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RE: Canada in Da Babes (lite)

Posted: Thu Dec 24, 2009 4:44 pm
by stuman
Thx for the input. I will be starting over soon !

RE: Da Babes Mod

Posted: Thu Dec 24, 2009 6:52 pm
by Mac Linehan
ORIGINAL: oldman45

It didn't try to over write in mine

oldman45 -

You are correct - I did not engage my brain before posting. The zip file extracted without overwriting. Thank you for your help.

JWE and Don -

I appreciate the easy installation feature; Can't wait for TBBB to show!

Mac

RE: Da Babes Mod

Posted: Sat Dec 26, 2009 1:06 pm
by eloso
I had trouble loading these scenarios in witpStaff. It says there is a problem with the upgrades in the following classes: 2763, 2764, 2765, & 2766.

I looked at these in the editor and they are all pointing to 2747 which is blank. I edited the scenario on my end to have each class point to itself in the upgrade field and then it loads fine into witpStaff. I'm not sure if this is the proper edit.

RE: Da Babes Mod

Posted: Sat Dec 26, 2009 1:42 pm
by Don Bowen
ORIGINAL: OSO

I had trouble loading these scenarios in witpStaff. It says there is a problem with the upgrades in the following classes: 2763, 2764, 2765, & 2766.

I looked at these in the editor and they are all pointing to 2747 which is blank. I edited the scenario on my end to have each class point to itself in the upgrade field and then it loads fine into witpStaff. I'm not sure if this is the proper edit.

Yup. Looks like a loose end. I think your solution of setting each class to itself is the best option.

RE: Da Babes Mod

Posted: Sat Dec 26, 2009 2:26 pm
by JWE
Yes, pooh, a loose end. Found two others in the same vicinity: here's the fix errata

2763 Wilcannia PC, change upgrade to either 0 or 2763 (self)
2764 Wilcannia AMc, change upgrade to either 0 or 2764 (self)
2765 Wilcannia AG, change upgrade to either 0 or 2765 (self)
2766 Wilcannia xAKL, change upgrade to either 0 or 2766 (self)
2769 Med MC AM, change upgrade to either 0 or 2769 (self)
2771 Kangaroo, change upgrade to either 0 or 2771 (self)

happens sometimes when you're in a hurry and don't pay as much attention as ya should - sorry about that.

Won't really hurt the game, just be a pita.

RE: Da Babes Mod

Posted: Sat Dec 26, 2009 2:39 pm
by Don Bowen
ORIGINAL: JWE

Yes, pooh, a loose end. Found two others in the same vicinity: here's the fix errata

2763 Wilcannia PC, change upgrade to either 0 or 2763 (self)
2764 Wilcannia AMc, change upgrade to either 0 or 2764 (self)
2765 Wilcannia AG, change upgrade to either 0 or 2765 (self)
2766 Wilcannia xAKL, change upgrade to either 0 or 2766 (self)
2769 Med MC AM, change upgrade to either 0 or 2769 (self)
2771 Kangaroo, change upgrade to either 0 or 2771 (self)

happens sometimes when you're in a hurry and don't pay as much attention as ya should - sorry about that.

Won't really hurt the game, just be a pita.

Not even a PITA, as the game's scenario load process will catch this circumstance and fix it (by setting upgrade to itself).

RE: Da Babes Mod

Posted: Sat Dec 26, 2009 4:04 pm
by eloso
ORIGINAL: Don Bowen

ORIGINAL: JWE

Yes, pooh, a loose end. Found two others in the same vicinity: here's the fix errata

2763 Wilcannia PC, change upgrade to either 0 or 2763 (self)
2764 Wilcannia AMc, change upgrade to either 0 or 2764 (self)
2765 Wilcannia AG, change upgrade to either 0 or 2765 (self)
2766 Wilcannia xAKL, change upgrade to either 0 or 2766 (self)
2769 Med MC AM, change upgrade to either 0 or 2769 (self)
2771 Kangaroo, change upgrade to either 0 or 2771 (self)

happens sometimes when you're in a hurry and don't pay as much attention as ya should - sorry about that.

