Da Babes Mod

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eastburn
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RE: Da Babes Mod

Post by eastburn »

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Don Bowen
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RE: Da Babes Mod

Post by Don Bowen »


Several historic types of ships simply have no use in WITP/AE. Hospital ships, refrigerated food ships, water carriers, tugs, ammenities ships, probably others but my brain has not yet had it's morning coffee.
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Bradley7735
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RE: Da Babes Mod

Post by Bradley7735 »

ORIGINAL: Don Bowen


Several historic types of ships simply have no use in WITP/AE. Hospital ships, refrigerated food ships, water carriers, tugs, ammenities ships, probably others but my brain has not yet had it's morning coffee.

Hi Don,

What about the Japanese "Hospital ships" that carried cargo instead of wounded men? [;)]

I'm referring to an account from a US sub that sank a Japanese hospital ship, realized it after the fact, and gathered a couple floating bundles of rubber as proof that they were in violation of the Geneva thingy.

(Don, I'm being sarcastic here. I'm not advocating you add any Japanese hospital ships.)

bc
The older I get, the better I was.
eastburn
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RE: Da Babes Mod

Post by eastburn »

At least an arguement could be made to add a medical Battalion which is one of the organic battalions that is part of the Infantry Division.
ckammp
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RE: Da Babes Mod

Post by ckammp »

ORIGINAL: Hammerdamage

At least an arguement could be made to add a medical Battalion which is one of the organic battalions that is part of the Infantry Division.

The Division medical BNs are included as part of the support squads. So are the signal, MPs, admin,intel, quartermaster, ordance, maintenance, and chemical units. And the band. And the chaplain.

They are not listed separately simply because of the scale of the game.

Hope this helps.
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JWE
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RE: Da Babes Mod

Post by JWE »

ORIGINAL: Buck Beach
Sorry for the reserection of this old thread, but, it has stimulated some thinking about the subject. I understand the concept use for the Chimos and that is cool, but, have you decided how to alien the ACMs types into a more historical basis for Da Babes?
It is exactly as Don posted. I suppose it could be done, but there’s at least 27 various Coast Artillery and Coast Guard mine planters and cable ships, available for the duty by 1937. It would be a real pita to to develop all the different classes, all their movements, all the withdrawals, all the changes to types that the game does not support, etc ..

There will still be some degree of “aggregation” in Don’s babies. The USAMP and CG ships will still be “Chimo” class, for example, and the USAMP ships that were taken over by the USN will be listed by their USN names. Gotta sacrifice somewhere.
I believe the armament of the Alders is more realistic for the ACM ships of the early war period than that of the Chimo.
Army put a 37mm on the bow of the Grahams in 1936, and also the MP-1s. Navy changed it out to a Bofors on the Chimos. Since there’s a gazillion small classes in da babes, it doesn’t seem to make a lot of sense to have 3 or 4 gazillion upgrade schedules. We would literally run out of room, even with 5000 slots.
And now a non-related question, do any of the tools allow for a cross reference of ships to ship class? Example, what are all the Alder class ships in the game?
Witploadae will export all data files to cvs format. Open the ship cvs file and click on the autoformat button. Then click on the Class ID drop down menu and select 781, for the Chimos, or 788 for the Alders, and you will get a complete list.
BTW, I see where the Alder class is listed in the "in game database" but I can't locate any ships of that class in the game.
Several classes are listed in the stock database that are not populated for the stock game. The general gaming public would not appreciate the multitude of ‘ants’, and the necessary record keeping, as much as certain grogs; thus the Don’s Babies mod.
Buck Beach
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RE: Da Babes Mod

Post by Buck Beach »

Thank you JWE
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drw61
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RE: Da Babes Mod

Post by drw61 »

Don / JWE
Just wondering if Da Babes Mod light version will be ready by the time patch 2 (final version) is available.
No pressure, just wanting to start a new game with patch 2 but not wanting to go through Dec41/Jan42 multiple times.

