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RE: Plane data revisions (Two)

Posted: Fri Nov 11, 2005 1:20 am
by el cid again
This is the top of the list of planes, in slot order, with comments on EVERY field which is not the same. Documentation follows the list.

Extended another page - down to D4Y level.

RE: Plane data revisions (Three)

Posted: Fri Nov 11, 2005 2:07 pm
by el cid again
The third page of modded lines is included now - the top 30 lines of the aircraft data file. This is a set of notes about what fields changed, why, and related documentation.

RE: Japanese OOB for CHS

Posted: Fri Nov 11, 2005 7:52 pm
by TheElf
ORIGINAL: Bradley7735
I think there're not enough detached artillery units in the game at start that this will be a real problem. Simply have the divisions that detached artillery regiments understrength at start and let the Japanese player build them up to full TOE. He'll still have to build the new artillery.

I caution against this. I think you should try to keep the LCU's to an accurate/historic TOE. There are a lot of Japanese players who produce ships faster, more planes and fill out TOE's faster than I think was historically possible. If you allow the LCU's to build to un-historic levels, then most players will do so. (assuming they take Palembang intact)

If Japanse production, supply levels, fuel levels, etc was looked at and put to historic levels at game start, then I'd definitely agree with you. (allow the player to choose where to put excess HI., but as it is now, they most likely can do it all)

This is really just a hunch on my part. But others have alluded to problems regarding Japan making too much stuff, too fast.

Thanks to all of you for looking at this part of CHS. I was hoping someone could tackle the Japanese LCU side of things.

bc

Edit: I think I may have mis-interpreted your post. Please disregard if your intent is not to allow Japanese players to build LCU's larger than historic.

Bradley are you saying that an IJ player should never be able to fill out A/C, Ships, and Army TOEs faster than was historically possible?

RE: Japanese OOB for CHS

Posted: Mon Nov 14, 2005 8:58 pm
by Bradley7735
No.

I'm saying that no Japanese player should be able to fill out TOE's faster, build more than historic number of aircraft and expedite CV production to mid 43 all at the same time. (maybe one of the 3, but not all 3 at once.)

I have not seen one AAR where the Japanese player complains that they are stretched too thin with supplies, Fuel or HI capacity. Of course, I don't read all that many AAR's, so my POV may not be an accurate one. And, I mean really constrained. Hisorically, Japanese fleet options were constrained considerably by lack of fuel. I just don't see that anywhere. Too much fuel. Probably too much supply. And I also have a hunch that there is too much HI at game start. Again, I don't think you should weigh my thoughts too much. It would be nice to see a competent person actually analyze Japanese production to see if it seems historical. (I know that is a major, major undertaking though.)

bc

RE: Japanese OOB for CHS

Posted: Mon Nov 14, 2005 10:49 pm
by el cid again
No.

I'm saying that no Japanese player should be able to fill out TOE's faster, build more than historic number of aircraft and expedite CV production to mid 43 all at the same time. (maybe one of the 3, but not all 3 at once.)

I have not seen one AAR where the Japanese player complains that they are stretched too thin with supplies, Fuel or HI capacity. Of course, I don't read all that many AAR's, so my POV may not be an accurate one. And, I mean really constrained. Hisorically, Japanese fleet options were constrained considerably by lack of fuel. I just don't see that anywhere. Too much fuel. Probably too much supply. And I also have a hunch that there is too much HI at game start. Again, I don't think you should weigh my thoughts too much. It would be nice to see a competent person actually analyze Japanese production to see if it seems historical. (I know that is a major, major undertaking though.)

I am an economic gamer - and I design and run production games and production sections of games. In my very first WITP game I ran Japan into the ground in 7 DAYS - ran her out of BOTH supply and fuel. It is just a question of the tempo of operations.

On the other hand, resources were not constrained enough. I was able to balance oil imports and exports in about a week - nonsense. But I clearly established "don't expand everything at once or NOTHING will expand because you ran below critical supply levels." So there ARE limits.

Historically, the most critical war resource, sans oil, for BOTH Japan and the USA was steel. Steel is used to make factories, trucks, battleships, railroads, you name it. But you only have so much steel each month, and it is not a number you can quickly change very much. Making one battleship means you used the steel for 150 escorts or 1500 tanks - a real world example. WITPs system does not make it easy to see this because it is a bit too abstract - steel is more or less MFG points - or in them - but it is soft because other things are in them too. And there is no need to import coal and iron ore from Manchuriato make steel - ANY resource point from ANYWHERE will do.

The biggest reform for WITP needs to deal with code: get rid of, or reduce significantly, supply points from resource centers. We can add local industry - and should - which can make local supply points in limited amounts. But right now the large amount of supply from some resource centers is ahistorical, and kills the need for shipping.

The second biggest reform for WITP we CAN do - get rid of those almost nuclear powered ships. There are data field errors (fuel values in the range field) and just plain wrong range values - and massive (but simple) data entry will fix that. Then you won't be able to move too far without refueling. And the fuel needs will be much greater - because most ships UNDERSTATE them.

I do not know how to get Matrix to fix the supply from resources problem? The best way is to form a consensus and ask and ask and ask.