Won't really hurt the game, just be a pita.

Not even a PITA, as the game's scenario load process will catch this circumstance and fix it (by setting upgrade to itself).

Wasn't really a problem gents. I make mistakes too. [:D]

So... I could have technically run the turn and then try to load it into witpStaff? That's cool, if I would have known that I would have just played the turn.

RE: Da Babes Mod

Posted: Sat Dec 26, 2009 6:20 pm
by Herrbear
Thank you for the information.

RE: Da Babes Mod

Posted: Sun Dec 27, 2009 6:27 pm
by Buck Beach
ORIGINAL: JWE

ORIGINAL: scottott999
Thanks JWE, Don, and anyone else who may have assisted.
Just for my understanding....
Th next version will be geared toward PBEM and will be centered around Land unit OOB and location changes? No new ships & air units and only minor modifications if needed to device, ship classes, aircraft etc....
Very welcome, our pleasure. Yes, only minor modifications to ships and classes. Misters Bowen, Kereguelen, Beach, and others, will always come up with a ship or 2, or 10, but the basic class structure and population is, I believe, pretty good. There may be individual ship modifications and additions, but these will not effect gameplay in any way. They will just tweak the OOB to make it more "correct".

Da Big Bad Babes will be centered around a redefinition of the use of NavSup in connection with BFs, HQs and the like. A complete redefinition of the meaning of a Naval BF, and what it takes to "populate" a Base. DBBB looks at defining BF (and other) LCUs in terms of game engine functionality. This requires slot redefinition, which (in turn) breaks the AI script, so yeah, it's a PBEM kinda scenario by definition.


Well, you knew this was coming so don't yell at me. For the what its worth department, I am putting an Arctic Class provision ship in my personal set up. I found two of the three I discovered very active in the Pacific: USS Artic (AF-7) and the USS Boreas (AF-8). The other in the class was the USS Yukon (AF-9) that served in the Atlantic and is not related to the AP Yukon in the game.

You have placed two other AF types in the game (that I see off hand), the Bridge (AF-1) and the Aldebaran (AF-10) as AGs, so it is pretty easy for me to rationalize the inclusion of these other two AFs as it isn't a far reach from provisions to supply type cargoes.

If some dev type person (clears throat) would care to configure this class for me (I am not very good in converting ship stats to game stats) and call it an Xmas present, I might start believing in Santa Claus again. If not, in the words of a favorite long gone uncle "Dat's da way the mop flops" and I will stumble forward and forget Santa.

Anyway thanks again for your mod(light)fellas. I have as much fun running the logistics in the AI game as the PBEM guys clashing swords.

Now in a true Don Quixote fashion in attacking windmills, I am off to find away to work AOG gasoline tankers into my world.

Caio (as JWE would say)

RE: Da Babes Mod

Posted: Sun Dec 27, 2009 6:47 pm
by JWE
ORIGINAL: Buck Beach
Well, you knew this was coming so don't yell at me. <snip> If some dev type person (clears throat) would care to configure this class for me (I am not very good in converting ship stats to game stats) and call it an Xmas present, I might start believing in Santa Claus again.
well ... maybe Don and I can come up with something.
Now in a true Don Quixote fashion in attacking windmills, I am off to find away to work AOG gasoline tankers into my world.

Caio (as JWE would say)
There is an AOG class (Petapsco). I remember Don whacking me over that one. Maybe we didn't do too many ships, but they are there. Shoot us a pm, and we'll tell ya where they are, and other such nonsense.

Ciao.

RE: Da Babes Mod

Posted: Sun Dec 27, 2009 6:50 pm
by Buck Beach
I posted this over in the regular forum section and all I got was the sound of crickets. Hmmm, must of pissed to many people off with my arrogant replies to the malcontents. Anyway here is my post:

"I was thinking that an interesting AI variant would be that the Japanese second wave on 12/7 be directed towards the fuel storage facilities as some historical analysts have suggested was a missed opportunity.

