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RE: Allied Work for 6.0
Posted: Sun Aug 04, 2013 1:38 pm
by Adolf Galland
HI
I was looking at the deck armor of the Indefatigable CV class ..The wooden deck armor of the Essex class CVs is 25. I humbly suggest we reduce the Sho class CV deck armor from 65 to 25 going forward starting w/ RA6.0
not forget the Essez class have a deck armor of 64 mm the flightdeck is wooden...the deck armor in the heigh of the Hangadeck.
RE: Allied Work for 6.0
Posted: Sun Aug 04, 2013 3:20 pm
by DOCUP
Here's a thought John. This might be for the Perfect War mod. The idea of adding AC to the Allied side. What about bringing in obsolete AC from the European side. Start with say P40Ks then work up the latter as some of the planes become outdated. Maybe a factory or something like that. This will give the Allies extra planes for CAP and escort missions but nothing to overpowering. Just a thought. Glad you guys are safe from the weather.
RE: Allied Work for 6.0
Posted: Mon Aug 05, 2013 1:54 pm
by Cavalry Corp
Are the nice Agano upgraded cl still in ???
RE: Allied Work for 6.0
Posted: Mon Aug 05, 2013 1:58 pm
by Cavalry Corp
ORIGINAL: Adolf Galland
ideas for Japan :
The French comming ok.... than we must take a handfull german submarines for Japan. ( Monsun U Boote )
http://en.wikipedia.org/wiki/Monsun_Gruppe
The 100/65mm shell have a weight of 13 kg the 12,7 cm DP have shellweight of 20 and 24 kg i think all ships with the new 100/65 gun can carry more Ammo for Battle i think 15 % more shells.
Furutaka and Aoba class path to a heavy AA Cruiser and the 20 cm guns go into Coastal Defence units.
Make more Coastal Defence mobile in Japan,China,Vietnam...not R and static...this is anyway no Match for the Allied Hordes of Battelships.
thanks for watching
Yeh like the idea of a few German and Italian subs - makes for a lot of interest.
RE: Allied Work for 6.0
Posted: Wed Aug 07, 2013 4:14 am
by John 3rd
ORIGINAL: cavalry
Are the nice Agano upgraded cl still in ???
Home from a short trip.
YES: They do rock. In the last version of RA the Japanese got 8 of them. With 6.0 that number is reduced to five with the remaining 3 being converted to CVLs.
RE: Allied Work for 6.0
Posted: Wed Aug 07, 2013 4:16 am
by John 3rd
ORIGINAL: DOCUP
Here's a thought John. This might be for the Perfect War mod. The idea of adding AC to the Allied side. What about bringing in obsolete AC from the European side. Start with say P40Ks then work up the latter as some of the planes become outdated. Maybe a factory or something like that. This will give the Allies extra planes for CAP and escort missions but nothing to overpowering. Just a thought. Glad you guys are safe from the weather.
We've definitely played the Allied aircraft by adding a few more at start and fixing issues with mid-to-late war Allied production. Think there is a real difference here from earlier RA to 6.0.
The Allies are truly in better shape!
RE: Allied Work for 6.0
Posted: Wed Aug 07, 2013 4:17 am
by John 3rd
Michael forwarded me the discussion going on about Allied Command HQ radius changing during the war. Check out that thread. Anyone got ideas about that?
RE: Allied Work for 6.0
Posted: Wed Aug 07, 2013 8:25 am
by razanon
ORIGINAL: John 3rd
Michael forwarded me the discussion going on about Allied Command HQ radius changing during the war. Check out that thread. Anyone got ideas about that?
maybe will be interesting but my god this suposes more waiting for your mod
anyway... ETA friends?
RE: Allied Work for 6.0
Posted: Wed Aug 07, 2013 9:12 am
by Cavalry Corp
ORIGINAL: John 3rd
ORIGINAL: cavalry
Are the nice Agano upgraded cl still in ???
Home from a short trip.
YES: They do rock. In the last version of RA the Japanese got 8 of them. With 6.0 that number is reduced to five with the remaining 3 being converted to CVLs.
Oh sounds interesting - thanks for letting me know.
RE: Allied Work for 6.0
Posted: Wed Aug 07, 2013 7:24 pm
by Adolf Galland
Idea:
A higher Buildrate for Mines or a late Warmine with improved design and more TNT for Japan ! The Allied Mines outmatched the IJN Mines.
IJN build even the Mines over years ago..... a upgrade for better Defence ?
RE: Allied Work for 6.0
Posted: Wed Aug 07, 2013 9:29 pm
by John 3rd
ORIGINAL: razanon
ORIGINAL: John 3rd
Michael forwarded me the discussion going on about Allied Command HQ radius changing during the war. Check out that thread. Anyone got ideas about that?
maybe will be interesting but my god this suposes more waiting for your mod
anyway... ETA friends?
Simple Answer: No idea.
Progress is being made but am not sure just how fast things are truly getting finished...the whole French Fleet has been a pain in the BUTTOCKS. The Files are staying with Skyland currently. Hope to get them back within a couple of days...
RE: Allied Work for 6.0
Posted: Wed Aug 07, 2013 9:31 pm
by John 3rd
ORIGINAL: Adolf Galland
Idea:
A higher Buildrate for Mines or a late Warmine with improved design and more TNT for Japan ! The Allied Mines outmatched the IJN Mines.
