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RE: DaBigBabes Beta errata
Posted: Mon Nov 15, 2010 9:09 pm
by Kitakami
A comment regarding the new AAA values.
It is February '42 in two very different PBM games of Da Big Babes, and I am seeing increased losses in bombers. At first I thought it was a combination of the new AAA values plus reduced air support, but in one of those games I have been very careful to have enough support at most front-life airfields, and there is a negligible difference in losses. The losses did jump in both games, to a level where production is having trouble keeping up with combined AA/ops losses.
If the designers would like more precise info, or would like me to track specific losses, PM me and I'll gladly do it
It may be a pain in the proverbial neck... but oh boy, do I enjoy this game!
RE: DaBigBabes Beta errata
Posted: Tue Nov 16, 2010 2:17 pm
by JWE
ORIGINAL: Kitakami
A comment regarding the new AAA values.
It is February '42 in two very different PBM games of Da Big Babes, and I am seeing increased losses in bombers. At first I thought it was a combination of the new AAA values plus reduced air support, but in one of those games I have been very careful to have enough support at most front-life airfields, and there is a negligible difference in losses. The losses did jump in both games, to a level where production is having trouble keeping up with combined AA/ops losses.
If the designers would like more precise info, or would like me to track specific losses, PM me and I'll gladly do it
It may be a pain in the proverbial neck... but oh boy, do I enjoy this game!
Good to know. Don't need specific loss info - game doesn't quite work that way, so it's not all that useful. The AAA tweaks were mostly for the ship AA auto-weap guns. We did have the database in hand, so extended the data tweaks throughout all the AAA weaps (Land and Sea). Would be good to know whether increassed losses are against a TF or against a land target (a base, LCU stack, that sort of thing).
Will no longer comment publicly on the forums about method, so please send a pm with any info or questions you may have. Be glad to have your input. Will respond to the righteous as deeply as possible. And you are pretty darn righteous, Kitakami.
J
RE: DaBigBabes Beta errata
Posted: Mon Nov 22, 2010 8:49 pm
by Bliztk
Misc Errata. DaBigBabes scen 28
Location 4639,4638 IJN Base force points to TOE 2639 "IJN BF", should point to itself or 0 or arrange the 2639 slot to match. Results in the bases 150% overstrengh in TOE.
Same for 11th Air Fleet HQ (slot 34). It has 144 support, but only 36 in the TOE. The same repeats for all Fleet or Army HQs
Slot 3988 also is 188% overstrengh.
5th Field construction Bn (slot 3999) TOE points to something that`s totally unrelated.
3rd Port unit (slot 4672) starts the game at Nakhon Ratchasima !
RE: DaBigBabes Beta errata
Posted: Tue Nov 23, 2010 11:29 am
by JWE
ORIGINAL: Bliztk
Misc Errata. DaBigBabes scen 28
Location 4639,4638 IJN Base force points to TOE 2639 "IJN BF", should point to itself or 0 or arrange the 2639 slot to match. Results in the bases 150% overstrengh in TOE.
??? In rev 04, Scen 28, locations 4638 and 4639 point to TO&E 2146 – TO&E 2639 is a Soviet Mongolian Cav Div.
Same for 11th Air Fleet HQ (slot 34). It has 144 support, but only 36 in the TOE. The same repeats for all Fleet or Army HQs
Intended. Assume they will eventually get depleated. Perhaps we were too generous, and these should be taken down a peg or three?
Slot 3988 also is 188% overstrengh.
Also as intended. The 14th was 'overstrength', but eventually got shot away to normal size.
5th Field construction Bn (slot 3999) TOE points to something that`s totally unrelated.
??? In rev 04, Scen 28, 5th Fld Const Bn at 3999 points to TO&E 2224 which is a IJN Fld Const Bn.
3rd Port unit (slot 4672) starts the game at Nakhon Ratchasima !
3rd Port Unit at 4672 seems to have a typo. It should start at location 466, not 446. Go ahead and make that change, if you haven't already done so.
We'll get that into the next rev, along with Jo van der Pluym's suggestions.
RE: DaBigBabes Beta errata
Posted: Tue Nov 23, 2010 2:35 pm
by JWE
The Crazy Dutch, Jo van der Pluym, got us thinking about the DEI. So we tweaked the HQs a teensy bit.
KNI Leger stays the same, with ter Poorten in command. Militaire Luchtvaart stays the same too – ML-KNIL reports up to KNI Leger, with van Oyen in command.
