Updated Scen 1 and 2

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RangerJoe
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RE: Updated Scen 1 and 2

Post by RangerJoe »

Here is an interesting and fast upgrade. [;)] It is the last one for the USS Colorado. It adds some light AA guns and changes all of the five inch guns of different types to 16 five inch guns of 38 caliber. It also increase the flotation by 4 points and the system by 15 points. It requires a size 35 shipyard. It also needs no time [X(] to accomplish! [&:] Isn't that nice![8D]

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Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child
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Nomad
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RE: Updated Scen 1 and 2

Post by Nomad »

Actually Joe, it does. Since there is damage incurred, it will take time to fix the Damage. But you could sail away right away if you are willing to have some minor damage.
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RangerJoe
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RE: Updated Scen 1 and 2

Post by RangerJoe »

Well, considering that the USS Maryland takes 150 days to accomplish a similar result, I find that the fast refit of the USS Colorado to be very nice.[8D]
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child
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Nomad
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RE: Updated Scen 1 and 2

Post by Nomad »

I should also say that it is the same in the not updated scenario 1 and 2. So it is a hold over, not something new.
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RangerJoe
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RE: Updated Scen 1 and 2

Post by RangerJoe »

But it is a nice gift to the American Navy! [8D]
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child
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Nomad
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RE: Updated Scen 1 and 2

Post by Nomad »

Well of course it is, and much appreciated. [:D]
clamel
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RE: Updated Scen 1 and 2

Post by clamel »

Well I took a little closer look at some small ships for the Australian Navy.
The Bathurst class.
Is there a reason why some of them are missing (or just overlooked), actually some of those missed was in key positions at the start of the Pacific war.
Thinking on Bendigo,Burnie,Goulburn and Maryborough that was around Singapore. Also missing is Broome and the class main ship Bathurst itself.
I think even the Armidale is named Arnidale.
Some of the Bathurst-class ships sailed under Indian colors. HMIS Punjab, Bombay,Madras and Bengal.

Not easy getting thousands of ships all in and correct in suh a massive superb game.

If I should think of another ship missing, that went with Langley to Tjilajap when Langley was sunk
The MS Sea Witch (C2 cargo I think) carrying fighters to Java.

https://www.navy.gov.au/hmas-armidale-i

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Kull
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RE: Updated Scen 1 and 2

Post by Kull »

Yeah, there's quite a few omissions and just flat out incorrect stuff involving the Naval OOBs. That said, the team got the vast majority of the important ones right.

One reason for the DaBabes mods was to fix exactly this sort of thing. Load up a DaBabesA scenario and you'll see a host of vessels that are absent from AE (although not Sea Witch or the Bendigo squadron at Singapore). I love the addition of all the merchants that were actually on their way to-from Hawaii, plus all the real-life ARDs in various Allied ports, and actual ACMs outside the USA (so all non-West Coast minefields don't start depleting from Day1).
clamel
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RE: Updated Scen 1 and 2

Post by clamel »

ORIGINAL: Kull

Yeah, there's quite a few omissions and just flat out incorrect stuff involving the Naval OOBs. That said, the team got the vast majority of the important ones right.

One reason for the DaBabes mods was to fix exactly this sort of thing. Load up a DaBabesA scenario and you'll see a host of vessels that are absent from AE (although not Sea Witch or the Bendigo squadron at Singapore). I love the addition of all the merchants that were actually on their way to-from Hawaii, plus all the real-life ARDs in various Allied ports, and actual ACMs outside the USA (so all non-West Coast minefields don't start depleting from Day1).

It's an amasing work to get all that is in already. A few misses is bound to happen.
Haven't looked too long on Editing, but normally can't get my hands on a game without trying something.
Just before digging in, could a couple of added ships in the DB be done without anything else get messed up ?.
Still a newbie so I got a lot to learn, but all you guys have helped a ton with so much info in so many threads.

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Kull
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RE: Updated Scen 1 and 2

Post by Kull »

ORIGINAL: clamel

ORIGINAL: Kull

Yeah, there's quite a few omissions and just flat out incorrect stuff involving the Naval OOBs. That said, the team got the vast majority of the important ones right.

