Nik Mod 3.0
Moderators: wdolson, Don Bowen, mogami
RE: Nik Mod 3.0
losing??? lOSING?
BAH!
Come south.....I have a suprise waiting for you.
BAH!
Come south.....I have a suprise waiting for you.
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Speedysteve
- Posts: 15975
- Joined: Tue Sep 11, 2001 8:00 am
- Location: Reading, England
RE: Nik Mod 3.0
T - you been smoking what Nik smokes?
Bevis - I would gladly come south. Shall we agree a meeting hex 120 miles SE of Rossel island?
Bevis - I would gladly come south. Shall we agree a meeting hex 120 miles SE of Rossel island?
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- DuckofTindalos
- Posts: 39781
- Joined: Fri Apr 22, 2005 11:53 pm
- Location: Denmark
RE: Nik Mod 3.0
You're nothing but a flute player... Where you come from, that's probably better known as a wanker.[;)]
We are all dreams of the Giant Space Butterfly.
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Speedysteve
- Posts: 15975
- Joined: Tue Sep 11, 2001 8:00 am
- Location: Reading, England
- DuckofTindalos
- Posts: 39781
- Joined: Fri Apr 22, 2005 11:53 pm
- Location: Denmark
RE: Nik Mod 3.0
let me check your computer and see what i can arrange.....
RE: Nik Mod 3.0
michaelm, Nikademus,
Thanks for the explanation. I had no idea that minimum altitude and maximum altitude where tied to each other that way for AAA in the game - obviously an unfortunate limitation.
Thanks for the explanation. I had no idea that minimum altitude and maximum altitude where tied to each other that way for AAA in the game - obviously an unfortunate limitation.
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Nik Mod 3.0
a limited altitude rule is not a new thing in actuality. BTR also contains one though according to Speedy the min. alt is lower. I used BTR in part to help create comparison snap shots while conducting my tweaks taking into account the fact that German model would be assumed to be a bit more effective. I think you'll like the results.
RE: Nik Mod 3.1
I have made a couple more quick adjustments to 3.0 making it 3.1 Apologies for the quick re-release however it was important enough to soak up a couple days worth of testing.
Nik Mod 3.1 changes:
ASW change for Allied subs: Allied sub DUR increased by 2x. Purpose: Recent dry runs of the mod revealed a “hat trick” of sorts by which the Japan player could rely on a more than reasonable chance to damage or kill Allied subs in deep water if they created ASW TF’s containing all high exp DD’s, and either placed them in heavy Air-ASW areas or placed very highly rated commanders in charge of the TF’s resulting in a situation similar to the IJN experience (first sighting, first shot, first kill) This change should reduce the effectiveness of such tactics to a more reasonable level.
Yamato class: Restored to original DUR rating and re-inserted into the production matrix. The DUR max experiment proved unsuccessful in blunting the impact of torpedo hits. (You can still cripple or sink a Yamato class BB with between 4 and 7 torpedoes vs. Mk-22 torpedoes)
I will have to revisit this subject (torpedoes vs. BB’s) in more detail at a later time. (However WPO must now take priority + any remaining UV duties)
****
I've emailed 3.1 out to all parties who already petitioned me for 3.0 so check your email boxes. Special thanks to Speedy who assisted me in revealing the "hat trick" and provided valuable feedback on the tests that I created as a result from what we were seing in our 3.0 game. (He's still a pommie soccer woosie though) [:'(]
Nik Mod 3.1 changes:
ASW change for Allied subs: Allied sub DUR increased by 2x. Purpose: Recent dry runs of the mod revealed a “hat trick” of sorts by which the Japan player could rely on a more than reasonable chance to damage or kill Allied subs in deep water if they created ASW TF’s containing all high exp DD’s, and either placed them in heavy Air-ASW areas or placed very highly rated commanders in charge of the TF’s resulting in a situation similar to the IJN experience (first sighting, first shot, first kill) This change should reduce the effectiveness of such tactics to a more reasonable level.
Yamato class: Restored to original DUR rating and re-inserted into the production matrix. The DUR max experiment proved unsuccessful in blunting the impact of torpedo hits. (You can still cripple or sink a Yamato class BB with between 4 and 7 torpedoes vs. Mk-22 torpedoes)
I will have to revisit this subject (torpedoes vs. BB’s) in more detail at a later time. (However WPO must now take priority + any remaining UV duties)
****
I've emailed 3.1 out to all parties who already petitioned me for 3.0 so check your email boxes. Special thanks to Speedy who assisted me in revealing the "hat trick" and provided valuable feedback on the tests that I created as a result from what we were seing in our 3.0 game. (He's still a pommie soccer woosie though) [:'(]
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Speedysteve
- Posts: 15975
- Joined: Tue Sep 11, 2001 8:00 am
- Location: Reading, England
RE: Nik Mod 3.1
I almost wish i'd kept quiet on the ASW stuff = more of Niks subs would be sunk by my superior ASW tactics. Muhahahaha [:D]
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RE: Nik Mod 3.1
BTW, Nik Mod v3.1 is now available at the Spooky's [:)]
- Lord_Calidor
- Posts: 402
- Joined: Fri Mar 25, 2005 8:00 am
- Location: Rijeka, CRO
- Contact:
RE: Nik Mod 3.1
Dazed and confused.