Thanks, Daryl
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JWE
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RE: Da Babes Mod

Post by JWE »

ORIGINAL: drw61
Don / JWE
Just wondering if Da Babes Mod light version will be ready by the time patch 2 (final version) is available.
No pressure, just wanting to start a new game with patch 2 but not wanting to go through Dec41/Jan42 multiple times.

Thanks, Daryl
No. There are quite a few changes. Have to wait. We have to understand and accommodate the code changes and the data changes before anything can be done. We have to tweak a stable data set, so we have to wait till the data set is stable.

You don't want a Babes mod that is incompatible with the base game, and neither do we. We want the Babes 'light' to be a seamless drop-in to AE stock; thus, we have to understand AE stock. Patience.
Buck Beach
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RE: Da Babes Mod

Post by Buck Beach »

ORIGINAL: JWE

ORIGINAL: drw61
Don / JWE
Just wondering if Da Babes Mod light version will be ready by the time patch 2 (final version) is available.
No pressure, just wanting to start a new game with patch 2 but not wanting to go through Dec41/Jan42 multiple times.

Thanks, Daryl
No. There are quite a few changes. Have to wait. We have to understand and accommodate the code changes and the data changes before anything can be done. We have to tweak a stable data set, so we have to wait till the data set is stable.

You don't want a Babes mod that is incompatible with the base game, and neither do we. We want the Babes 'light' to be a seamless drop-in to AE stock; thus, we have to understand AE stock. Patience.


I was really encouraged with Andy Mac's offer to put together an AI routine for the Mod. Is this still in the works?
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drw61
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RE: Da Babes Mod

Post by drw61 »


Thanks for the update, as for "patience" I think I'll need to look that word up.... [:D]
ORIGINAL: JWE

ORIGINAL: drw61
Don / JWE
Just wondering if Da Babes Mod light version will be ready by the time patch 2 (final version) is available.
No pressure, just wanting to start a new game with patch 2 but not wanting to go through Dec41/Jan42 multiple times.

Thanks, Daryl
No. There are quite a few changes. Have to wait. We have to understand and accommodate the code changes and the data changes before anything can be done. We have to tweak a stable data set, so we have to wait till the data set is stable.

You don't want a Babes mod that is incompatible with the base game, and neither do we. We want the Babes 'light' to be a seamless drop-in to AE stock; thus, we have to understand AE stock. Patience.
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oldman45
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RE: Da Babes Mod

Post by oldman45 »

ORIGINAL: Buck Beach

ORIGINAL: JWE

ORIGINAL: drw61
Don / JWE
Just wondering if Da Babes Mod light version will be ready by the time patch 2 (final version) is available.
No pressure, just wanting to start a new game with patch 2 but not wanting to go through Dec41/Jan42 multiple times.

Thanks, Daryl
No. There are quite a few changes. Have to wait. We have to understand and accommodate the code changes and the data changes before anything can be done. We have to tweak a stable data set, so we have to wait till the data set is stable.

You don't want a Babes mod that is incompatible with the base game, and neither do we. We want the Babes 'light' to be a seamless drop-in to AE stock; thus, we have to understand AE stock. Patience.


I was really encouraged with Andy Mac's offer to put together an AI routine for the Mod. Is this still in the works?

Would there need to be changes to the AI if you just used the ships and drydocks?
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JWE
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RE: Da Babes Mod

Post by JWE »

ORIGINAL: oldman45
ORIGINAL: Buck Beach
I was really encouraged with Andy Mac's offer to put together an AI routine for the Mod. Is this still in the works?
Would there need to be changes to the AI if you just used the ships and drydocks?
Da Babes is conceptual, as well as an expansion. Changes are being made to the Device, and Location files, as well as to Classes and Ships.

Changes (lite version) to the land elements are to the Devices and TOEs only. No changes to the OOBs. This is to conform the land elements to the original concept of relative AVs, firepower, and load costs. Since OOB items remain in the same place, the stock AI files will be quite suitable.

