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RE: AE Ironman Mod
Posted: Thu Aug 06, 2009 12:36 pm
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.
RE: AE Ironman Mod
Posted: Thu Aug 06, 2009 1:00 pm
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.
RE: AE Ironman Mod
Posted: Thu Aug 06, 2009 1:00 pm
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
RE: AE Ironman Mod
Posted: Thu Aug 06, 2009 8:55 pm
by ckk
absolutely!!![&o]
RE: AE Ironman Mod
Posted: Fri Aug 07, 2009 9:08 am
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
RE: AE Ironman Mod
Posted: Fri Aug 07, 2009 12:32 pm
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.
RE: AE Ironman Mod
Posted: Fri Aug 07, 2009 12:49 pm
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
RE: AE Ironman Mod
Posted: Fri Aug 07, 2009 6:44 pm
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.
RE: AE Ironman Mod
Posted: Fri Aug 07, 2009 7:58 pm
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.
RE: AE Ironman Mod
Posted: Fri Aug 07, 2009 8:14 pm
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
RE: AE Ironman Mod
Posted: Sat Aug 08, 2009 1:05 pm
by Ketza
I am down for this as well. I like a good challenge.
RE: AE Ironman Mod
Posted: Sat Aug 08, 2009 3:38 pm
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
RE: AE Ironman Test is out there
Posted: Sat Aug 08, 2009 7:12 pm
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
RE: AE Ironman Test is out there
Posted: Sat Aug 08, 2009 8:29 pm
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.
RE: AE Ironman Test is out there
Posted: Sat Aug 08, 2009 9:07 pm
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
RE: AE Ironman Test is out there
Posted: Sat Aug 08, 2009 9:36 pm
by TOMLABEL
Do you want continuous turns to a point and then the saves?
RE: AE Ironman Test is out there
Posted: Sat Aug 08, 2009 9:51 pm
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
RE: AE Ironman Test is out there
Posted: Sun Aug 09, 2009 8:06 pm
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.
RE: AE Ironman Test is out there
Posted: Sun Aug 09, 2009 8:07 pm
by Andy Mac
Can you send me a save che and I will have a look
RE: AE Ironman Test is out there
Posted: Sun Aug 09, 2009 8:13 pm
by Andy Mac
It seems to be playing out better in my own tests as well the AI is covering better