One reason for the DaBabes mods was to fix exactly this sort of thing. Load up a DaBabesA scenario and you'll see a host of vessels that are absent from AE (although not Sea Witch or the Bendigo squadron at Singapore). I love the addition of all the merchants that were actually on their way to-from Hawaii, plus all the real-life ARDs in various Allied ports, and actual ACMs outside the USA (so all non-West Coast minefields don't start depleting from Day1).

It's an amasing work to get all that is in already. A few misses is bound to happen.
Haven't looked too long on Editing, but normally can't get my hands on a game without trying something.
Just before digging in, could a couple of added ships in the DB be done without anything else get messed up ?.
Still a newbie so I got a lot to learn, but all you guys have helped a ton with so much info in so many threads.


Adding new ships is certainly doable, and even more so is fixing things like arrival dates of those which are already present (or due to arrive at some point). So long as you make use of existing classes, the AI won't have any problems with the changes and/or additions, since it "does stuff" based on classes, not individual ships. That's one reason why DaBabes Lite works seamlessly with the existing AI. There's a few mods out there which have done their homework on ship arrivals, for example, "Bottlenecks in the Pacific". So you could use that as a reference.

The problem with many otherwise wonderful mods isn't their accuracy but rather the presence of new classes or ones that shifted to new IDs, and that can break the AI - fine for PBEM, but not solo play.
clamel
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RE: Updated Scen 1 and 2

Post by clamel »

ORIGINAL: Kull

ORIGINAL: clamel

ORIGINAL: Kull

Yeah, there's quite a few omissions and just flat out incorrect stuff involving the Naval OOBs. That said, the team got the vast majority of the important ones right.

One reason for the DaBabes mods was to fix exactly this sort of thing. Load up a DaBabesA scenario and you'll see a host of vessels that are absent from AE (although not Sea Witch or the Bendigo squadron at Singapore). I love the addition of all the merchants that were actually on their way to-from Hawaii, plus all the real-life ARDs in various Allied ports, and actual ACMs outside the USA (so all non-West Coast minefields don't start depleting from Day1).

It's an amasing work to get all that is in already. A few misses is bound to happen.
Haven't looked too long on Editing, but normally can't get my hands on a game without trying something.
Just before digging in, could a couple of added ships in the DB be done without anything else get messed up ?.
Still a newbie so I got a lot to learn, but all you guys have helped a ton with so much info in so many threads.


Adding new ships is certainly doable, and even more so is fixing things like arrival dates of those which are already present (or due to arrive at some point). So long as you make use of existing classes, the AI won't have any problems with the changes and/or additions, since it "does stuff" based on classes, not individual ships. That's one reason why DaBabes Lite works seamlessly with the existing AI. There's a few mods out there which have done their homework on ship arrivals, for example, "Bottlenecks in the Pacific". So you could use that as a reference.

The problem with many otherwise wonderful mods isn't their accuracy but rather the presence of new classes or ones that shifted to new IDs, and that can break the AI - fine for PBEM, but not solo play.
I tread lightly in that DB. Know from many that certain things can brake important stuff.
Been editing (even official) OOBs since way back. However detailed an OOB is when released it always can be "imporved" with some tinkering. Just a bit [8D]

Big thanks for the info. I will dig into the threads about editing and learn more. Just so late joining this party of taming this Beast of a game.
Big thanks Kull

I tread lightly in that DB. Know from many games that certain things can brake important stuff and the AI must be handled with care. Trusting the originals and AndyMac and will not jeopardice such great work.

Been editing (even official) OOBs since way back. However detailed an OOB is when released it always can be "improved" with some tinkering. Just a bit [8D]

Big thanks for the info. I will dig into the threads about editing and learn more. Just so late joining this party of taming this Beast of a game.
Thanks Kull for those spreadsheets on setting a game up. I just might have some Qs (in that thread of course) on your thoughts and why certain things ended up in some places.

And yes that scenario/mod looks good. I can find those ships I mentioned for one, so digging into it and see what I can come up with.
I play mostly vs the AI, and so far only on stockmap, so I will wait a bit before using the mod. But it sure is something. Like the ideas on port/anchorage idea for one.
Found out that the extended map do have some "important" added hexes of land. Subic Bay, the hex below Malacca on top of my head.
Andy Mac
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RE: Updated Scen 1 and 2

Post by Andy Mac »

Thanks
Andy Mac
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RE: Updated Scen 1 and 2

Post by Andy Mac »

These have been out there for a bit now any playtest feedback ?

