How do I install Nemo's mod?

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Alfred
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RE: How do I install Nemo's mod?

Post by Alfred »

I did all that and still had visual problems.  I eventually noticed that your map files were extracted as WITNxx files and the stock WITPxx files had not been overwritten.  The problem was resolved when I deleted all 20 WITPxx files and renamed the 20 WITNxx files to their corresponding WITPxx file.
 
Thanks for your help
 
Alfred
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1EyedJacks
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RE: How do I install Nemo's mod?

Post by 1EyedJacks »

ORIGINAL: Nemo121

Ok, V1.2 is now uploaded with all of the above changes. The pwhex file is in the scen.zip file. All of the art files ( planes and maps... which go in the ART folder ) are in the map.rar files.

Feedback welcome.


Hi Nemo,

The auto-upgrade to the Ki-115 in January of 1945 - is that forced no matter what? What happens if, in January of 1945, the Japanese player does not wish to build Ki-115s?
TTFN,

Mike
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1EyedJacks
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RE: How do I install Nemo's mod?

Post by 1EyedJacks »

Another question for nemo - these land-based bombers carry depth charges... Do they drop down to 200ft to drop their load similiar to what a TP would do when launching a torpedoe?


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TTFN,

Mike
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Nemo121
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RE: How do I install Nemo's mod?

Post by Nemo121 »

1 Eyed Jacks,
 
1. Torpedo bombers don't drop down to 200 feet to drop torpedoes when in the ASW role. These ASW TBs are designed to be given ASW or naval search orders at 1000 or 2000 feet. At that altitude the game code takes care of things and they actually prove quite deadly.
 
 
2. Ki-115s... Yes this is a forced upgrade BUT it isn't as bad as it sounds. basically if the plane was in any way competitive or useful in January 45 then it doesn't auto-upgrade to Ki-115s. Remember that the logistical underpinning of my mod is very different as it uses VERY limited auto-upgrades so unless the Japanese player is hugely successful at running his economy he is likely to have a lot of unused factories lying around in Jan 45 tooled up for planes which are no longer useful.
 
 
Here's what CAN be produced in January 1945...
 
D4Y1-C Judy
A7M2 ( A6M2, A6M5 and A6M7 all auto-upgrade to this)
J2M2 ( enters service 4/43 and remains in service throughout the war)
N1K1 George
J7W1 Shinden
G4M2m34-Q ( ASW Betty )
Ki-44 III Tojo
D4Y2 Judy
B7A2 Grace
C6N Myrt
P1Y1 Frances
G8N1 Rita ( 4-engined bomber )
Ki-264 Angel
Ki-264 Behemoth
G9M
H8K2
H8K2-L
Ki-49 II Q ( ASW Platform )
L2D2
L3Y1 Tina
G5N2-L Liz
E-16 FP
F-14 FP
M6A1 Seiran
Ki-43 II
Ki-219
G7M1 ( nice twin-engined torpedo-bomber carrying a heavier 18 inch torp )
J9M1
Ki-84
Ki-100
Ki-48 II
Ki-49
Ki-67 Peggy
Ki-46 III Dinah
Ki-56
 
 
 
Upgrades to Ki-115
B5N2Q
F1M2 Pete
A6M2-N Rufe
C3N - completely outclassed even in 42.
D3A Val
B6N2
G4M2m22 Betty ( service from 9/43 - replaced by MUCH better TBs in 44 )
J1N1-C Irving
E-13
Ki-27
Ki-109E ( totally outclassed by 1943 nevermind 1945 )
Ki-32
Ki-51
Ki-21
Ki-15 II
 
So, basically, if it was any use at all in 1944 it'll be exempt from the auto-upgrade. OTOH if it was pretty much useless in '44 then so long as you keep the factory standing it'll auto-convert and give you a lot of Ki-115s to throw at the USN when it comes calling. I've tested it and production runs of 600 to 1000 per month should be possible for the Ki-115.. of course it is such a terrible plane that very few will survive to hit anything but c'est la vie.
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
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1EyedJacks
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RE: How do I install Nemo's mod?

Post by 1EyedJacks »

Thanks Nemo.

I was just trying to picture a depth charge being dropped by an air unit... I was thinking the damned thing would probably break up or detonate on impact if dropped from to high...

Yeah - I was freaking a little over the auto-upgrade thing with the air factories - thanx for putting my mind @ ease <grin>.

TTFN,

TTFN,

Mike
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Nemo121
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RE: How do I install Nemo's mod?