Added a top level naval HQ - KNI Zeemacht - and gave Helfrich something to command. I know it should technically be Zeemacht Nederlands-Indie, but KNI Zeemacht differentiates it nicely from KNI Leger, and is easier to keep track of for them folks that aren’t all that Dutch. The Nederlands-Indie Marine Luchtvaartdienst (NI-MLD) got subordinated to KNI Zeemacht, as did the KNM-CMM bases.
Then stuck in one more, also subordinate to KNI Zeemacht; NI DdS (Nederlands-Indie Dienst der Scheepvaart). This was the command authority for the Gouvernementsmarine, the Gewestelijke Vaartuigen, and even the KPM, so it’s convenient for ship assignments to the technically inclined.
All the new HQs have the same restriction requirements as those they were derived from, so this will have absolutely no effect on games in progress. We just wanted our Dutch contributors to know we are thinking of them too.
RE: DaBigBabes Beta errata
Posted: Tue Nov 23, 2010 4:00 pm
by Bliztk
Location 4639,4638 IJN Base force points to TOE 2639 "IJN BF", should point to itself or 0 or arrange the 2639 slot to match. Results in the bases 150% overstrengh in TOE.
??? In rev 04, Scen 28, locations 4638 and 4639 point to TO&E 2146 – TO&E 2639 is a Soviet Mongolian Cav Div.
[/quote]
Yes, it points to 2146, but the question is the same, is intended that all Japanese BFs are 150% overstrengh vs their TOE, or there is a fault in 2146. (Reason I messed the numbers: doesn´t do database checking after being awake for 16 hours)
5th Field construction Bn (slot 3999) TOE points to something that`s totally unrelated.
??? In rev 04, Scen 28, 5th Fld Const Bn at 3999 points to TO&E 2224 which is a IJN Fld Const Bn.
Yes, but if you compare the field order, they do not match. Engineer vehicles in slot 3 in unit 3999, while line 3 is support for the TOE slot. The last three lines doesn´t match very well.
Will continue reporting as I check the scenario. [;)]
RE: DaBigBabes Beta errata
Posted: Fri Nov 26, 2010 11:28 pm
by asdicus
Looking at scen29v4 I notice all the Tojo models are still using the Ha-35 engine. The new ae patch changes this to the HA-34 engine. Am I right in assuming that the babes mod v4 files are supposed to contain all the data changes in the latest ae patch ?
RE: DaBigBabes Beta errata
Posted: Sat Nov 27, 2010 9:24 am
by JWE
ORIGINAL: asdicus
Looking at scen29v4 I notice all the Tojo models are still using the Ha-35 engine. The new ae patch changes this to the HA-34 engine. Am I right in assuming that the babes mod v4 files are supposed to contain all the data changes in the latest ae patch ?
Yep, they are supposed to. Somehow that one got lost in the shuffle. Easy to fix your own self.
RE: DaBigBabes Beta errata
Posted: Sat Nov 27, 2010 1:53 pm
by witpqs
John - we are less than 2 weeks into a scenario 28 PBM. If we make that change to the Tojo engine (that'll be my IJ opponent's decision), will that change load as an OOB change, or do we just have the other Tojo engine for the duration?
RE: DaBigBabes Beta errata
Posted: Sat Nov 27, 2010 7:13 pm
by JWE
ORIGINAL: witpqs
John - we are less than 2 weeks into a scenario 28 PBM. If we make that change to the Tojo engine (that'll be my IJ opponent's decision), will that change load as an OOB change, or do we just have the other Tojo engine for the duration?
Michaelm thinks changes to the aircraft file will update just fine. Never tried it so would be nice to know if it works.
RE: DaBigBabes Beta errata
Posted: Wed Dec 01, 2010 3:28 pm
by Weidi72
USMC 2nd Pioneer Battalion, unit 5491 has 27 USMC pioneer sq. It should be an engineer unit. But it doesn`t seem to have this ability.
RE: DaBigBabes Beta errata
Posted: Wed Dec 01, 2010 3:43 pm
by Don Bowen
USMC Pioneer Battalions were not engineer units in the proper sense. They were infantry units organized for cargo handling duirng amphibious operations. Their job was to get the supplies ashore, then fight.
