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!

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Historiker
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RE: Admiral's Edition Editor Thread

Post by Historiker »

Does makeing a fighter "light bomber" mean it won't attack via dive?
What means DT Ordnance?
What makes an attack bomber special? Dive Bombing?

thx
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RE: Admiral's Edition Editor Thread

Post by DuckofTindalos »

Some of those boxes might not be there any more when we go gold.

"Light Bomber Capable" is again for basing requirements, usually combined with "level bomber" in the type field. "DT ordnance" doesn't seem to be used any more (the latter used to be for drop tanks, which is handled differently now. Like I said previously, some of this is still work-in-progress.

As for "attack bombers", those are primarily strafers. Think gunship B-25's and A-26s. They're usually combined with medium bomber.
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RE: Admiral's Edition Editor Thread

Post by GaryChildress »

ORIGINAL: Terminus

"Amphibians" can fly from water, like float planes, and land bases, like wheeled planes. You can fly an amphibian from Chungking, but not a float plane.

So an "amphibian" can fly from both land locked bases and bases near water (including undeveloped "dot" bases). A float plane can be flown from only bases near water (including undeveloped "dot" bases)?

One more question, the fields for Range Max, Range Extended, Range Normal...can they be entered independently of the endurance/cruise speed fields? In other words in Vanilla WITP range was calculated by endurance x speed. With the new fields in the editor, will we be required to enter range seperately?

Thanks.

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RE: Admiral's Edition Editor Thread

Post by DuckofTindalos »

Yes, you will need to fill the whole thing, as far as I know...
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RE: Admiral's Edition Editor Thread

Post by Historiker »

ORIGINAL: Terminus

Some of those boxes might not be there any more when we go gold.

"Light Bomber Capable" is again for basing requirements, usually combined with "level bomber" in the type field. "DT ordnance" doesn't seem to be used any more (the latter used to be for drop tanks, which is handled differently now. Like I said previously, some of this is still work-in-progress.

As for "attack bombers", those are primarily strafers. Think gunship B-25's and A-26s. They're usually combined with medium bomber.
Thank you! :)

ORIGINAL: Terminus

Yes, you will need to fill the whole thing, as far as I know...
amazing! [&o]
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RE: Admiral's Edition Editor Thread

Post by GaryChildress »

ORIGINAL: Terminus

Yes, you will need to fill the whole thing, as far as I know...

Thanks Terminus! [&o] If range is entered independently then doesn't that make the endurance field somewhat irrelevant? Is there a practical reason for keeping the endurance field maybe I'm just not perceiving? Why is there a need to have it or is it one of the things that might disappear when AE goes gold? [&:]
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RE: Admiral's Edition Editor Thread

Post by 51st Highland Div »

Im speechless..the editor is a mods dream come true on top of AE being developed and released...[:D][:D]
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RE: Admiral's Edition Editor Thread

Post by DuckofTindalos »

ORIGINAL: Gary Childress
ORIGINAL: Terminus

Yes, you will need to fill the whole thing, as far as I know...

Thanks Terminus! [&o] If range is entered independently then doesn't that make the endurance field somewhat irrelevant? Is there a practical reason for keeping the endurance field maybe I'm just not perceiving? Why is there a need to have it or is it one of the things that might disappear when AE goes gold? [&:]

It might. Things are still in a bit of a flux.
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RE: Admiral's Edition Editor Thread

Post by Historiker »

ORIGINAL: 51st Highland Div

Im speechless..the editor is a mods dream come true on top of AE being developed and released...[:D][:D]
I still miss a "different weapon options for one plane" possibility
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RE: Admiral's Edition Editor Thread

Post by GaryChildress »

ORIGINAL: Terminus

And finally, the "ship class" tab, showing the Clemson-class DD. I chose this to demonstrate our "convert from/convert to" functionality.

Each group of class that you can convert from and to are grouped together in what we call a "bind". The list just below the ship shil graphics show the bind for the Clemsons, letting you convert to long-range escorts, fast transports, fast minelayers, fast minesweepers and seaplane tenders.

On the right, you can see the "Convert From Class" box, which signifies that class #2430 is a baseline for all the "Convert To" classes to be built from. The next one, #2431, is also a "Convert From" class, letting you still do the conversions even after the basic destroyer has been upgraded.

IMO the convert to/from boxes will be essential for any Alt_Naval based mod considering it's use of "shadow" ships which convert to combat types so I have a couple questions here as well.