Anyway of emulating that possibility other than to mod the 12/8 scenario by striping away a portion of the base's fuel supply
?"

Not sure what type a response I was looking for, but, I still think it would be an important and realistic "what if" scenario for those wanting to take another path. It at least is as realistic as the KB sticking around for 5 days with unlimited sorties and a/c.

Oh and in respect to Joe by not using the "s" word (s--ks), the December 8th scenario, as it comes out of the can, is ridiculous. There sits the Enterpirse in all her glory to be bombed to hell after hauling ass back to port. This needs to be tweaked for the public.

RE: Da Babes Mod

Posted: Sun Dec 27, 2009 6:57 pm
by Buck Beach
ORIGINAL: JWE

There is an AOG class (Petapsco). I remember Don whacking me over that one. Maybe we didn't do too many ships, but they are there. Shoot us a pm, and we'll tell ya where they are, and other such nonsense.

Ciao.

Uh, I thought that was Pepisco for inter-island delieveies. Yea I know "50,000 comedians out of work" and I try to be funny.

Anyway thank you JWE.



RE: Da Babes Mod

Posted: Sun Dec 27, 2009 8:26 pm
by Don Bowen

I've been thinking a bit obout AOGs. They carried high octane gas - fuel for aircraft, vehicles, and small craft (like PTs). Since aircraft and vehicles run off of supply in AE, we could equate that portion of their cargo to supplies. The rest would be fuel, with the same (inevitable) mixing of fuel oil and gas fuel as we get from AO/TK cargos.

I'd say either 2/3 supply, 1/3 fuel or else 50-50. In either event, they would have a mixed supply/fuel capacity - based on their historical liquid cargo capacity.

AFs are effectively AKs in WITP/AE. Unfortunately we have only one supply category, which includes food stuffs, ammo, equipment, aircraft, and construction supplies. Would be nice if they were broken out, but a headache too. And, with no food consideration in ship endurance, no need for underway replenishment from AFs. Yup, AKs.

RE: Da Babes Mod

Posted: Sun Dec 27, 2009 8:58 pm
by Buck Beach
ORIGINAL: Don Bowen


I've been thinking a bit obout AOGs. They carried high octane gas - fuel for aircraft, vehicles, and small craft (like PTs). Since aircraft and vehicles run off of supply in AE, we could equate that portion of their cargo to supplies. The rest would be fuel, with the same (inevitable) mixing of fuel oil and gas fuel as we get from AO/TK cargos.

I'd say either 2/3 supply, 1/3 fuel or else 50-50. In either event, they would have a mixed supply/fuel capacity - based on their historical liquid cargo capacity.

AFs are effectively AKs in WITP/AE. Unfortunately we have only one supply category, which includes food stuffs, ammo, equipment, aircraft, and construction supplies. Would be nice if they were broken out, but a headache too. And, with no food consideration in ship endurance, no need for underway replenishment from AFs. Yup, AKs.


Go Don Go!!! Go Don Go!! (Your cheer leading group)

Buck

RE: Canada in Da Babes (lite)

Posted: Sun Dec 27, 2009 9:48 pm
by Buck Beach
ORIGINAL: Don Bowen

4. Local Service Merchant ships. One tanker spent the war shuttling oil from the US and Peru to Canada (Albertolite). Other than that, the primary local shipping service appears to have been the British Columbia Coastal Service. This operated about a dozen medium sized passenger ships and freighters within the Skagway/Seattle area. Currently only one of these ships is in (Nootka) and we are reviewing the others. Problem is that many of these were local service ships, one-day/overnight voyage passenger ships and even car ferries.