IJN build even the Mines over years ago..... a upgrade for better Defence ?
Have already bumped Japanese mine production some from earlier Mod variations. Will look at the numbers and see if they need to be adjusted or not.
RE: Allied Work for 6.0
Posted: Thu Aug 08, 2013 12:38 pm
by John 3rd
Just got a note from Skyland. He will be done with the Frenchies on or about Saturday. I've still got to do those conversions plus a few other small items. Can probably look at some sort of release next week.
Need to have a couple of playtest volunteers. Would REALLY like to have a few people play several turns and give this a look over before a general release.
VOLUNTEERS??!!
RE: Allied Work for 6.0
Posted: Thu Aug 08, 2013 4:25 pm
by buutsy
Volunteer here ! Just let me know when ...
Thanx for your hard work anyway, looking forward [&o]
RE: Allied Work for 6.0
Posted: Thu Aug 08, 2013 4:50 pm
by Symon
ORIGINAL: John 3rd
Michael forwarded me the discussion going on about Allied Command HQ radius changing during the war. Check out that thread. Anyone got ideas about that?
I must be honest about this; with all due respect and apologies to Daryl. This is the sort of thing that works really cool in a short-time scenario where these sorts of things can play a role. In a GC scenario, I'm not sure what purpose it serves. Just because Kimmel was in shock doesn't mean that 14th Naval District couldn't continue to play its operational role in the HIs. That, in fact, is what a staff is all about.
Ok, after Dec 7, Kimmel knew he was gonna get whacked, but he still made some good decisions in the meantime. Then Ernie Pye came in and cancelled them 'cause he saw what happened to Kimmel, and he just wasn't comfy about stiking his own winkie into the fan. A surprise/defeat/disaster and your superior getting whacked for it does not do wonders for a subordinate's sense of initiative and risk, especially if that subordinate is not particularly knowledgeable at utilizing the last remaining combat assets of PacFlt.
Butt

that don't mean the staff was tweaked. Yes, the staff sings Hosannahs to the Admiral, and the staff glorifies the Admiral, but if they don't do their job in the midst of glorification, they are toast. Kimmel's and Tommy Hart's staff were pretty good. Babes people typically use the HQ evolution for small map things where a Japanese BF morphs into a command HQ for specific situations. GC stuff is a bit of a stretch for us. Hope you and Daryl understand.
Ciao. JWE
RE: Allied Work for 6.0
Posted: Fri Aug 09, 2013 1:46 am
by drw61
John I total understand and respect your thoughts here. This is exactly what i think the Mod forum is all about, come up with an idea, test it and see it works or doesn't work, does it improve the game or not. I look at this whole thing as brain storming.
Thanks for the input.
Daryl
ORIGINAL: Symon
ORIGINAL: John 3rd
Michael forwarded me the discussion going on about Allied Command HQ radius changing during the war. Check out that thread. Anyone got ideas about that?
I must be honest about this; with all due respect and apologies to Daryl. This is the sort of thing that works really cool in a short-time scenario where these sorts of things can play a role. In a GC scenario, I'm not sure what purpose it serves. Just because Kimmel was in shock doesn't mean that 14th Naval District couldn't continue to play its operational role in the HIs. That, in fact, is what a staff is all about.
Ok, after Dec 7, Kimmel knew he was gonna get whacked, but he still made some good decisions in the meantime. Then Ernie Pye came in and cancelled them 'cause he saw what happened to Kimmel, and he just wasn't comfy about stiking his own winkie into the fan. A surprise/defeat/disaster and your superior getting whacked for it does not do wonders for a subordinate's sense of initiative and risk, especially if that subordinate is not particularly knowledgeable at utilizing the last remaining combat assets of PacFlt.
Butt

that don't mean the staff was tweaked. Yes, the staff sings Hosannahs to the Admiral, and the staff glorifies the Admiral, but if they don't do their job in the midst of glorification, they are toast. Kimmel's and Tommy Hart's staff were pretty good. Babes people typically use the HQ evolution for small map things where a Japanese BF morphs into a command HQ for specific situations. GC stuff is a bit of a stretch for us. Hope you and Daryl understand.
Ciao. JWE
RE: Allied Work for 6.0
Posted: Fri Aug 09, 2013 1:59 am
by Cpt Sherwood
John III, I will volunteer to play for a few weeks to test out the mod. I have started a new scenario 2 game since I felt this game was at least a month from being done.
RE: Allied Work for 6.0
Posted: Sat Aug 10, 2013 10:21 am
by Peever
Is this mod workable with the unofficial patches put out by michaelm? I didn't see anything about it on the RA website and since it uses an extended map I don't know if there will be some kind of database conflicts.
RE: Allied Work for 6.0
Posted: Sat Aug 10, 2013 11:38 am
by John 3rd
His patches are separate of this. You have to install the game creating a new folder, place the Mod into it, and then use MichaelM's fantastic work as the final step.
Am waiting on getting the files back from Skyland and then can do the final changes so we can playtest...
RE: Allied Work for 6.0
Posted: Sat Aug 10, 2013 11:39 am
by John 3rd
Thank you volunteers. If you could shoot me your email addresses through a PM I'll be able to send the files once they are complete.