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RE: Empires Ablaze Ver 1.3 Changes etc

Posted: Wed Jun 04, 2008 11:07 pm
by Nemo121
Umm, I wasn't trying to call anyone stupid. I was just trying to make a little joke. Someone who has come up with what you have just CANNOT be stupid.

RE: Empires Ablaze Ver 1.3 Changes etc

Posted: Wed Jun 04, 2008 11:11 pm
by n01487477
ORIGINAL: Nemo121
Umm, I wasn't trying to call anyone stupid. I was just trying to make a little joke. Someone who has come up with what you have just CANNOT be stupid.
No, didn't think you were calling me anything like that ... just my self-deprecating sense of humour ... and my own stupidity in not looking more closely [;)]

[edit] Just wondering also why you made some of your land based air groups for A6M2 and others IJ Army and not navy? This makes my upgrade function not work correctly ... it is looking for (if army or navy) etc ... OK it works in the game, but means I can't support EA mod (as yet) with the upgrade function ... a small matter. I guess it was so that these groups could be upgraded to "any" type ...



eg. 21st Sentai

RE: Empires Ablaze Ver 1.3 Changes etc

Posted: Thu Jun 05, 2008 12:16 am
by Nemo121
Damian,

Yes it was done to allow IJA forces to fly IJN fighters ( and vice versa ). I use a LOT of technical tricks like that which might give WiTP Tracker conniptions but do, I think, make the game more fun.
 
Sorry [:(]

RE: Empires Ablaze Ver 1.3 Changes etc

Posted: Thu Jun 05, 2008 11:47 am
by ny59giants
It would be nice to have a small amount of Aviation Support for the static CD LCU at Hong Kong. There are 2 air units there at game start, but no support. [:(]

RE: Empires Ablaze Ver 1.3 Changes etc

Posted: Thu Jun 05, 2008 2:01 pm
by Nemo121
Hong Kong - Aviation support added. I added 12 Aviation squads to allow enough support for a small squadron there. I had known about that but was ok with it. After thinking about it though I can see how players would get very frustrated with that so I've made the change.

RE: Empires Ablaze Ver 1.3 Changes etc

Posted: Thu Jun 05, 2008 4:05 pm
by n01487477
Nemo (sorry to bother you again today) or other readers,

I know this is probably the wrong forum area ... however ...

Can someone explain to me ship movement up rivers .. I have a feeling I might need them sooner or later.

I read the RHS handbook, but it didn't really answer my questions & this isn't that ...

What vessels can be moved into these area's ?
Is movement usually 1 hex/turn ? How does the pathing work ?
Do the colours of the river / size determine what can be moved ?
How do I path a TF up a river system correctly or efficiently ?
Do all the rivers work correctly are there limitations ?
I'm using your pwhex.dat file, but have trouble moving up some rivers near Saigon/bangkok/Hong Kong but have just got to Nanking in DD's ...

Or maybe if someone can direct me to a howto ... I'd be equally happy.


RE: Empires Ablaze Ver 1.3 Changes etc

Posted: Thu Jun 05, 2008 4:14 pm
by Nemo121
Hit "1" on your keyboard. You will see the river hexes marked with c, ocean are marked with o and land with l. Basically you can move the ship into ANY hexes with a c.
 
All the rivers work correctly and there are NO limitation on what you can send up them. I think common sense would limit what you send up the rivers to DDs and light CLs ( the IJN CLs but not the USN CLs )
 
Pathing works normally. I've sprinted ships from the ocean up north to Patna behind Diamond Harbour in just a day ( specially chosen ships obviously but still ). Just select your destination hex ( making sure it is a coastal one ( one marked with a c ) ) and you'll be fine ).
 
Don't worry though, if you and your opponent agree to ignore the rivers then it isn't going to cripple either side. They are nice chrome but NOT essential.

RE: Empires Ablaze Ver 1.3 Changes etc

Posted: Thu Jun 05, 2008 8:34 pm
by el cid again
ORIGINAL: n01487477

Nemo (sorry to bother you again today) or other readers,

I know this is probably the wrong forum area ... however ...

Can someone explain to me ship movement up rivers .. I have a feeling I might need them sooner or later.

I read the RHS handbook, but it didn't really answer my questions & this isn't that ...

