RE: x.786 (former x.7852) planning and revised ETA
Posted: Fri Oct 26, 2007 4:19 pm
I am shooting for tomorrow - and if lighting strikes I might make today - where as if data entry or test or other eratta bog things down it might take longer: but revised ETA = tomorrow = Saturday (Alaska time - which is 1 hour behind the US West Coast and GMT plus 9 hours).
I am heavily invested in converting Allied aircraft production to on map form - even for off map locations. This also will give the Allied player some control over production - and that control should be exercised at least to the extent of turning repair off at factories for types not yet ready to produce (i.e. they have -rd behind the aircraft name). IF this is done, the aircraft will phase in rather than instantly produce at 100% - in many cases. Related to this, I have somewhat revised the locations representing off map production assets. Of these Salt Lake City is the primary one for the USA. A secondary case is New Orleans in Level 7, South Atlantic Entry in Level 6, and a new location, Billings in Level 5. To these add Regina for Canada and Krasnyarsk for the Soviet Union. Just what to do with the UK is not yet clear?
I added on map Soviet factories at two locations, and I will add some additional Aussie production on the map as well. I have completed revising Japanese destroyer ASW - and taken that review as a chance to revise some AA: early war ships will tend to have virtually no light AAA - but much better than 1 or 2 DC ASW capability which for some reason they got saddled with (which has no relation to anything IRL).
Salt Lake City (United States) should not run into 999999 supply any more - or not for a very long time.
I completely revised guns of almost all types to an integrated set of rules. This gives guns with different functions appropriate ratings in the WITP system - and adds some new DP devices - including Japanese very heavy naval guns - British 8 inch cruiser guns - and certain French and Dutch 6 inch naval guns. Certain guns without AP or SAP ammunition used by ships - mainly Soviet and Japanese but significantly including one US weapon - will now be rated with less anti-armor value - and the effect value assigned for HE or AA fragmentation rounds. Broad categories with defining rules include
SP naval guns (and SP coast defense guns)
SP naval short guns
dual purpose (DP) guns
Very heavy DP guns
Naval AA guns
Naval AA short guns
AA guns
AA rockets
AT guns
land artillery guns
land artillery howitzers
land mortars
land bombardment rockets
Essentially the differences include rules for anti-armor (and armor penetration), effect, and soft effect. No longer are land artillery pieces without AP shot rated equal to naval guns with AP shot for penetration, for example. Mortars continue the trend toward less anti-armor value, but actually better anti-soft value than even land artillery has (caliber for caliber). Bombardment rockets are more or less a wierd form of mortars while AA rockets are a wierd form of AA guns. etc. I also defined some special weapons: the Japanese 30 cm Type 7 short howitzer is defined as a mortar (distinguishing it somewhat from the 30 cm Type 7 long howitzer which is defined as a howitzer); the US 5 inch 25 is classified as a naval AA short gun rather than a regular DP gun, etc.
I found a supply sink loading on ships in a test run. Since it is defined as a static coast defense unit - this has awful implications (we have seen CD units defined as immobile forts wandering around before) and I moved the slot (the usual cause of this phenomena). I have a problem in Level 7 with one location moving to invisible hex 0,0 - after a year or two of play - and I hope to find a workaround for it. [I can fix it in an ongoing game if it really is a big deal - provided the players sent me the file - but I don't want that job - and I would like to identify the bug that moves locations to 0,0 so it can be fixed at code level].
I hope to work in a change for pack divisions. These peculiar units have less firepower (in the form of mountain guns in their artillery regiments) than even draft divisions do, but require significantly more lift. They have a significantly larger number of squads, but no additional combat squads. The idea here is to add labor squads = to the squad count of the support regiments - and then add an equal amount of support so there is zero net change in the amount of combat squads supported. This will require more ships to lift such a division (and show why they were unpopular to move by ship) - more supply to feed all those extra squads - but also give slightly better combat power (because they have thousands of extra men who can to some extent serve as "spare parts" for combat units) - somewhat abstractly modeled by the squad count mechanism in code.
I am heavily invested in converting Allied aircraft production to on map form - even for off map locations. This also will give the Allied player some control over production - and that control should be exercised at least to the extent of turning repair off at factories for types not yet ready to produce (i.e. they have -rd behind the aircraft name). IF this is done, the aircraft will phase in rather than instantly produce at 100% - in many cases. Related to this, I have somewhat revised the locations representing off map production assets. Of these Salt Lake City is the primary one for the USA. A secondary case is New Orleans in Level 7, South Atlantic Entry in Level 6, and a new location, Billings in Level 5. To these add Regina for Canada and Krasnyarsk for the Soviet Union. Just what to do with the UK is not yet clear?
I added on map Soviet factories at two locations, and I will add some additional Aussie production on the map as well. I have completed revising Japanese destroyer ASW - and taken that review as a chance to revise some AA: early war ships will tend to have virtually no light AAA - but much better than 1 or 2 DC ASW capability which for some reason they got saddled with (which has no relation to anything IRL).
Salt Lake City (United States) should not run into 999999 supply any more - or not for a very long time.
I completely revised guns of almost all types to an integrated set of rules. This gives guns with different functions appropriate ratings in the WITP system - and adds some new DP devices - including Japanese very heavy naval guns - British 8 inch cruiser guns - and certain French and Dutch 6 inch naval guns. Certain guns without AP or SAP ammunition used by ships - mainly Soviet and Japanese but significantly including one US weapon - will now be rated with less anti-armor value - and the effect value assigned for HE or AA fragmentation rounds. Broad categories with defining rules include
SP naval guns (and SP coast defense guns)
SP naval short guns
dual purpose (DP) guns
Very heavy DP guns
Naval AA guns
Naval AA short guns
AA guns
AA rockets
AT guns
land artillery guns
land artillery howitzers
land mortars
land bombardment rockets
Essentially the differences include rules for anti-armor (and armor penetration), effect, and soft effect. No longer are land artillery pieces without AP shot rated equal to naval guns with AP shot for penetration, for example. Mortars continue the trend toward less anti-armor value, but actually better anti-soft value than even land artillery has (caliber for caliber). Bombardment rockets are more or less a wierd form of mortars while AA rockets are a wierd form of AA guns. etc. I also defined some special weapons: the Japanese 30 cm Type 7 short howitzer is defined as a mortar (distinguishing it somewhat from the 30 cm Type 7 long howitzer which is defined as a howitzer); the US 5 inch 25 is classified as a naval AA short gun rather than a regular DP gun, etc.
I found a supply sink loading on ships in a test run. Since it is defined as a static coast defense unit - this has awful implications (we have seen CD units defined as immobile forts wandering around before) and I moved the slot (the usual cause of this phenomena). I have a problem in Level 7 with one location moving to invisible hex 0,0 - after a year or two of play - and I hope to find a workaround for it. [I can fix it in an ongoing game if it really is a big deal - provided the players sent me the file - but I don't want that job - and I would like to identify the bug that moves locations to 0,0 so it can be fixed at code level].
I hope to work in a change for pack divisions. These peculiar units have less firepower (in the form of mountain guns in their artillery regiments) than even draft divisions do, but require significantly more lift. They have a significantly larger number of squads, but no additional combat squads. The idea here is to add labor squads = to the squad count of the support regiments - and then add an equal amount of support so there is zero net change in the amount of combat squads supported. This will require more ships to lift such a division (and show why they were unpopular to move by ship) - more supply to feed all those extra squads - but also give slightly better combat power (because they have thousands of extra men who can to some extent serve as "spare parts" for combat units) - somewhat abstractly modeled by the squad count mechanism in code.
