Page 13 of 20
RE: LCU Mods
Posted: Thu Apr 08, 2010 1:46 pm
by Kereguelen
ORIGINAL: mikemike
ORIGINAL: Zsolo007
As a sidenote i think the AA guns should be looked at as well, historically upgrades were available to the Type 88 75mm AA gun, but in the game none of those are present.
There is something else: I found out that the IJA copied a German naval AA gun, the 8,8 cm C/30, which they had apparently captured in China, as the Type 99 88mm AA gun for stationary emplacement. Depending on the source, 500-1000 of them were built and employed mostly in the Home islands.
This seems a major omission.
Correct, seems that I somehow confused Type 88 and Type 99 88mm when doing Japanese (land) devices for the AE. Never noticed this before. [8|]
RE: Checklist
Posted: Thu Apr 08, 2010 8:57 pm
by gajdacs zsolt
ORIGINAL: John 3rd
The Tank stuff sounds like things that should be corrected but I doubt if there will be time and/or energy to move in that direction.
If you're interested in having these changes in your mod, than it'd be my pleasure to offer my help doing it. Most of the changes i already have for my own personal mod, so i just have to copy those...
I took a quick look on the allied tanks as well, and the same problem seems to exist, so now i believe that these values may very well be deliberate (game balance).
Anyhow, I'm going to ask this question in the land thread.
RE: Checklist
Posted: Thu Apr 08, 2010 11:05 pm
by John 3rd
I would happily take you up on the offer on one condition: are we CERTAIN this is an oversite and correct to change?
If we're OK then I can send the files to you once I get them from Juan.
Would like others to voice their thoughts on this.'
RE: LCU Mods
Posted: Fri Apr 09, 2010 10:34 am
by bklooste
ORIGINAL: John 3rd
ORIGINAL: bklooste
Re: Industry
I would double all light industry in china but make the Japanese conquered ones 50% damaged.
You can bump up oil in Anshun manchuria for a supply cost ( maybe just make them damaged so the player has to spend supply)
Air craft
I would allow a few more non restricted Army daitai upgrade to the Nick a
BK---How much would you bump oil output to at Anshun?
5 and 45 unrepaired.
RE: LCU Mods
Posted: Fri Apr 09, 2010 1:03 pm
by FatR
One more moment: judging by the recent answer in the Air Issues thread, Ki-44's ahistorical use of Nakajima Ha-35 engine, instead of Nakajima Ha-34, is a bug. I didn't touch this when working on the aircraft, but the change should be simple enough.
RE: LCU Mods
Posted: Fri Apr 09, 2010 2:34 pm
by John 3rd
Once I've got the files from Juan, I'll shoot them over to you Stan. Is that OK or is it simple enough I can do it with some help?
RE: LCU Mods
Posted: Fri Apr 09, 2010 10:47 pm
by John 3rd
ORIGINAL: bklooste
ORIGINAL: John 3rd
ORIGINAL: bklooste
Re: Industry
I would double all light industry in china but make the Japanese conquered ones 50% damaged.
You can bump up oil in Anshun manchuria for a supply cost ( maybe just make them damaged so the player has to spend supply)
Air craft
I would allow a few more non restricted Army daitai upgrade to the Nick a
BK---How much would you bump oil output to at Anshun?
5 and 45 unrepaired.
Have been looking around on the map for a few things and want clarification. The town we are speaking about is Anshan (102,48) or Arshaan (105,33). I assume it is the first. Just wanted to check.
RE: LCU Mods
Posted: Sat Apr 10, 2010 5:35 am
by FatR
ORIGINAL: John 3rd
Once I've got the files from Juan, I'll shoot them over to you Stan. Is that OK or is it simple enough I can do it with some help?
Just change the engine on all Ki-44 modifications to Nakajima Ha-34. Simple enough.
RE: LCU Mods
Posted: Sat Apr 10, 2010 12:48 pm
by John 3rd
OK. I should be able to do that.
Any comment as to what I asked regarding Anshan or Arshaan?
Went around making a list of air units to upgrade with newer aircraft last night. Got that all written down and ready to do. Did the same thing with a slight expansion of Zero, Val, Kate, and Emily production.