Changes (full version) to the land elements are significant and extensive. Once Andy sees them, he may not wish to to put together an AI routine. If he does, it will likely come out many weeks behind the full version release.

If things work as anticipated, there are 3 ways to implement the mod:

1) copy scen001 to a slot of your choice and replace the Class (wpc) and Ship (wps) files with Da Babes wpc and wps. Play normally, using all 12 AI files. What you get is just more toys to play with.

2) copy scen001 to a slot of your choice and replace the Class (wpc), Ship (wps), Device (wpd), and Locations (wpl) files with Da Babes (lite) wpc, wps, wpd, and wpl. Play normally, using all 12 AI files. This version will give a very different "feel" to several aspects of the game: land combat, load/unload schedules, you name it.

3) copy scen001 to a slot of your choice and replace the Class (wpc), Ship (wps), Device (wpd), and Locations (wpl) files with Da Babes (full) wpc, wps, wpd, and wpl. Maybe (we think) aeixxx-01 through 06 will work acceptably. Maybe not. If Andy will do a script set, cool. If not, equally cool. This is the full boogie grog version and really should be played PBEM or H2H.
Buck Beach
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RE: Da Babes Mod

Post by Buck Beach »

Love it, love it, love it.

What the hell is a boogie grog[&:]
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oldman45
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RE: Da Babes Mod

Post by oldman45 »

Thanks, I am looking forward to the drydocks, even if I have to pull that half way around the world [:)]
Andy Mac
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RE: Da Babes Mod

Post by Andy Mac »

If it works for one AI script it will work for them all but you may get some weird results I need to look at the list of changes to see how hard its going to be to adapt for the AI

Andy
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JWE
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RE: Da Babes Mod

Post by JWE »

ORIGINAL: Andy Mac
If it works for one AI script it will work for them all but you may get some weird results I need to look at the list of changes to see how hard its going to be to adapt for the AI

Andy
"Lite" versions should work ok. Tested ok, but like everything else, gets AI weird in mid '44. "Full" version will have you barfing haggis, and turn you Irish. We'll send them on, but once you see them, if you decide you don't want to touch them with an 9 foot Lithuanian, that's totally cool.
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oldman45
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RE: Da Babes Mod

Post by oldman45 »

Going back to the drydocks, I was wondering if there is a way to use them to fix hull damage a yard can't (size) but leave the damage that you would need a real ship yard to do. Ex, you take a torp which causes major hull and engineering damage. You put it into the dry dock to do "emergency" repairs on the hull then send it Pearl or where ever for the engineering repairs.

This way you have a dock in Perth with its 10k yard and you pull in with a BB. The yard cannot fix the BB but the dock can handle it so you do your hull repairs and send the ship to Capetown for the rest of the work. Is the game smart enough to understand this?

Maybe add one more catagory on the repair screen that is greyed out if there is no dock or the dock is too small.
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JWE
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RE: Da Babes Mod

Post by JWE »

ORIGINAL: oldman45
Going back to the drydocks, I was wondering if there is a way to use them to fix hull damage a yard can't (size) but leave the damage that you would need a real ship yard to do. Ex, you take a torp which causes major hull and engineering damage. You put it into the dry dock to do "emergency" repairs on the hull then send it Pearl or where ever for the engineering repairs.

This way you have a dock in Perth with its 10k yard and you pull in with a BB. The yard cannot fix the BB but the dock can handle it so you do your hull repairs and send the ship to Capetown for the rest of the work.
That's exactly what they are supposed to do. The paradigm says a 'floating dock' can lift a 'size' and fix major (underwater) damage. It can't fix turrets or radars, or any of that stuff. Unless, of course, there's an AR or a bunch of NavSup in the base hex.
Is the game smart enough to understand this?
Of course not.
Maybe add one more catagory on the repair screen that is greyed out if there is no dock or the dock is too small.
Code is closed. This is an after-market enhancement for serious PBEM grogs.
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Don Bowen
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RE: Da Babes Mod

Post by Don Bowen »


So, when it is ready, does anyone have a recommendation on where to host it?
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