AE Ironman Mod

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bstarr
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RE: AE Ironman Mod

Post by bstarr »

ORIGINAL: Andy Mac

Respawn I am not sure of but I suspect its just easier to add a few more transports of the correct type.

To try and give a scale of the changes this mod will have

At Start probably additional

10 - 20 AMC's (AI loves these)
20 - 40 DD's/TB's
0 - 10 CL's (mostly slow ones suitable for escort duty)
0 - 30  Misc capable ASW PB's/E's/SC's/PC's/PG's 
0 - 30 Misc capable Surface Escorts
Probably have all 4 CS's start as CVL's

Its these classes that will help the AI most.

If I also add a few more suprises in the classes the AI needs most so say another 10 ships of a varierty of weird classes

There will be other AI friendly changes as well but everythign will bo done to give the AI a leg up against a player

But again fair warning this scen will be AI only

Just an idea, but -

Why not have the Oyodo and her planned sister ship Niyodo come in as light carriers similar to the U.S. CVLs. This gives the Japs a few more carriers at the pivotal early to mid 43 point. Armored CVLs at that.

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Kitakami
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RE: AE Ironman Mod

Post by Kitakami »

ORIGINAL: JWE

Have a question for ya’ll, though, something JuanG noted elsewhere, too, and that’s phonetic transliteration conventions. The Japanese system translates the tsu character as zu, a lot. The romano system just writes tsu as tsu.

Akitsuki, is Akizuki in one system and Akitsuki in the other. Same with the other “tsuki” or “zuki” endings. I know it gets confusing, but I’m trying to avoid something like one ship named Kiyotsuki, and another named Kiyozuki.

How do ya’ll use the different transliteration conventions?

I'd suggest, if I may, that you use tsu. It is easier for those without some sort of japanese/mandarin/kana/kanji knowledge/training. Romaji is, in my humble opinion, the easier method for casual users of Japanese/Chinese words.
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Shark7
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RE: AE Ironman Mod

Post by Shark7 »

ORIGINAL: bstarr
ORIGINAL: Andy Mac

Respawn I am not sure of but I suspect its just easier to add a few more transports of the correct type.

To try and give a scale of the changes this mod will have

At Start probably additional

10 - 20 AMC's (AI loves these)
20 - 40 DD's/TB's
0 - 10 CL's (mostly slow ones suitable for escort duty)
0 - 30  Misc capable ASW PB's/E's/SC's/PC's/PG's 
0 - 30 Misc capable Surface Escorts
Probably have all 4 CS's start as CVL's

Its these classes that will help the AI most.

If I also add a few more suprises in the classes the AI needs most so say another 10 ships of a varierty of weird classes

There will be other AI friendly changes as well but everythign will bo done to give the AI a leg up against a player

But again fair warning this scen will be AI only

Just an idea, but -

Why not have the Oyodo and her planned sister ship Niyodo come in as light carriers similar to the U.S. CVLs. This gives the Japs a few more carriers at the pivotal early to mid 43 point. Armored CVLs at that.

You just gave me a conversion option idea for my mod. lol
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ckk
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RE: AE Ironman Mod

Post by ckk »

absolutely!!![&o]
Andy Mac
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RE: AE Ironman Mod

Post by Andy Mac »

When I get back to it I think I will use the extra ships (or at least some of them to increase the strength of cover forces in the predefined TF's)
 
I need to make some submissions this weekend after I get those out of the way I will finish this off it will only take a few more days.
 
All the ships are done and the LCU's I want to add a few more small airgroups to help the AI out a little and its done.
 
So should be ready with v 1 next weeks sometime for those that are interested.
 
Andy
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Shark7
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RE: AE Ironman Mod

Post by Shark7 »

ORIGINAL: Andy Mac

When I get back to it I think I will use the extra ships (or at least some of them to increase the strength of cover forces in the predefined TF's)

I need to make some submissions this weekend after I get those out of the way I will finish this off it will only take a few more days.

All the ships are done and the LCU's I want to add a few more small airgroups to help the AI out a little and its done.

So should be ready with v 1 next weeks sometime for those that are interested.

