Admiral's Edition Editor Thread

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!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

User avatar
jwilkerson
Posts: 8272
Joined: Sun Sep 15, 2002 4:02 am
Location: Kansas
Contact:

RE: Admiral's Edition Editor Thread

Post by jwilkerson »

Oh yeah - you could unload "over" the beach - but then the "casualties" should be even higher than they are!

At 50,000 feet - casualties 100%

At 5,000 feet - casualties 90% (assuming 15% of the unloadees have parachutes)

At 5 feet - casualties 5% (grunts will still break their legs, arms, stub their toes)

WITP Admiral's Edition - Project Lead
War In Spain - Project Lead
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Admiral's Edition Editor Thread

Post by witpqs »

ORIGINAL: rhohltjr

ORIGINAL: witpqs
But you don't need to unload on the beach depending upon the type of vehicle you are using. You might just drive inland to the designated spot and unload there.

And the starting point for this loaded up vehicle would be? On the Beach.

Where it was delivered (as cargo) to the beach by some LCM.

Gold Gold Gold......[&o]

No. DUKW's and their ilk just drive right over the beach, non-stop.

EDIT: Amtracs too, right?
User avatar
rhohltjr
Posts: 541
Joined: Thu Apr 27, 2000 8:00 am
Location: When I play pacific wargames, I expect smarter AI.

RE: Admiral's Edition Editor Thread

Post by rhohltjr »

ORIGINAL: witpqs

No. DUKW's and their ilk just drive right over the beach, non-stop.

EDIT: Amtracs too, right?

Granted the Amphibs can swim in from the ships.. and move over the beach. The rest of the cargo is unloaded on the beach. Everything is cargo and is unloaded "on the beach" or in the case of amphibs swims in.

It was just a question about the editor and a line of text I would rather change.
I know I can't change the line and I'm fine with that. [:)] My real gripe was the AI in Witp.
My e-troops don't unload OVER THE BEACH anymore, see:
Amphibious Assault at Kota Bharu
TF 85 troops securing a beachhead at Kota Bharu, 51,75
whew! I still feel better.
User avatar
Don Bowen
Posts: 5192
Joined: Thu Jul 13, 2000 8:00 am
Location: Georgetown, Texas, USA

RE: Admiral's Edition Editor Thread

Post by Don Bowen »


Actually I've heard the terms "unloading over a beach" and "unloading over a pier" so long that I have no idea where I first heard them. I do consider them common usage, if not 100% correct.
User avatar
jwilkerson
Posts: 8272
Joined: Sun Sep 15, 2002 4:02 am
Location: Kansas
Contact:

RE: Admiral's Edition Editor Thread

Post by jwilkerson »

Must be "navy man talk" [:D] in the artillery - we just "send the projs down range".
WITP Admiral's Edition - Project Lead
War In Spain - Project Lead
User avatar
rhohltjr
Posts: 541
Joined: Thu Apr 27, 2000 8:00 am
Location: When I play pacific wargames, I expect smarter AI.

RE: Admiral's Edition Editor Thread

Post by rhohltjr »

ORIGINAL: jwilkerson

Must be "navy man talk" [:D] in the artillery - we just "send the projs down range".

Yeah, that sounds like it could be. Perhaps the ships or piers crane operator is sitting above the beach or pier enjoying that over the beach view and unloading....on to the beach/pier.[:)]
Hence you get the term 'over the beach'????? Very much a WAG.[;)]

My e-troops don't unload OVER THE BEACH anymore, see:
Amphibious Assault at Kota Bharu
TF 85 troops securing a beachhead at Kota Bharu, 51,75
whew! I still feel better.
User avatar
ggm
Posts: 139
Joined: Fri May 25, 2007 11:57 pm

modability

Post by ggm »

I dont know if this has been asked before, but with the industry build and repair costs be moddable? I know this has been a source of contention requiring game rules to prevent "exploits". A great deal of other stats could be modded such as combat stats and amphibous landing efficiencies and unloading speeds. this could allow for modding of these factors.
games such as hoi2 allow for modding of a great deal of factors in editable files...
It would make an excellent game one steep closer to awsome.
 
ggm
Alas, poor Yorick!--I knew him, Horatio; a fellow of infinite jest, of most excellent fancy: he hath borne me on his back a thousand times; and now, how abhorred in my imagination it is! my gorge rises at it.
William Shakespeare Hamlet
User avatar
DuckofTindalos
Posts: 39781
Joined: Fri Apr 22, 2005 11:53 pm
Location: Denmark

RE: modability

Post by DuckofTindalos »

No.
We are all dreams of the Giant Space Butterfly.
User avatar
ggm
Posts: 139
Joined: Fri May 25, 2007 11:57 pm

RE: modability

Post by ggm »

unfortunate. I suppose if its hard coded in the program it would be a pain to organize extract these variables in a file. perhaps for witp-2.
 
ggm
Alas, poor Yorick!--I knew him, Horatio; a fellow of infinite jest, of most excellent fancy: he hath borne me on his back a thousand times; and now, how abhorred in my imagination it is! my gorge rises at it.
William Shakespeare Hamlet
pad152
Posts: 2835
Joined: Sun Apr 23, 2000 8:00 am

RE: modability

Post by pad152 »

When adding new units with new AE editor, do you also have to edit the AI scripts?

Example: Add a new Japanese land unit to the 4th  fleet,  do you then have to add new land unit to AI scripts for places the 4th fleet invades?