RE: DaBigBabes Beta errata
Posted: Mon Dec 06, 2010 8:12 am
by Andrew Brown
ORIGINAL: LargeSlowTarget
I have put the TF 6814 assets at the East Coast base with an arrival date in January 42.
It will be the player's job to find transportation to wherever he thinks the units should go.
Same principle applied to the other teleported units on the various atolls like Bora-Bora, Penryhn etc.
I am looking at doing the same thing. I would be very grateful for a list of such changes, if available. Or failing that, a copy of the scenario so I can more easily apply the same changes to my own mod.
Is anyone able to help with this request? I think a couple of people have modded Da babes to start the Americal in the USA (or Panama?).
Thanks,
Andrew
RE: DaBigBabes Beta errata
Posted: Tue Dec 07, 2010 6:35 pm
by vettim89
The problem with Americal (or 23rd ID) is not its arrival date in DaBigBabes but the fact that it arrives as restricted. Going by the arrival date in Melbourne, thee units were dispatched shortly after the war's start and should be freely deployable for Allied players. Its the units that magically appear at places like Raratonga (sp?), Bora Bora, Christmas Island and Midway that drive me nuts.
RE: DaBigBabes Beta errata
Posted: Tue Dec 07, 2010 6:50 pm
by witpqs
ORIGINAL: vettim89
The problem with Americal (or 23rd ID) is not its arrival date in DaBigBabes but the fact that it arrives as restricted. Going by the arrival date in Melbourne, thee units were dispatched shortly after the war's start and should be freely deployable for Allied players. Its the units that magically appear at places like Raratonga (sp?), Bora Bora, Christmas Island and Midway that drive me nuts.
I'm playing Scenario 28. One Americal regiment arrives in SF restricted. According to the schedule, the other two arrive unrestricted so you only need to buy out one regiment to combine the division. Or, you can move the other two regiments without buying them out.
RE: DaBigBabes Beta errata
Posted: Tue Dec 07, 2010 8:36 pm
by vettim89
ORIGINAL: witpqs
ORIGINAL: vettim89
The problem with Americal (or 23rd ID) is not its arrival date in DaBigBabes but the fact that it arrives as restricted. Going by the arrival date in Melbourne, thee units were dispatched shortly after the war's start and should be freely deployable for Allied players. Its the units that magically appear at places like Raratonga (sp?), Bora Bora, Christmas Island and Midway that drive me nuts.
I'm playing Scenario 28. One Americal regiment arrives in SF restricted. According to the schedule, the other two arrive unrestricted so you only need to buy out one regiment to combine the division. Or, you can move the other two regiments without buying them out.
We are playing an earlier version where all three RGTS had to be bought out. I think they changed that in the latest release. I think we started on DBBv2.
RE: DaBigBabes Beta errata
Posted: Sun Dec 19, 2010 11:27 am
by Herrbear
Rjopel discovered this in the regular scenario and it is also in Da Babes --
Device upgrade loop.
I checked a couple of different scenarios and it's in all that I checked.
Device 973 KNIL Rifle Squad upgrades to Device 996 KNIL Rifle Squad 45.
Device 996 KNIL Rifle Squad 45 upgrades to Device 973 KNIL Rifle Squad.
RE: DaBigBabes Beta errata
Posted: Tue Dec 21, 2010 4:53 pm
by Tijanski
I have been looking at all the threads and can't find the right one to post in so it will have to be here. Sorry but if I am wrong please say where I can go.
The babes mod seems to be different from AE but it is somehow connected but all I read is overwhelming. I like it do not get me wrong, but I can't get a handle on what the differences are. There are some code? differences and some data!!! differences and just what is going on here?
RE: DaBigBabes Beta errata
Posted: Tue Dec 21, 2010 5:31 pm
by Buck Beach
ORIGINAL: Tijanski
I have been looking at all the threads and can't find the right one to post in so it will have to be here. Sorry but if I am wrong please say where I can go.
The babes mod seems to be different from AE but it is somehow connected but all I read is overwhelming. I like it do not get me wrong, but I can't get a handle on what the differences are. There are some code? differences and some data!!! differences and just what is going on here?
OOOO you will be seriously bitch slapped for the mear mentioning that DaBabes have code differences. LOL
RE: DaBigBabes Beta errata
Posted: Tue Dec 21, 2010 5:39 pm
by witpqs
Tijanski,
There are no code differences, only different scenario data.
Buck is referring to a disagreement a long time ago that was controversial. (You're scaring the new guy, Buck! [:D])