reviewed (early in) AE development and as many as possible were addressed. Sometimes an issue with the basic structure or data representation made it overly difficult to change some things. And, like all projects, some issues that seemed easy were impossible. And some wonderful new features were added, others we hoped to do fell by the wayside.

I bet you like it.














John Lansford
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RE: Admirals Edition Naval Thread II

Post by John Lansford »

ISTR that in some surface battles one of your ships would get "stuck" and repeatedly hit a target for some unbelievable number of strikes, while the other ships in the TF never fired or fired ineffectively.  I had a battle where USS Boise hit her target (think it was an Aoba CA) 50 or more times with 6" shells, while the other ships did nothing.  Was whatever was causing this identified and adjusted?
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RE: Admirals Edition Naval Thread II

Post by Yamato hugger »

Actually Im not so sure this was a bug. If a ship gets severely dinged, it is left behind while the rest of the force escapes. This is likely the cause of what you are describing. Most likely the Boise did some serious initial damage.
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Tom Hunter
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RE: Admirals Edition Naval Thread II

Post by Tom Hunter »

John,

That is not an unreasonable result, it happened in a number of sea battles during WWII, in fact it may have happened more often than not. Battles where all the ships fire in similar amounts are very unusual.

Back in 06 I did a thread called an analysis of surface combat (or something similar) that discussed some other issues concerning the surface combat system. That is really what I was asking Don about, had an effort been made to address those issues. I don't know if the system needed a re-write or just tweaking, but it is good to hear that it got some attention.
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RE: Admirals Edition Naval Thread II

Post by m10bob »

ORIGINAL: Tom Hunter

John,

That is not an unreasonable result, it happened in a number of sea battles during WWII, in fact it may have happened more often than not. Battles where all the ships fire in similar amounts are very unusual.

Back in 06 I did a thread called an analysis of surface combat (or something similar) that discussed some other issues concerning the surface combat system. That is really what I was asking Don about, had an effort been made to address those issues. I don't know if the system needed a re-write or just tweaking, but it is good to hear that it got some attention.


IIRC a pristine ship remains a hard target, but once damaged becomes a damage magnet..
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Don Bowen
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RE: Admirals Edition Naval Thread II

Post by Don Bowen »


There have been changes to target selection.

Now, to change the subject, this is from a recent test AAR with AE:

SS KXVII launches 2 torpedoes at xAK Sakura Maru
KXVII bottoming out ....
DD Ayanami attacking submerged sub ....
DD Shikinami fails to find sub, continues to search...
PC Ch 9 attacking submerged sub ....
PC Ch 7 fails to find sub and abandons search
DD Ayanami attacking submerged sub ....
SS KXVII forced to surface!
DD Shikinami firing on surfaced sub ....
DD Ayanami firing on surfaced sub ....


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Mike Solli
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RE: Admirals Edition Naval Thread II

Post by Mike Solli »

Very cool, Don. [:D]
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Don Bowen
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RE: Admirals Edition Naval Thread II

Post by Don Bowen »

ORIGINAL: Mike Solli

Very cool, Don. [:D]

Just the beginning...


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Mike Solli
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RE: Admirals Edition Naval Thread II

Post by Mike Solli »

Can't wait.  Keep it up.  Many thanks.
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John Lansford
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RE: Admirals Edition Naval Thread II

Post by John Lansford »

With all these expanded and more detailed combat reports, does anyone have an idea how long a typical turn resolution takes now?  I'm in mid '44 in my game vs the AI and one turn resolution takes about 10 minutes (I've got all the combat report screens turned on and I click on the "continue" button for combat such as air-to-air and air vs airfield/ground unit attacks). 
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RE: Admirals Edition Naval Thread II

Post by Chad Harrison »

ORIGINAL: Don Bowen

ORIGINAL: Mike Solli

Very cool, Don. [:D]

Just the beginning...



You tease!
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RE: Admirals Edition Naval Thread II

Post by jwilkerson »

ORIGINAL: John Lansford

With all these expanded and more detailed combat reports, does anyone have an idea how long a typical turn resolution takes now?  I'm in mid '44 in my game vs the AI and one turn resolution takes about 10 minutes (I've got all the combat report screens turned on and I click on the "continue" button for combat such as air-to-air and air vs airfield/ground unit attacks). 

Turn times vary a lot. And heavily depend on things like settings and level of activity, not to mention what box you run it on. I've had a "turn01" take 66 minutes with all "out of the box" settings (high message lengths, animations and reports on). But times as low as three minutes are also experienced.

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