1. How is a "bind" defined or how does it work in other words? Do I just pick whatever (previously unused) number I want and put it into the "Bind classes" value box then assign all ship classes which are part of that bind to that number? So let's say I want the Atlanta class cruisers to be part of a series of conversions. Let's say the number 123 isn't being used by any other binds. Can I therefore pick 123 and enter it into the "bind classes" box in the Atlanta cruiser screen to create a new bind?

2. How does convert to/from work? Let's say I want Atlanta type cruisers to convert into minelayers? I'm guessing that I check "convert from" for the base class. For the minelayer conversion I would check "convert to"? I assume simply checking the "convert to" box will make it a permanent conversion? So if I want to be able to convert the Atlanta class minelayer back into a cruiser I would have to check BOTH the "convert to" AND "convert from" boxes under the minelayer class screen? PLUS I would have to have BOTH "convert to" and "convert from" checked in the cruiser tab so that I can convert back to a cruiser. I hope that is clear.

3. What sets the conversion time for the "binds" or is there a setting? Obviously if the ship is only making a mild conversion, say a tanker into a cargo ship, I want a short conversion time but if the ship is going to be a radical conversion say from a tanker into a carrier, then I want a longer conversion time. Can this be set in the editor for the different binds? So for instance if I convert a tanker into a cargo ship maybe it only takes 60 days or something for the bind to occur. If I want it to convert into a carrier then it might take 180 days or something.

Thanks.
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RE: Admiral's Edition Editor Thread

Post by drw61 »

Is the Static HQ to attach an air group permanently to a HQ?

Thanks for the editor overveiw
ORIGINAL: Terminus

Segue'ing from aircraft to air groups, here's how that tab in the editor looks. Notice the following (from top to bottom):

- You can rename air groups at given dates. The Japs were fond of this.

- Any air group can be defined as the parent of a detachment of itself, which can be pre-defined. This functionality is similar to the land unit system, which I'll look at later.

- Any air groups can be withdrawn and returned later, like ships and land units.

- Air groups can be set to be resized at a given date (3 or 4 times, IIRC).



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RE: Admiral's Edition Editor Thread

Post by GaryChildress »

ORIGINAL: Historiker

ORIGINAL: 51st Highland Div

Im speechless..the editor is a mods dream come true on top of AE being developed and released...[:D][:D]
I still miss a "different weapon options for one plane" possibility

What do you mean? I don't see anything missing in AE which was in the Vanilla WITP editor. [&:]
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RE: Admiral's Edition Editor Thread

Post by DuckofTindalos »

Here's a diagram of the Clemson conversion paths. Dotted lines are conversions, solid lines ordinary upgrades:

EDIT: I see I forgot to dot one line...[8|]

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RE: Admiral's Edition Editor Thread

Post by DuckofTindalos »

ORIGINAL: Gary Childress

ORIGINAL: Historiker

ORIGINAL: 51st Highland Div

Im speechless..the editor is a mods dream come true on top of AE being developed and released...[:D][:D]
I still miss a "different weapon options for one plane" possibility

What do you mean? I don't see anything missing in AE which was in the Vanilla WITP editor. [&:]

He wants more. They all do...[:D]
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RE: Admiral's Edition Editor Thread

Post by DuckofTindalos »

ORIGINAL: drw61

Is the Static HQ to attach an air group permanently to a HQ?

Correct.
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RE: Admiral's Edition Editor Thread

Post by DuckofTindalos »

ORIGINAL: Gary Childress

ORIGINAL: Terminus

And finally, the "ship class" tab, showing the Clemson-class DD. I chose this to demonstrate our "convert from/convert to" functionality.

Each group of class that you can convert from and to are grouped together in what we call a "bind". The list just below the ship shil graphics show the bind for the Clemsons, letting you convert to long-range escorts, fast transports, fast minelayers, fast minesweepers and seaplane tenders.

On the right, you can see the "Convert From Class" box, which signifies that class #2430 is a baseline for all the "Convert To" classes to be built from. The next one, #2431, is also a "Convert From" class, letting you still do the conversions even after the basic destroyer has been upgraded.

IMO the convert to/from boxes will be essential for any Alt_Naval based mod considering it's use of "shadow" ships which convert to combat types so I have a couple questions here as well.

1. How is a "bind" defined or how does it work in other words? Do I just pick whatever (previously unused) number I want and put it into the "Bind classes" value box then assign all ship classes which are part of that bind to that number? So let's say I want the Atlanta class cruisers to be part of a series of conversions. Let's say the number 123 isn't being used by any other binds. Can I therefore pick 123 and enter it into the "bind classes" box in the Atlanta cruiser screen to create a new bind?