Nik, I thought you're doing it for AB's map, instead of stock one...? [&:]
Is there a chance of a conversion for AB's masterpiece?
Nik, I thought you're doing it for AB's map, instead of stock one...? [&:]
Is there a chance of a conversion for AB's masterpiece?
But when the blast of war blows in our ears,
Then imitate the action of the tiger;
Stiffen the sinews, summon up the blood,
Disguise fair nature with hard-favour'd rage.
Then imitate the action of the tiger;
Stiffen the sinews, summon up the blood,
Disguise fair nature with hard-favour'd rage.
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Speedysteve
- Posts: 15975
- Joined: Tue Sep 11, 2001 8:00 am
- Location: Reading, England
RE: Nik Mod 3.1
Spooky -
Was about to ask for the url for your helpful site but I see it in your sig!
Was about to ask for the url for your helpful site but I see it in your sig!
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RE: Nik Mod 3.1
I havn't had a chance to look at AB's map yet though i've heard good things about it. Does each mod require a specific map? I know he created two maps one for the CHS mod and one for the stock scenerio.
- Lord_Calidor
- Posts: 402
- Joined: Fri Mar 25, 2005 8:00 am
- Location: Rijeka, CRO
- Contact:
RE: Nik Mod 3.1
ORIGINAL: Nikademus
I havn't had a chance to look at AB's map yet though i've heard good things about it. Does each mod require a specific map? I know he created two maps one for the CHS mod and one for the stock scenerio.
Nope, there's a generic map without Panama/Aden etc. (Andrew calls it standard map) and extended, with those bases, for use with CHS.
He converted some official scenarios for his standard map, and also Pry's scenarios (not sure wether they're converted or built from scratch for AB's map).
Standard map comes in few flavours (with weather zones, control zones, malaria etc.) but they are just cosmetic, they all use the same pwhex.
But when the blast of war blows in our ears,
Then imitate the action of the tiger;
Stiffen the sinews, summon up the blood,
Disguise fair nature with hard-favour'd rage.
Then imitate the action of the tiger;
Stiffen the sinews, summon up the blood,
Disguise fair nature with hard-favour'd rage.
RE: Nik Mod 3.1
I would assume then that the generic map would work then.
- Lord_Calidor
- Posts: 402
- Joined: Fri Mar 25, 2005 8:00 am
- Location: Rijeka, CRO
- Contact:
RE: Nik Mod 3.1
ORIGINAL: Nikademus
I would assume then that the generic map would work then.
Not quite. Bases would be offset, wrong terrain info, transport links not aligned etc.
It has to be done the hard way - messing with editor. I think the easiest way would be picking up Andrew's newest scenario 115 (official scen15 converted for his "standard" map) and applying your changes.
But when the blast of war blows in our ears,
Then imitate the action of the tiger;
Stiffen the sinews, summon up the blood,
Disguise fair nature with hard-favour'd rage.
Then imitate the action of the tiger;
Stiffen the sinews, summon up the blood,
Disguise fair nature with hard-favour'd rage.
- Andrew Brown
- Posts: 4083
- Joined: Tue Sep 05, 2000 8:00 am
- Location: Hex 82,170
- Contact:
RE: Nik Mod 3.1
ORIGINAL: Lord_Calidor
ORIGINAL: Nikademus
I would assume then that the generic map would work then.
Not quite. Bases would be offset, wrong terrain info, transport links not aligned etc.
It has to be done the hard way - messing with editor. I think the easiest way would be picking up Andrew's newest scenario 115 (official scen15 converted for his "standard" map) and applying your changes.
I can do the conversion with the scripts that I use, but they need to be fine tuned for each individual scenario, so it will take a bit of time to set up. When the next CHS version is done I will give it a go.
Andrew
RE: Nik Mod 3.1
ORIGINAL: Lord_Calidor
ORIGINAL: Nikademus
I would assume then that the generic map would work then.
Not quite. Bases would be offset, wrong terrain info, transport links not aligned etc.
It has to be done the hard way - messing with editor. I think the easiest way would be picking up Andrew's newest scenario 115 (official scen15 converted for his "standard" map) and applying your changes.
I could do that and save Andrew some work. Transfering the device, aircraft and ship class files is a simple swap. The work comes from the ship and airgroup files which must be hand rewritten.
RE: Nik Mod 3.11
A minor but needed adjustment has been submitted to Spooky's site. (ver 3.11) Adjusts the penetration value for one of the Japanese 4.7inch gun devices. Not a major reason for restarts for anyone who's currently playing a game.