User avatar
jwilkerson
Posts: 8272
Joined: Sun Sep 15, 2002 4:02 am
Location: Kansas
Contact:

RE: modability

Post by jwilkerson »

ORIGINAL: pad152

When adding new units with new AE editor, do you also have to edit the AI scripts?

Example: Add a new Japanese land unit to the 4th  fleet,  do you then have to add new land unit to AI scripts for places the 4th fleet invades?


If you want the AI to use a unit you have to plug the unit into the AI.

WITP Admiral's Edition - Project Lead
War In Spain - Project Lead
User avatar
JuanG
Posts: 906
Joined: Sun Dec 28, 2008 8:12 pm

RE: modability

Post by JuanG »

ORIGINAL: jwilkerson

ORIGINAL: pad152

When adding new units with new AE editor, do you also have to edit the AI scripts?

Example: Add a new Japanese land unit to the 4th  fleet,  do you then have to add new land unit to AI scripts for places the 4th fleet invades?


If you want the AI to use a unit you have to plug the unit into the AI.


Is this also true for ships?

Suppose one adds the planned second Oyodo (for example) to the Japanese OOB, does one have to 'plug' this into the AI, or will the AI just recognize it as a cruiser suited for whatever role when it becomes available and put it to use?
User avatar
BigJ62
Posts: 1132
Joined: Sat Dec 28, 2002 9:53 am
Location: Alpharetta, Georgia
Contact:

RE: modability

Post by BigJ62 »

No just ag and LCU.

ORIGINAL: JuanG
ORIGINAL: jwilkerson

ORIGINAL: pad152

When adding new units with new AE editor, do you also have to edit the AI scripts?

Example: Add a new Japanese land unit to the 4th  fleet,  do you then have to add new land unit to AI scripts for places the 4th fleet invades?


If you want the AI to use a unit you have to plug the unit into the AI.


Is this also true for ships?

Suppose one adds the planned second Oyodo (for example) to the Japanese OOB, does one have to 'plug' this into the AI, or will the AI just recognize it as a cruiser suited for whatever role when it becomes available and put it to use?
Witp-AE
AeAi…AeAi …AeAi…Long live AeAi.
Czert3
Posts: 255
Joined: Sat Jul 22, 2006 5:56 pm

RE: modability

Post by Czert3 »

Will be here option to modify TOE strenght of (all) units ? E.q. modifiing of normal japan SNLF sqad (infantry + 37mm gun + support) . I will e.g. decide to add 4 81mm mortarts to them (and needed support). Will this change apply to all SNLF squads of I have to edit all existing/future SNLF squads ?  And if yes, will be here displayed warning if you excess transport capacity for one run oc (ceratain) unit ? I mean unnmodified squad was able to be transported by one sub in one run , but moddified no longer due to bigger loading cost ?
User avatar
n01487477
Posts: 4764
Joined: Tue Feb 21, 2006 12:00 am

RE: modability

Post by n01487477 »

Will be here option to modify TOE strenght of (all) units ? E.q. modifiing of normal japan SNLF sqad (infantry + 37mm gun + support) . I will e.g. decide to add 4 81mm mortarts to them (and needed support). Will this change apply to all SNLF squads of I have to edit all existing/future SNLF squads ? And if yes, will be here displayed warning if you excess transport capacity for one run oc (ceratain) unit ? I mean unnmodified squad was able to be transported by one sub in one run , but moddified no longer due to bigger loading cost ?

Just like in WITP, you can either make one unit strength unique and have the TOE the same as the unit edited, or alternatively have the parent unit TOE strengthened and then all those associated with this parent TOE will use it as its standard.

Not sure about your second Q ...

--Damian--
Dili
Posts: 4742
Joined: Fri Sep 10, 2004 4:33 pm

RE: modability

Post by Dili »

Units have a TOE, so if you change a TOE and that TOE is the same for all of that kind of units then changing the TOE it changes that units composition. Also if you replace SNLF squad with another squad or modify the existing SNLF squad it will be replicated in TOE if it has that device(all equipement including squads are called a device). What you have to verify is how many TOE's have the different SNLF's. It can be only one but i suspect that some SNLF being a sort of adhoc unit you will get different ones.

Note that AE introduces possibility of an unit having different TOE's. Can be set in editor that an unit have a certain TOE in 1942 and then other TOE replaces that one in 1943 to simulate a new kind of organisation that the unit adopted at that time.
User avatar
JWE
Posts: 5039
Joined: Tue Jul 19, 2005 5:02 pm

RE: modability

Post by JWE »

The editor works just like WiTP.
User avatar
DuckofTindalos
Posts: 39781
Joined: Fri Apr 22, 2005 11:53 pm
Location: Denmark

RE: modability

Post by DuckofTindalos »

Except in as much as there's only one editor now, rather than two.
We are all dreams of the Giant Space Butterfly.
User avatar
Splinterhead
Posts: 189
Joined: Fri Aug 30, 2002 11:45 pm
Location: Lenoir City, TN

RE: modability

Post by Splinterhead »

I'm sorry if it's been asked before, but is it possible to have an air group automatically change commands on a certain date (example: 19th BG from USAFFE to Southwest Pacific) or must the group be withdrawn and then returned?
User avatar
DuckofTindalos
Posts: 39781
Joined: Fri Apr 22, 2005 11:53 pm
Location: Denmark

RE: modability

Post by DuckofTindalos »

No and yes.
We are all dreams of the Giant Space Butterfly.
Post Reply

Return to “War in the Pacific: Admiral's Edition”