Andy

There is another route that will have considerable effect on the escort sitation. Due to the Washington Naval Treaty, the Japanese had to scrap several older DDs and cancel the building of their replacements. If you were to bring in those additional Kamikazes, Minekazes and Wakatakes (there are around 20-30 total) as Escort classes you could front load the AI's convoy protection ability to an extent.

I'm not home with my notes, but once I go to lunch I'll post numbers for each class that were eliminated due to the Treaty and names of some of them. Some had names assigned, some had nothing but pendant numbers, and some never even got that far.
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Andy Mac
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RE: AE Ironman Mod

Post by Andy Mac »

After I get the patch 1 changes done getting this one ready for release should be quite quick its almost done now just need to re write the text file to make it clear its AI only.
 
So should be ready next week
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Shark7
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RE: AE Ironman Mod

Post by Shark7 »

As Promised, the number of cancelled destroyers, using multiple sources.

2 x Minekaze
5 x Wakatake
10-20 x Kamikaze (Sources vary)

How accurate this is, no telling, and I do not claim it to be so. This only an estimate based on my personal research. And there is no telling how many ships would have actually been built if the Washington and London treaties had not been signed.
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Laxplayer
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RE: AE Ironman Mod

Post by Laxplayer »

I'm totally in for this as I play predominantly as the Allies and against the AI. [:)]

One more request that should be easy... could we give the graduating Japanese pilot trainees a boost as well? At least up to par with their Allied counterparts for the entire war, and possibly far better in 42?

Especially since the AI really won't be "training" pilots on map like we could in WITP, I find it difficult to believe that even if the Japanese were to take over the entire map, their new pilots entering combat would be worse and worse as the years went by. It was in the game to replicate the attrition and the "rush to battle" that the Japanese were forced into historically, due to losing. If they are holding their own or winning in this game, they shouldn't suffer that same penalty, IMO.

And this might be moot considering all the changes that have occurred in AE.
Andy Mac
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RE: AE Ironman Mod

Post by Andy Mac »

I think Scen 2 on which this is based should cover this already there will be some air amendments as well but I need to finalise the Patch 1 stuff 1st
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Ketza
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RE: AE Ironman Mod

Post by Ketza »

I am down for this as well. I like a good challenge.
Andy Mac
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RE: AE Ironman Mod

Post by Andy Mac »

Ironman Mod will be done in first draft by tomorrow
 
If anyone wants a strictly beta version to try drop me a line at a.mcphie@btinternet.com
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RE: AE Ironman Test is out there

Post by Andy Mac »

OK everyone that wanted a copy now has a version 1.0 let me know how it goes feedback is good guys
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NormS3
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RE: AE Ironman Test is out there

Post by NormS3 »

Definatly interested in anything you do anything I can help with.

Humerously- I have added a jap Cv called Ryukaku, after John Costello's Book mentioned that the US had bad info on a phantom jap carrier and did not realise that it was a translation error until 1943.
Andy Mac
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RE: AE Ironman Test is out there

Post by Andy Mac »

Well a few folks have it now and it works I think the AI seems to cope a lot better.
 
Anyway we shall see.
 
This mod is purely to help the Ai where its weak so hopefully it will achieve that objective
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TOMLABEL
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RE: AE Ironman Test is out there

Post by TOMLABEL »

Do you want continuous turns to a point and then the saves?
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Andy Mac
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RE: AE Ironman Test is out there

Post by Andy Mac »

Hmmmmm probably not it gives away the suprises
 
I am running one now to optimise the use of the new assets I would just play it if you have time if not thats ok all the changes are designed to be AI firendly
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chesmart
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RE: AE Ironman Test is out there

Post by chesmart »

Andy while playing ironman i noticed that the ai does not use ship repair yards or ARs so his ships take a long time to repair. CVEs are also left in port. the ai is covering his invasions but still needs some help. CV and cvls  are more active now and are covering invasions, and can you give him more APs as he is running short. 
Andy Mac
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RE: AE Ironman Test is out there

Post by Andy Mac »

Can you send me a save che and I will have a look
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RE: AE Ironman Test is out there

Post by Andy Mac »

It seems to be playing out better in my own tests as well the AI is covering better
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