Post by Nemo121 »

1EyedJacks,
&nbsp;
Yeah the economic situation in this mod is actually, IMO, the biggest change. The new aerial toys and the improved A2A system&nbsp;are nice BUT the big difference which players are going to really notice is going to lie in the economic model IMO.

E.g. Currently PzB is producing many hundreds of Shindens in 1945 in his game. Since the stock game pretty much only uses two engine types for almost all airplanes AND since many of his factories auto-upgraded to Shindends he has, in effect, gotten that production for free.
&nbsp;
On the other hand, in this mod since the Shinden uses very advanced engines ( Kokusais) which aren't in production at war's beginning AND since no auto-upgrades to the Shinden occur the Japanese player who wants to build 300 Shinden per month has to invest 330,000 tons of supplies into creating the 300 airframe factories and another 660,000 into creating the 600 Kokusai factories to engine them.

End result: Building 300 Shinden per month costs a Japanese player 990,000 tons of supplies. Over the course of the war the Mitsubishi and Nakajima factories will become useless ( as the newer generations of fighters and bombers no longer use them ) and thus the Japanese player is going to continually have to upgrade his engine factories and airplane factories ( at significant cost ) in order to be able to produce top-line planes.
&nbsp;
E.g. Assume a monthly production of 1,000 planes ( not unreasonable given some of the economies we've seen in-game ) and assume 3 generations of engine upgrades ( Mitsu/Nakajima is Gen 1, Hitachi/Kawasaki is Gen 2 ( late 42, early 43 ), Ishikiwajima/Aichi is Gen 3 and Nissan/Kokusai is Gen 4. Toyoda engines are only used by the G7M and while the G7M is a brilliant plane it is a one-off investment and thus falls outside of the scope of this example.
&nbsp;
Since changes from one generation of bomber and fighter to the next generation also generally involve changes in engines the maths works out as follows.
&nbsp;
Cost of upgrade from Gen 1 to Gen 2 ( occurs in 1942 ) for a production run of 1,000 airframes&nbsp;requiring 1,500 engines ( assumes 500 single-engined planes and 500 twin-engined produced per month ) = 2,750,000 TONS of supplies.
&nbsp;
Cost from Gen 2 to 3 and Gen 3 to 4 will be the same ( actually a little higher since total number of planes produced increases as the war increases ).

So, over the course of the game this economic model sucks an additional 8,000,000 + tons of supplies out of the Japanese economy JUST to maintain their aircraft production levels and keep up with the new generations of Allied fighters which arrive.
&nbsp;
So, basically, a Japanese player can screw up the economy in this game way more easily as it is possible to get a lot more out of it BUT also possible to completely clusterf*ck it. At one point jagdfluger hadn't built a plane in a couple of weeks and it was only my pointing out possible solutions which allowed him to keep his air force competitive.
&nbsp;
&nbsp;
One thing though, obviously, a Japanese player who plans for 1945 from Day 1 can create NEW factories to build the new generations of fighters, keeping all his old factories turned off and then when the 1st Jan auto-upgrade arrives he could be churning out, literally, thousands of Ki-115s a month. I think though that it is a reasonable reward for such farsighted play.
&nbsp;
&nbsp;
As re: depth charges: They were dropped from German and UK planes during the war IIRC and the Japanese had a wooden variant of a Ju-88 which was used in the ASW role with depth charges, I think you just have to drop them low and slow and they'll be fine.
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
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n01487477
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RE: How do I install Nemo's mod?

Post by n01487477 »

Nemo,
I'm keen to have a look at this ... and maybe get a game going... Seeing as your earlier post in John's forum talked about a 1.3v, I'm guessing I should wait until it's uploaded. right ?

Is there any AI or is this purely a PBEM endeavour ?

Regards
Damian
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Nemo121
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RE: How do I install Nemo's mod?

Post by Nemo121 »

Damian,
&nbsp;
I have sent V1.3 ( including the updated PWHEX ) and am just waiting for it to be uploaded. If anyone wants it in the meantime they can just drop me a message with their email address and I can send it to them privately by email.
&nbsp;
I will begin a new thread for feedback on V1.3 including the changes I've made to it... I think I've managed to tweak it a bit more to really give the Japanese more than enough rope to hang themselves with such that they might expand super-fast in 42 but might utterly collapse in 43. As always only the best will be able to walk the tightrope while most will do best to play a little cautiously.
&nbsp;
&nbsp;
Empires Ablaze is PURELY intended for PBEM play. I don't think the AI is in any way good enough to provide much of a challenge and I've tweaked the logistics and production so much that I think it will provide most human players with a challenge, nevermind the AI. The AI simply couldn't handle the production issues now and would collapse utterly in late 42.
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
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