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RE: Empires Ablaze Ver 1.3 Changes etc
Posted: Sat Jun 14, 2008 3:44 am
by ny59giants
Nemo,
Is there any reason why the Japanese "Type 92 AA HMG" are so difficult to unload?? I seem to have ships left at port or enemy base with only these squads to unload and they seem to take forever to do so. [:(] I even go back the next day and it seems that there are still some left to unload while the rest of the transports are empty.
RE: Empires Ablaze Ver 1.3 Changes etc
Posted: Sat Jun 14, 2008 7:51 pm
by Nemo121
Hmm, I don't see any problem with the Type 92 HMG. It is a heavy item so perhaps your forces are unloading the light units first? I don't have any problems getting the Type 92s unloaded off ships at all.
RE: Empires Ablaze Ver 1.3 Changes etc
Posted: Sat Jun 14, 2008 11:37 pm
by ny59giants
I am doing my second turn as the Allies again and with Damian attacking Russia, I looked at all the units.
I see that none of the Russian warships/subs have any upgrades for the whole war?? That's going to hurt them later in the war.
RE: Empires Ablaze Ver 1.3 Changes etc
Posted: Sun Jun 15, 2008 10:02 am
by Nemo121
*chuckle* It really won't.
The Shchuka, Malyutka, classes begins with one of the best surface search radars of the war, an excellent AAA suite and a good torpedo loadout ( so they really don't need upgrades). The L class and similar smaller coastal subs don't have radar but they really are coastal picket boats and their integral mine suites ( the L class carries ten mines in addition to its normal torpedo loadout ) make them highly effective.
Without a doubt the Soviet submarine force ( 52 submarines ) is the most effective per ship submarine force in the game until the US upgrades in 43/44 and when the Soviets are active their submarines do the majority of the submarine-based ship-sinking in my games in 1942. As to the Soviet warships not upgrading. There is historical basis for this. In reality though the Soviet navy's submarine force is one of the Allies' most potent weapons until at least early 1944 - one reason I'm sure Alfred advised 1EyedJacks to make the Soviets active.
Their surface ships should never be allowed to leave the Sea of Japan once active war has broken out. If they do then the Japanese player must be very poor indeed.
RE: Empires Ablaze Ver 1.3 Changes etc
Posted: Sun Jun 15, 2008 11:13 am
by Monter_Trismegistos
Eeee Malyutka good torpedo loadout? 2 torpedo tubes are good? And L class are coastal? You confused something.
RE: Empires Ablaze Ver 1.3 Changes etc
Posted: Sun Jun 15, 2008 12:20 pm
by Nemo121
Well it has two torpedo tubes which WORK and most things you hit with two torpedoes which explode will sink... which is a damn sight better than a ten torpedo tubes which fire torpedoes which don't work.
Well the L class don't have to be coastal BUT anything which is a really good minelayer is, IMO, a submarine which works best in coastal waters ( mining friendly and enemy ports ) is a coastal sub ( and, yeah, I know that doesn't meet the real-life criteria for real coastal subs ).
deleted post
Posted: Tue Jun 17, 2008 11:00 am
by n01487477
Post deleted ... posted in wrong place ... sorry
RE: Empires Ablaze Ver 1.3 Changes etc
Posted: Fri Jun 20, 2008 12:49 am
by n01487477
ORIGINAL: ny59giants
Nemo,
Is there any reason why the Japanese "Type 92 AA HMG" are so difficult to unload?? I seem to have ships left at port or enemy base with only these squads to unload and they seem to take forever to do so. [:(] I even go back the next day and it seems that there are still some left to unload while the rest of the transports are empty.
Thanks for the continued support in my AAR Nemo ... I have to reiterate what Michael has said here ... I have troops trying to offload (with HMG's), which are not ... there is nothing else left to offload [&:] Is there a trick to it ?
RE: Empires Ablaze Ver 1.3 Changes etc
Posted: Fri Jun 20, 2008 5:07 am
by el cid again
It is my fault - and while I have fixed it - only just now - and Nemo has not had time to do so. The Japanese 7.7 mm HMG was too "heavy" - or had "too large a crew" - as indeed did Allied .50 cals in some cases. The 7.91 modification fixed this comprehensively for all devices of the land sort - a broad review - but that was far too late for EE to get it. I noticed it worst of all with airborne - the last devices to move were the MG - and sometimes they could never fly (if the planes were too small).
You can fix it yourself for new games - by editing the device file. MG should have modest load costs - 2 for Allied .30s - 4 for Japanese "7.7 HMG" - 4 for Allied .50 cal - something like that.
RE: Empires Ablaze Ver 1.3 Changes etc
Posted: Fri Jun 20, 2008 7:27 am
by n01487477
Thanks El Cid ... will do some testing to see if it is going to be a major problem ... If it's just that because they have a Load cost of 17,(for each one the equivalent of a Motorized squad) .. it will just take longer to unload ... well, I'll talk to my PBEM partner about it ...
