Page 2 of 2

RE: Player made mods

Posted: Thu Dec 29, 2005 3:40 pm
by castor troy
ORIGINAL: Nikademus
I am seriously thinking about using your mod, but could you (again ) specify what you have done exactly to the game..

ho boy. "alot" [;)] Best bet is to read the FAQ or wait for new version which will have a rewritten FAQ (a bit more comprehensive)
Never mind the OOB stuff (do not care about that), but if I remember correctly you "tweaked" air to air combat and
"Flak" efficiently. Hope A-A efficiency went down and FLAK efficiency went UP ;) .

A2A 'efficiency' went down. (no uber CAP) Flak efficiency was reduced slightly from the 4.2 standard overall. Corrected a couple OOB bugs that made some ship based flak too powerful causing some nerfing. New FAQ will explain in more detail. Thx for your interest. Should be completed in a short bit.


Nik,

will you release your 5.0 whith the next official patch 1.8? Would like to start a mid 42 PBEM when 1.8 is out (want to take a look at the new ASW routine). Just a few questions: what are the 4E bomber replacement, production rates and how did the reduction in Japanese cargo capability turn out in your games? It´s even hard to bring the ressources and especially oil to the home islands with the stock capability for me. After losing a couple of the bigger TKs it´s getting really hard.

RE: Player made mods

Posted: Thu Dec 29, 2005 3:53 pm
by Nikademus
It was originally my intention to release 5.0 with the new patch, but given that the patch's release date could be a while in coming, I will release the new mod version when it's completed. While it can be used with either the beta patches or the official executible, the only thing to note in terms of choice between them is that 5.0 won't have my ASW changes in it so I would "recommend" playing it with the beta executible. (the two AAR games with Bombur and Speedy are currently using the beta...we are not running into any game-breaking problems)

4E - B-17E production totals 16 a month. B-24D will debut in nov 42 and IIRC will produce at 40 a month. Japan won't have to fear being smothered by 4E's in 1942 though they will find them extremely hard to knock down either by AA or fighters.

AK/TK - Change works very well. Everyone who has played it has commented favorably on it's slowing effect on pace. I especially like how it reduces AP capacity. Japan has alot of AP's but a large number of them now only have 750 capacity points per ship. TK's are more precious than ever.

RE: Player made mods

Posted: Thu Dec 29, 2005 3:59 pm
by Sardaukar
Nik, have you considered trying DFalcon-way too ? (reducing firepower of air-to-air weapons instead of increasing durability) ?

RE: Player made mods

Posted: Thu Dec 29, 2005 4:02 pm
by Nikademus
I experimented with it a while back. Did not like the results + I don't wish to disturb the relationship between light MG's, heavy MG's and Cannons.

RE: Player made mods

Posted: Thu Dec 29, 2005 4:05 pm
by tsimmonds
AK/TK - Change works very well. Everyone who has played it has commented favorably on it's slowing effect on pace. I especially like how it reduces AP capacity. Japan has alot of AP's but a large number of them now only have 750 capacity points per ship. TK's are more precious than ever.

Sounds great! Coupla questions:

What size did you reduce the large AKs to? I presume they are still large enough to convert to AR etc?

I had been playing Prys mod (well, my own mod of his mod); I really liked having nearly all of the air units broken down. I assume your mod does not do this. But am I dreaming, or did Matrix remove the built-in limitation on the number of air units you are allowed to break down?

RE: Player made mods

Posted: Thu Dec 29, 2005 4:35 pm
by Nikademus
The AK/AP/TK sizes match the changes made in Pry's scenario.

-air groups nooooooooooooooo! Did not break everything down to squadron/chutai level. Players have enough to do in the game as is without increasing the level of micro-management. my opinion anyway.


RE: Player made mods

Posted: Thu Dec 29, 2005 4:46 pm
by Terminus
Nonononono!!! We need more micromanagement! Let's not just have pilot pools, but ground crew pools as well!

RE: Player made mods

Posted: Thu Dec 29, 2005 4:48 pm
by Sardaukar
ORIGINAL: Terminus

Nonononono!!! We need more micromanagement! Let's not just have pilot pools, but ground crew pools as well!

And Geisha-girl..err...entertainment crew pools !! And I mean POOLS of them !! [:D]

RE: Player made mods

Posted: Thu Dec 29, 2005 4:56 pm
by Nikademus
How do you 'combat load' crates full of blow up dolls? [;)]

RE: Player made mods

Posted: Thu Dec 29, 2005 5:01 pm
by tsimmonds
My real question was:
did Matrix remove the built-in limitation on the number of air units you are allowed to break down?

RE: Player made mods

Posted: Thu Dec 29, 2005 5:05 pm
by Nikademus
no.

RE: Player made mods

Posted: Thu Dec 29, 2005 5:06 pm
by tsimmonds
no.
Yeah, I thought I was prolly hallucinating again....

RE: Player made mods

Posted: Thu Dec 29, 2005 5:08 pm
by Admiral DadMan
pools of radiance...

RE: Player made mods

Posted: Thu Dec 29, 2005 5:28 pm
by Cpt Sherwood
ORIGINAL: Admiral DadMan

pools of radiance...


The original or the crappy remake? [:D]

RE: Player made mods

Posted: Thu Dec 29, 2005 5:49 pm
by castor troy
ORIGINAL: Nikademus

It was originally my intention to release 5.0 with the new patch, but given that the patch's release date could be a while in coming, I will release the new mod version when it's completed. While it can be used with either the beta patches or the official executible, the only thing to note in terms of choice between them is that 5.0 won't have my ASW changes in it so I would "recommend" playing it with the beta executible. (the two AAR games with Bombur and Speedy are currently using the beta...we are not running into any game-breaking problems)

4E - B-17E production totals 16 a month. B-24D will debut in nov 42 and IIRC will produce at 40 a month. Japan won't have to fear being smothered by 4E's in 1942 though they will find them extremely hard to knock down either by AA or fighters.

AK/TK - Change works very well. Everyone who has played it has commented favorably on it's slowing effect on pace. I especially like how it reduces AP capacity. Japan has alot of AP's but a large number of them now only have 750 capacity points per ship. TK's are more precious than ever.

Thanks Nik, I´ll give it a try in the next weeks if I´m able to find an opponent!

RE: Player made mods

Posted: Thu Dec 29, 2005 6:25 pm
by Nikademus
no prob. I'm finding that vs. AI play is improved as well.....particularily as Japan when playing on hard setting. Quite challenging.