What vessels can be moved into these area's ?
Is movement usually 1 hex/turn ? How does the pathing work ?
Do the colours of the river / size determine what can be moved ?
How do I path a TF up a river system correctly or efficiently ?
Do all the rivers work correctly are there limitations ?
I'm using your pwhex.dat file, but have trouble moving up some rivers near Saigon/bangkok/Hong Kong but have just got to Nanking in DD's ...

Or maybe if someone can direct me to a howto ... I'd be equally happy.


Unless you use a special pwhex file (you can use RIVERpwhex.dat for whatever level you are playing - I think Nemo is Level 6)

don't worry about it. ANY river accessable to the sea is OK to move an ocean ship into.
Carriers will be restricted in flight ops because they are coastal hexes.

IF you use RIVER pwhex.dat renamed as pwhex.dat and put in the top level folder of WITP

THEN you have to worry.

I play that way - and players in my games must not move gigantic ships past the green barriers in normal pwhex files. We have not had any trouble with that. Only river craft, landing craft, minor vessels like junks, dhous, patrol craft, and transports or tankers with a cargo rating 500 or less move into the interior river systems. This way these vessels may leave (or reenter) at will. Otherwise - RIVER is used when a player wants to do that - and tells the Japanese player he wants to open the rivers for the next day.

The interior rivers are divided where they are divided. At Wuhan on the Yangtze - traditional point for OCEAN shipping - or at the waterfalls/rapids in Cambodia - where indeed NOTHING ever lets you pass - but you can sail above or below the barrier. There are isolated interior river systems - the upper Mekong - and the Yellow - which never connect to the sea (in that era - the Yellow is open at other times in history). Some rivers are never closed. There are not many cases and eventually you learn where they are. The river in Thailand is interior - so big ships don't go upriver there - but it can be opened for smaller vessels.

RE: Empires Ablaze Ver 1.3 Changes etc

Posted: Thu Jun 05, 2008 11:51 pm
by Nemo121
Given my penchant for KISS - Keep It Simple Stupid - at the level of theplayer's interface with the mod you don't need to do any of that fileswapping. Just hit 1, see where the coastal hexes are and use them for your ships. Simple. Any additional rules about ship capacity etc are at the discretion of the players involved.

RE: Empires Ablaze Ver 1.3 Changes etc

Posted: Fri Jun 06, 2008 8:46 am
by drizzt73
Hi all, where can I get info on this Mod specifically what it contains and also how to download/use etc
cheers

RE: Empires Ablaze Ver 1.3 Changes etc

Posted: Fri Jun 06, 2008 12:56 pm
by ny59giants
Look further down this section to "How do I install Nemo's mod?" thread.[;)]

RE: Empires Ablaze Ver 1.3 Changes etc

Posted: Sat Jun 07, 2008 2:49 am
by ny59giants
Nemo,
I found out that my 2 Nz CLs (Achilles & Lender) both do not have any a/c capacity, but each has a single Walrus embarked (IDs 2140 & 2141). Thus, they don't fly. [:(]
 
The Australian CL Perth has a/c capacity of 1, but no FP emabrked. Was this planned?? 
 
I'm going to take off 1 Walrus from Nz and place it on CL Perth.

RE: Empires Ablaze Ver 1.3 Changes etc

Posted: Sat Jun 07, 2008 4:02 pm
by Nemo121
ny59giants,
 
Good catches. These 3 errors have now been fixed. The Achilles and Leander get a capacity of 1 and CL Perth gets a Walrus of its own.
 
So, that's fixed. Thanks for the report.

RE: Empires Ablaze Ver 1.3 Changes etc

Posted: Sat Jun 07, 2008 5:42 pm
by ny59giants
AMC Class - the 3 Australian (CL Manoora, CL, Kanimbla, and CL Westralia) each have an AC capacity of 1000. [X(]
The Canadian, CL Prince Robert has an AC capacity of 500. Are they suppose to have AC capacity or should it be cargo capacity??  If AC, then someone will abuse the priviledge and load up LBA and then fly it off to a base.  

RE: Empires Ablaze Ver 1.3 Changes etc

Posted: Sat Jun 07, 2008 6:59 pm
by ny59giants
While planning what LCU's need to go where from the western command (restricted), I see that Nemo has added 2 AVs that actually can carry FP and conduct sorties. These are the AV Langley at Manila (fly the Kingfisher from Cebu onto it) and the AV Curtiss at Pearl (there is a Kingfisher squadron there). You get the AV Chandeleur and AV Albermarle within 300 days and there are 4 more Kingfisher squadrons as reinforcements. This is something the Allies haven't had before and in case you didn't know this was there, just a friendly FYI. Might be nice to have extra ASW capabilities for those important AK/AP TF.