2. How does convert to/from work? Let's say I want Atlanta type cruisers to convert into minelayers? I'm guessing that I check "convert from" for the base class. For the minelayer conversion I would check "convert to"? I assume simply checking the "convert to" box will make it a permanent conversion? So if I want to be able to convert the Atlanta class minelayer back into a cruiser I would have to check BOTH the "convert to" AND "convert from" boxes under the minelayer class screen? PLUS I would have to have BOTH "convert to" and "convert from" checked in the cruiser tab so that I can convert back to a cruiser. I hope that is clear.

3. What sets the conversion time for the "binds" or is there a setting? Obviously if the ship is only making a mild conversion, say a tanker into a cargo ship, I want a short conversion time but if the ship is going to be a radical conversion say from a tanker into a carrier, then I want a longer conversion time. Can this be set in the editor for the different binds? So for instance if I convert a tanker into a cargo ship maybe it only takes 60 days or something for the bind to occur. If I want it to convert into a carrier then it might take 180 days or something.

Thanks.

Answers:

1): Correct.

2): Correct.

3): You set the conversion time yourself. That's what the "Conversion Delay" field is for.
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RE: Admiral's Edition Editor Thread

Post by GaryChildress »

Let's say I want a squadron of 12 planes to be able to split into 3 groups of 4 planes each. Must I define the "max splits" as "3" AND then check the "divide group" box for the airgroup to be able to split into 3 groups? In other words if I just define "max splits" but don't check the "divide group" box I take it the group will not have the option to divide in the game.

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RE: Admiral's Edition Editor Thread

Post by DuckofTindalos »

That's a good question, Gary. I'm not an air team member, but looking at the scenario in the editor, there doesn't seem to be anywhere that the "Max Splits" field is used for anything. TheElf or TimTom will probably have to field this one.
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RE: Admiral's Edition Editor Thread

Post by Don Bowen »

ORIGINAL: Terminus

ORIGINAL: Gary Childress


....

3. What sets the conversion time for the "binds" or is there a setting? Obviously if the ship is only making a mild conversion, say a tanker into a cargo ship, I want a short conversion time but if the ship is going to be a radical conversion say from a tanker into a carrier, then I want a longer conversion time. Can this be set in the editor for the different binds? So for instance if I convert a tanker into a cargo ship maybe it only takes 60 days or something for the bind to occur. If I want it to convert into a carrier then it might take 180 days or something.

Thanks.

Answers:

...

3): You set the conversion time yourself. That's what the "Conversion Delay" field is for.

Actually it is a little more complex than that. The actual field is MINIMUM conversion delay. Conversion works like this:

1. Damage levels for the conversion are specified. This damage is applied and must be repaired using normal repair processes. This puts your conversion in competition with damaged ships for repair resources.

2. If a shipyard size is specified, the conversion must be done in a shipyard, and the shipyard must be of at least that size. This further complicates the competition for resources (the shipyard).

3. Conversion delay is the minimum amount of time the conversion will take. It may be more, less or that same as the time to repair all the damage. But until the conversion delay has expired you can not use the ship.

The best example of Conversion Delay would be the conversion of a freighter to a seaplane tender. It might take on a bunch of systems damage but the conversion to AV would show immediately. Conversion Delay is the fitting out time for the seaplane tender and is used to prevent instant availability of a converted AV (albeit damaged).







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RE: Admiral's Edition Editor Thread

Post by Historiker »

ORIGINAL: Gary Childress

ORIGINAL: Historiker

ORIGINAL: 51st Highland Div

Im speechless..the editor is a mods dream come true on top of AE being developed and released...[:D][:D]
I still miss a "different weapon options for one plane" possibility

What do you mean? I don't see anything missing in AE which was in the Vanilla WITP editor. [&:]
A G4M may carry either a Torpedo or a 800kg bomb or 3x250kg Bombs or 8x100kg bombs. Except giving a unit a specific weapon (which is lost once upgraded) other than the typ, there's no chance to have various weapons on a plane.
Moreover: A plane with External Fueltanks looses speed and manuever while range is increased. A bomb only makes them slower and even reduces the range. Extra guns fitted instead of bombs or fuel tanks will again change the planes performance.
So why not change the planes armement by deciding what it should carry?
Extra guns vs. bombers, no extra guns vs. fighters, bombs vs. ships...


Edit:
And I#m afraid it won't be possible to upgrade planes "in the field" to a newer version like IRL?
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