Nemo: Are there two airgroups meant for this AV ? They were sitting in Tokyo and I loaded them ... a little capacity problem

RE: Empires Ablaze Ver 1.3 Changes etc
Posted: Fri Jun 20, 2008 10:23 am
by Nemo121
Those airgroup aren't intended for that AV. You can certainly mix and match but they don't have to go on it ( and as you see, can't ).
As to the HMG - Well they unload last ( but that's intentional as it lets the Japanese and Americans get their assault troops ashore first with the HMGs following on later ). It actually HELPS your invasion to take the beach if it is a contested landing and it doesn't slow your unit's unloading down at all ( overall ). It still takes the same overall time to unload, it is just that the HMG are the last thing to unload ( which is as I intended it ).
I know that technically it is a bug BUT it also helps airborne forces get most of the punch forward in the first landing ( which is also good )... So, I was aware of it but left it as was because the benefits outweighed the disadvantages.
RE: Empires Ablaze Ver 1.3 Changes etc
Posted: Fri Aug 08, 2008 9:14 am
by n01487477
Nemo,
I'm asking for clarification with the HR. Michael and I are using a similar HR to the one you provided.
My question is the Ki-264 Behemoth cannot fly below 20000, do you see any problem using the Angel below 20,000? I know the load out is much different. What are your thoughts on this ?
It is not a big deal to me, but it will effect my production choices as I have been using the Angel at 21,000 and they aren't that effective (mind you there are only 3 of them)
Thanks in advance.
Damian
RE: Empires Ablaze Ver 1.3 Changes etc
Posted: Sat Aug 09, 2008 1:58 pm
by Nemo121
Damian,
No there's no problem with using the Ki-264 Angel below 20,000 feet. Use it at whatever altitude you want.
The reason for limiting the Ki-264 B to 20,000 feet+ is necessary due to the way the game handles PGMs such as the Hs293. Below 20,000 feet the Ki-264B would simply be too effective.
RE: Empires Ablaze Ver 1.3 Changes etc
Posted: Wed Aug 20, 2008 8:21 pm
by traskott
Hello.
Where can I find the mod?
If, there is a previous version, where can I get it ?
Thank you very much [:)]
RE: Empires Ablaze Ver 1.3 Changes etc
Posted: Tue Aug 26, 2008 8:15 pm
by darken92
I too am interested in this mod. I found this...
http://www.akdreemer.com/ahs/kelly/intro.html
Is this the latest version of the mod?
RE: Empires Ablaze Ver 1.3 Changes etc
Posted: Wed Aug 27, 2008 12:13 am
by n01487477
I'd really email/pm Nemo for the latest...the web sites are usually not updated as quickly as ppl would like.
I think I might have the latest, so if you want what I have I can send it along ... but Nemo might have tweaked some things since then and I haven't seen him on line for a few days. Usually he is pretty quick to reply, guess RL is impinging on his time here.
Cheers
--Damian--
RE: Empires Ablaze Ver 1.3 Changes etc
Posted: Wed Aug 27, 2008 12:19 am
by ny59giants
I've PM Nemo numerous times about errata and suggested changes from the Allied player point of view as my game against Damian has moved forward. So I think there is some changes from the last posted version.
RE: Empires Ablaze Ver 1.3 Changes etc
Posted: Wed Aug 27, 2008 12:42 am
by n01487477
If we are talking changes ... cargo capacity ...

RE: Empires Ablaze Ver 1.3 Changes etc
Posted: Wed Aug 27, 2008 10:23 am
by ny59giants
Before our game started, I send a detailed list of FP and ships with no air capacity or not enough to Nemo. Some changes were made, but there are still Allied ships that don't have any capacity. I've taken off the FP from those in the yards from Battleship Row and assigned them ASW Patrol. I would suggest that you send him what you consider errata for Japanese ships.
RE: Empires Ablaze Ver 1.3 Changes etc
Posted: Sat Aug 30, 2008 11:28 am
by Nemo121
Traskott, Darken92,
I've PMed you both asking you to email me. Once that's done I'll reply with the latest files you need.
On another note: If ANYONE is willing to host the files I'd be very appreciative. Currently the latest versions of the files are only available through me as the site listed above doesn't seem to be being updated.
As to updates: Yes, I am only too happy to receive errata from players and while sometimes the errata is actually an intentional workaround I've made on a "wouldn't it be cool if" vibe I do tend to fix actual errors within 24 hours mostly. ny59giants has been particularly helpful in this regard and his input has resulted in fixes to LCU TO&Es, changing replacement rates for Grants etc and fixing a whole slew of Allied shipping which had too many or too few planes assigned.
Of note: SOME ships still have place for planes but no planes assigned but if in doubt drop me a line and ask and I usually manage to get back within 1 to 2 days.
Damian,
The Kitakami class cargo capacity ( to allow floatplane use ) has been fixed.