Ironman Japan v5 - UPDATED

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Andy Mac
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RE: Ironman Japan v5

Post by Andy Mac »

Updated to fix German Weapons
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Fallschirmjager
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Location: Chattanooga, Tennessee

RE: Ironman Japan v5

Post by Fallschirmjager »

ORIGINAL: Andy Mac

Updated to fix German Weapons

You only updated 1 of your 4 posts. Was that intentional? Was that the extent of the fixes?

Thanks again Andy for all that you do :)
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CaptBeefheart
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RE: Ironman Japan v5

Post by CaptBeefheart »

Thanks a lot, Andy! One question: Did you implement any Dababes changes in this, such as shipborne AA?

Cheers,
CC
Beer, because barley makes lousy bread.
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Califvol
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Location: The Land of Yore

RE: Ironman Japan v5

Post by Califvol »

Runs very fine.

Thank you very much for the fix!

However, my Tanker crews are now upset they can no longer pawn a German BC. [X(] Cest le guerre.
Why am I sharing my opinion? Because I am such a special snowflake that others need my knowledge. What…there are like a billion snowflakes? Oh, well isn't that special.
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PaxMondo
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RE: Ironman Japan v5

Post by PaxMondo »

ORIGINAL: Andy Mac

Updated to fix German Weapons
Thanks for the great work AND support!!!!

[&o][&o][&o]
Pax
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Keifer
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Location: San Diego, CA

RE: Ironman Japan v10

Post by Keifer »

Andy,

It looks like part 1 and 4 have duplicates of the same files:
scn010.cmt
wpa010.dat
wpc010.dat
wpd010.dat
wpg010.dat
wph010.dat
wpp010.dat

Is this intentional?

I assume I use the latest version of the files.

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sdhundt
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Joined: Fri Sep 06, 2002 1:27 am
Location: Milwaukee, WI, USA

RE: Ironman Japan v10

Post by sdhundt »

Will these new AI files work with a game in progress or do I have to start a new Iron Man game...I'm in March of 1942 and don't want to go back four months, Thanks.
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PaxMondo
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RE: Ironman Japan v10

Post by PaxMondo »

AI files would require a restart.  When a new game is start, there is a random choice of which AI file to run weighted to run the primary more frequently.  Once chosen, that file then is what is used for the rest of the game.  If you want to force a variant, copy and rename that one to the primary AI slot and start.
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miv792
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RE: Ironman Japan v5

Post by miv792 »

*del
Sorry for my english
Kensai
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Location: Karlsruhe, Germany

RE: Ironman Japan v5

Post by Kensai »

Hi,

I recently started a new game with that scenario. I'm now at Sept. 1942 and have recently taken Guadalcanal.

Unfortunatly, the AI doesn't react to anything I do. I've loaded as Japan and found the following thing:

- they have no decent bombers on Rabaul (2 x KI21, most Betties seem to be in China bombing Chinese junk units)
- only one Zero squadron on Guadalcanal (lvl5 airfield)
- only one CA at Rabaul
- many surface units doing a patrol in the middle of nowhere


In short, while Lunga hat about 900+ AV on it I've taken the island after one week or so. The AI didn't even try to attack my unprotected transports, neither by air or by sea.

I've now quit the game for good, and I'm a bit sad, since I've really put alot of work into it.

Or is this a general weakness of the AI?
Enforcer
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RE: Ironman Japan v5 - UPDATED

Post by Enforcer »

what map and extra would I use for these files
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Kull
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Location: El Paso, TX

RE: Ironman Japan v5 - UPDATED

Post by Kull »

ORIGINAL: Enforcer

what map and extra would I use for these files

That version is old. Please see this post for the 2016 version of the Tier 1 Ironman (Scenario 102).
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