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Re: HQs and leader skills

Posted: Fri Apr 25, 2025 3:44 pm
by dougmichel
PaxMondo wrote: Fri Mar 08, 2024 3:44 am Yep, I stole (borrowed?) that idea from LST long ago as well. Created a custom screen that has a bunch of the Dave Baker stuff, eng build rates, etc. IE, my lookup sheet of stuff that I'm always using, but forget the exact numbers. I suspect a LOT of us have done this ... all part of your personalized version of the game.
Would love a copy as well!

Re: HQs and leader skills

Posted: Fri Apr 25, 2025 10:51 pm
by LargeSlowTarget
dougmichel wrote: Fri Apr 25, 2025 3:44 pm
PaxMondo wrote: Fri Mar 08, 2024 3:44 am Yep, I stole (borrowed?) that idea from LST long ago as well. Created a custom screen that has a bunch of the Dave Baker stuff, eng build rates, etc. IE, my lookup sheet of stuff that I'm always using, but forget the exact numbers. I suspect a LOT of us have done this ... all part of your personalized version of the game.
Would love a copy as well!
My "credits" lookup sheet version is part of the ART files of my mod, but if you want just the lookup file, I have just made a separate upload on my dropbox.

This is a file for my personal use. You may want to display different information you deem more important - in that case, all you need is "Windows Paint" to modify the credits.bmp file.

Note: The table named "# Ships Max Cargo" indicates the max number of ships per port size for the given cargo handling capacity of the port size per turn.
For example, a size 3 port can dock 14 ships of the 1650 tonnage / 1180 capacity (Daigen) class, but the cargo handling capacity of such a port can only fully load 9 Daigens in a turn.
Therefore, in order to optimise turn-around times, convoys should consist of only 9 such ships instead of 14 - at least according to my playing style. YMMV.
Furthermore, that table is based on the "reduced capacity" of the DBB-C base scenario (which I have rounded in my mod), so this part of the lookup file is valid only for my mod and would need to be adapted for games using stock scenarios or other mods.

Re: HQs and leader skills

Posted: Sun May 04, 2025 7:25 pm
by dougmichel
Awesome thanks, and thanks for the tips about the unique aspects for your mod!

Re: HQs and leader skills

Posted: Sun May 11, 2025 12:20 am
by stuman
Another very useful thread. I will understand all aspects of this game in another 30 years,

Re: HQs and leader skills

Posted: Sun May 11, 2025 1:45 am
by btd64
stuman wrote: Sun May 11, 2025 12:20 am Another very useful thread. I will understand all aspects of this game in another 30 years,
30 years, I think it will be more likely double that. I've been involved with this game since the very first one, and I am still learning and relearning stuff that I have forgotten....GP

Re: HQs and leader skills

Posted: Sun May 11, 2025 8:08 am
by Sardaukar
Yea, i have been playing WitP and WitP-AE since start and still finding new things...

Never-ending story. 8-)

Re: HQs and leader skills

Posted: Mon May 12, 2025 6:48 am
by Chris21wen
I use this, with red being primary use.
Leader Selection.jpg
Leader Selection.jpg (470.13 KiB) Viewed 244 times