I have a few points sent by PBEM ers so far

1. The new bases are great but unless you are willing to fragment a Japanese Bde or Div are tough to garrison so one request I had was to fragment a Japanese late 42 arriving Div or Bde to allow for a few ants for garrison duties in Burma

Any other feedback points ?
Andy Mac
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RE: Updated Scen 1 and 2

Post by Andy Mac »

My proposal to handle the point made so far is to split the 12th and 18th Garrison Units arriving in Sept 42 into 4 Bn sized sub units giving more rear area garrison options to Japan they can still be combined up to the larger regimental units iof a player wants but it gives a little more garrison options to handle the extra bases
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Kull
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RE: Updated Scen 1 and 2

Post by Kull »

There's another alternative (or, "in addition to"). On 12/28/41, anti-British Burmese formed the "Burma Defence Army" (under Japanese auspices), which initially consisted of a few hundred volunteers in 6 different units. They accompanied the Japanese invasion force, and by March had grown to 10,000+. Although poorly trained and armed, it sounds like the perfect solution for a garrison force. Quickly available, and can be realistically scripted to occupy some of the many new dot bases once they are captured or flip to the Japanese. The Japanese quickly wore out their welcome (as they did everywhere else), so you could even set them all to disband in early '44.

Note: The Japanese don't have a "Burmese Squad" device, but they DO have a "Local Militia" which is every bit as pathetic. That device isn't buildable, so you could either create the BDA units at full size or (better) have them arrive with few cadres but have a "Local Militia" pool so they can grow (but only to the limit set by the number of devices in the pool)
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Tanaka
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RE: Updated Scen 1 and 2

Post by Tanaka »

ORIGINAL: Kull

There's another alternative (or, "in addition to"). On 12/28/41, anti-British Burmese formed the "Burma Defence Army" (under Japanese auspices), which initially consisted of a few hundred volunteers in 6 different units. They accompanied the Japanese invasion force, and by March had grown to 10,000+. Although poorly trained and armed, it sounds like the perfect solution for a garrison force. Quickly available, and can be realistically scripted to occupy some of the many new dot bases once they are captured or flip to the Japanese. The Japanese quickly wore out their welcome (as they did everywhere else), so you could even set them all to disband in early '44.

Note: The Japanese don't have a "Burmese Squad" device, but they DO have a "Local Militia" which is every bit as pathetic. That device isn't buildable, so you could either create the BDA units at full size or (better) have them arrive with few cadres but have a "Local Militia" pool so they can grow (but only to the limit set by the number of devices in the pool)

I like this idea. I am finding having to garrison every little base a little too much micro...
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Tanaka
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RE: Updated Scen 1 and 2

Post by Tanaka »

Hi Andy about to start a new PBEM with your scenario 1. Will you be making any changes soon? Just curious if we should wait first...
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Andy Mac
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RE: Updated Scen 1 and 2

Post by Andy Mac »

I have 2 small changes to make

1.l a few burma milita bns in 43 - I didnt think when I added the extra dot bases about the impact on japanese need for garrisons I hate 'ant' units in 43+ but in this case 4 weak bns of burmese militia are not going to break the engine and are probably needed
2. I have an aircraft art pointer wrong

Both are really minor and you dont need to wait for them

I have an AI update as well but waiting on more feedback and it wont impact on PBEM
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Tanaka
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RE: Updated Scen 1 and 2

Post by Tanaka »

ORIGINAL: Andy Mac

I have 2 small changes to make

1.l a few burma milita bns in 43 - I didnt think when I added the extra dot bases about the impact on japanese need for garrisons I hate 'ant' units in 43+ but in this case 4 weak bns of burmese militia are not going to break the engine and are probably needed
2. I have an aircraft art pointer wrong

Both are really minor and you dont need to wait for them

I have an AI update as well but waiting on more feedback and it wont impact on PBEM

Thanks will it be possible to update the game with these changes as we play? Or will it break the game?
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Andy Mac
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RE: Updated Scen 1 and 2

Post by Andy Mac »

I would start without them they are seriously not material
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