Thanks Nemo! [&o][&o]

RE: Empires Ablaze Ver 1.3 Changes etc

Posted: Sat Jun 07, 2008 7:37 pm
by Nemo121
Aye, there are lots of little "gifts" for players who put the time and effort in to research things closely. I figured that the Allies could enjoy some CS-type ships too so there you go --- although only if you do the research and find them. If you don't then you get 99.9% of the functionality of the mod and can play a fully enjoyable game... but its nice to reward those who REALLY dig.
 
Obviously there are significant other similar situations but I won't be highlighting them here ( or in any AAR ;-) )

RE: Empires Ablaze Ver 1.3 Changes etc

Posted: Sun Jun 08, 2008 1:13 pm
by n01487477
Hi Nemo,
have been researching a little ... Why do no (that I have found so far)IJN ships, have air warning radar, but have surface radar. Can I ask what your design decision was here ?

Cheers in advance
Damian

RE: Empires Ablaze Ver 1.3 Changes etc

Posted: Sun Jun 08, 2008 3:20 pm
by Nemo121
Well, the conceit underlying this mod is that the Japanese were preparing to go to war at the end of 1942 and thus were planning to bring their new generation of ships into servie in the first half of 1942 whilst also upgrading their existing ships in early to mid-42.
 
So, at the beginning of the war only a few ships have air search radar. These are the Kitakami class CLs, the Nemo-san ( lead ship of the Designer Class CAAAs ) and the upcoming Yamato CVA ( a Shinano class CV ). New construction ( other Designer class CAAAs and Samurai class CLAAs ) all come in with an excellent air search radar suite ( almost a match for what the Americans had ).  Old construction ( old CAs, CLs, DDs etc ) gets rupgraded in 1942 with fairly good radars  and then again in late 43/early 44 with a better sensor suite.
 
their surface search capability isnt as good but thats in keeping with the idea that they were sacrificing their surfae strike capability for better air defence capability. i wanted to make japan more resilient in 43 nd 44 but didnt want them to have ueber-hips whih were brilliant in every role. i wanted to keep it reasonable(ish)

RE: Empires Ablaze Ver 1.3 Changes etc

Posted: Sun Jun 08, 2008 3:35 pm
by n01487477
That is what I assumed ...
but take a look at Kitakami Class ... is surface radar, air radar as well ? Sorry, I'm less than knowledgeable in this area ... or does this distinguish just between surface (ships) usage and aircraft use?

[edit] I think I have just answered my own question ... Nemo you can disregard this ...

Are these devices right, I checked the setting in the DB and they seem to be surface radar as do the Type21AS... etc on the CLAA's ?

And yes, I usually use Oi and Kitikami as my CVTF eyes in games before the DD's come along ... will this do the job?

Once again thanks for taking the trouble to explain in detail...
btw, I'm really liking this mod, I can see a lot of thinking and passion went into it... Pity Michael is a far better opponent than I[:'(]

Image

RE: Empires Ablaze Ver 1.3 Changes etc

Posted: Sun Jun 08, 2008 4:21 pm
by Nemo121
Damian,

The 500 in the "penetration" column for the radar shows it to be an Air Search Radar. For radar Penetration is either 500 ( Air Search ) or 0 ( surface search ).  So, the Type 11/12/13s are AIR SEARCH radars with a range of 102 miles ( 180,000 yard ) and a 50% base chance of detecting a target within that range under ideal conditions.
 
In essence ALL radars are labelled as Surface Radar ( Hell, even sound detectors are labelled as Surface Radars ) but if you give them a penetration of 500 they funtion a AIR SEARCH radars.
 

As to good opponents. May we all be blessed by them. Good opponents push you to improve your game - that's what I've always found.
 
As to the mod etc... Well, I'm happy to explain it. As I've explained before I only ever made this for myself to PBEM but I am really very happy that others are finding it enjoyable so I'm trying to explain issues as they arise ( and let's be honest, I used a LOT of tricks... AKs listed as CVLs, planes with no engines, four-engined planes with 6 engines listed in the DB, wholesale economic change and a whole load of much smaller changes which won't be noticed unless you really dig deep - I'm actually very surprised people have found as much as they already have ).