Ah yes, thank you for the Nookie. From what I have recently read, the period's political atmosphere restricted (or heavily penalized) any ships except for those being U.S. from servicing Alaskan ports and I well imagine the reverse was in effect. The Nootka is very welcome as the only in game method of supply the West Coast sea ports, especially those having no road connection. Hope it don't get sunk or the Canuks on the West Coast are sunk with it.

RE: Canada in Da Babes (lite)

Posted: Mon Dec 28, 2009 1:04 am
by Don Bowen
ORIGINAL: Buck Beach

ORIGINAL: Don Bowen

4. Local Service Merchant ships. One tanker spent the war shuttling oil from the US and Peru to Canada (Albertolite). Other than that, the primary local shipping service appears to have been the British Columbia Coastal Service. This operated about a dozen medium sized passenger ships and freighters within the Skagway/Seattle area. Currently only one of these ships is in (Nootka) and we are reviewing the others. Problem is that many of these were local service ships, one-day/overnight voyage passenger ships and even car ferries.

Ah yes, thank you for the Nookie. From what I have recently read, the period's political atmosphere restricted (or heavily penalized) any ships except for those being U.S. from servicing Alaskan ports and I well imagine the reverse was in effect. The Nootka is very welcome as the only in game method of supply the West Coast sea ports, especially those having no road connection. Hope it don't get sunk or the Canuks on the West Coast are sunk with it.

Study of the BCCS is ongoing. John has previewed some art... Stay tuned for further developments....

RE: Canada in Da Babes (lite)

Posted: Mon Dec 28, 2009 9:11 am
by Buck Beach
Very Cool.

RE: Da Babes Mod

Posted: Mon Dec 28, 2009 4:20 pm
by JWE
ORIGINAL: Buck Beach
Oh and in respect to Joe by not using the "s" word (s--ks), the December 8th scenario, as it comes out of the can, is ridiculous. There sits the Enterpirse in all her glory to be bombed to hell after hauling ass back to port. This needs to be tweaked for the public.
Well, a lot of people are playing it and no one has seen that particular problem. Enterprise is right where she was on the morning of Dec. 8. The KB, meanwhile is right where it was on the morning of Dec. 8, way out of range, headed home, dealing with low fuel and depleted airgroups. It would take a while to get it back into position to hit the Big-E, in which time, lots of other things can happen. Pretty sure if it was a problem, at least one of the forum poptarts would have done a "Dec.8 Scen Vacuums" thing.

Gonna have to disagree and kick back on this one till somebody actually figures out how to do a nasty.

RE: Da Babes Mod

Posted: Mon Dec 28, 2009 4:42 pm
by Historiker
Hey, where can I download this mod?

RE: Da Babes Mod

Posted: Mon Dec 28, 2009 6:07 pm
by Buck Beach
ORIGINAL: JWE

ORIGINAL: Buck Beach
Oh and in respect to Joe by not using the "s" word (s--ks), the December 8th scenario, as it comes out of the can, is ridiculous. There sits the Enterpirse in all her glory to be bombed to hell after hauling ass back to port. This needs to be tweaked for the public.
Well, a lot of people are playing it and no one has seen that particular problem. Enterprise is right where she was on the morning of Dec. 8. The KB, meanwhile is right where it was on the morning of Dec. 8, way out of range, headed home, dealing with low fuel and depleted airgroups. It would take a while to get it back into position to hit the Big-E, in which time, lots of other things can happen. Pretty sure if it was a problem, at least one of the forum poptarts would have done a "Dec.8 Scen Vacuums" thing.

Gonna have to disagree and kick back on this one till somebody actually figures out how to do a nasty.


Are you talking about the AI game or the PBEM games? With the AI the KB tendenecy is to stick around for more shots at Pearl (as many as 3 or 4 days). Maybe I need to go back and run it again a couple of times to see if I saw what I thought I saw.

Well after a couple of test runs it seems I was confusing the AI reaction of the 12/7 start and the start set up for the 12/8. In other words, it is I that s--ks with my comments.