This morning's project is to put together a list of units moving from Samah/CRB/Takao to the Marshalls, Truk, and Saipan. Want to move a few units out there to better prepare the forward bases for offensive operations. Sticking to the premise, these will only be Naval LCUs and not more then a dozen of them. Want a force shift but not too big of one.
Unit Moves
Posted: Sun Apr 11, 2010 4:22 am
by John 3rd
Went through the map today and charted the units I will move to new starting positions. Nothing TOO dramatic. I want to beef-up Truk, Saipan, and the Marshalls somewhat. Pulled some Naval Construction Bn, SNLF, and BF for the move.
Do plan to move the 4th ID forward from Japan to Samah so it can be used in Malaya or the Philippines more quickly. That is probably the biggest modification I plan to make for deployment of starting forces.
Mines
Posted: Mon Apr 12, 2010 3:01 pm
by John 3rd
I've seen the notes on the Thread regarding Mines and a possible Patch later to raise the amount some. Should that issue be addressed in the Mod?
RE: Mines
Posted: Mon Apr 12, 2010 10:43 pm
by bklooste
I would add them mine warfare is interesting though not at WITP levels.
RE: Mines
Posted: Tue Apr 13, 2010 3:06 am
by JuanG
One of the device changes in my mods was to multiply the mine production numbers by two - if you want I can add this to the device files I'll be sending to you.
RE: Mines
Posted: Tue Apr 13, 2010 3:14 am
by bklooste
*2 sounds good and modest . Will be a good test.
RE: LCU Mods
Posted: Tue Apr 13, 2010 7:42 am
by FatR
ORIGINAL: John 3rd
OK. I should be able to do that.
Any comment as to what I asked regarding Anshan or Arshaan?
I believe it's Anshan. It was (still is) a major industrial center. Arshaan seems to be a very insignigicant city, I failed to find anything about it in either my dead-trees enciclopedias or Google.
As a side note, I hope a fuel production center in Manchukuo will finally get some fuel to Harbin. I don't know how to make HI in Harbin produce under the latest patch (Peiping too).
RE: LCU Mods
Posted: Tue Apr 13, 2010 10:45 am
by ny59giants
I have two small HI in Hokkaido [Sapporo 40 HI & Muroran 50 HI] that don't get the fuel to move to them to produce. I can have tankers tied up to the pier unloading and the fuel just goes to another base [Hokodate]. I would suggest that you relocate HI within an area (Manchuria and/or Hokkaido) to overcome the shortcomings of the AI when it comes to fuel movement.
If I had a "pet peeve" right now, it would be the way the AI doesn't move fuel to HI bases. [:@] I can have a base next door to a base that needs fuel, with that one base having 2 to 3x the minimum needed. It doesn't move it one hex and thus the HI doesn't produce.
FatR, John, and Juan - Can I edit the scenario file in the Editor in game to move these 2 HI to Hakodate to get them to work since this is the base where the fuel always ends up??
Notes
Posted: Tue Apr 13, 2010 12:01 pm
by John 3rd
Notes to Comments:
1. Juan---make those changes regarding mines. Like that... Thanks BK for the thoughts.
2. Thanks Stan. I'll put it there and PERHAPS it will help Harbin.
3. My Noble Allie and future groveling Opponent--Michael! Don't know about changes DURING a game. Juan?
RE: Notes
Posted: Tue Apr 13, 2010 12:09 pm
by John 3rd
Juan---What is your status regarding the files? How are things coming?
RE: Notes
Posted: Wed Apr 14, 2010 11:27 pm
by JuanG
I've just sent them to you.
Sorry for the hold up - I both severaly underestimated the amount of work needed, and overestimated the time I had available to do it in.
Let me know if there's anything else you need help with, or if there's any issues with the files.
RE: Notes
Posted: Thu Apr 15, 2010 12:28 am
by John 3rd
I got the massive scenario file. THANKS! You have helped many people without question and this one truly appreciates it.
Will follow your instructions as to how to upgrade all the device changes regarding ships. Think the smart thing to do will be to wait until everything is more or less finished then I'll get it all changed as per your description.
The project now will sit squarely in my corner. Time to get some serious time and work in.
As to opening the scenario folder, this is the email I just sent you:
How do I open this folder with all the files? Do I download it into the AE Folder I have for the Mod and then open it? Click to replace files?[/align] [/align]I am a fairly illiterate computer person...[/align] [/align]