Page 3 of 24

RE: DaBigBabes Beta errata

Posted: Tue Jul 06, 2010 1:24 pm
by JWE
ORIGINAL: drw61
JWE
Not sure if this has any real effect on the game or not
Go to Oahu Harbor Defense - select Show Unit TOE - the 16" CD gun is not listed but has a quantity of 4 (the 16" is in the editor Wpn slot 14)
Looking at the 16" CD gun device 1149, it upgrades to a blank device 418, when I changed this to upgrade to itself it fixed this problem.
Here is a list of other devices that have a similar problem - 926, 927, 930, 931, 935, 936, 937, 944, 1155 and 1156

Thanks for this great mod!
Daryl
Yep. In the original stock scenarios these devices upgraded to devices that were 9999'd out. When we deleted the 9999 devices things went burp. Can be repaired by having them upgrade to themselves or to 0=none. We made the fix in the scenario device files. We'll have an update soon as we all the errors together. Thanks.

RE: DaBigBabes Beta errata

Posted: Tue Jul 06, 2010 1:26 pm
by Don Bowen
ORIGINAL: Bradley7735

Here's something I noticed with lite, but looks like it's in Big as well.

The ship Si Kiang (12484) is of the Dominion M Cargo class (2424). That class can be converted to xAP. This single ship from all in the class does not have the option to convert. I think it's because the class is set to British, and this ship is set to USN. It's the only difference I can see between the different ships of the class.

I'm not sure what the nationality of Si Kiang was, irl. I'd guess British, because the name just doesn't seem USN.

I'm loving the mod (playing lite, though).

Thanks for all your efforts!



Si Kiang was originally French, interned by US at Manila.

RE: DaBigBabes Beta errata

Posted: Tue Jul 06, 2010 2:03 pm
by JWE
ORIGINAL: Sardaukar
Very nice mod, I am already in Feb 27 1942 in Scen28 vs IJ AI. Seems to work well.
Thank you very much for confirming the AI seems to work for you. Was concerned about that. It's nice to know we got that part right, or .. mostly right.
Some things that are also in stock AI, several AUS etc. squadrons in DEI area and nearby have their mission set as Naval search, but no percentage is  set as default. Minor thing, though.
We rely on the Air people for those files and I'm not smart enough to figure out their tricks. If you have a list, I'll see about fixing them up.
Any plans to modify ship ammunition levels? Especially AA ammunition runs out frighteningly (and I'd say ahistorically) quickly. After first attack(s), ships start to be sitting ducks, out of AA ammo.
No, no plans to do that. Want the scenarios to be as much like stock as possible in the sense of responding to the game engine. Changing AA ammo would need to be rigorously tested before we could feel justified in causing such a major disruption. Besides it would take at least a month to review the code and make any changes to every single ship class. Even then it would likely annoy as many people as it satisfies. Gonna have to leave that one for the modders. Sorry.

RE: DaBigBabes Beta errata

Posted: Tue Jul 06, 2010 5:33 pm
by Sardaukar
This was ment to be:
 
Some things that are also in stock AE, several AUS etc. squadrons in DEI area and nearby have their mission set as Naval search, but no percentage is  set as default. Minor thing, though. [8D] 
 
So, I think those Hudsons etc. should be set to default 50% Naval Search, unless they were ment to be set on Naval Attack. It's nothing really and diligent Allied player will check the air units anyway at start.
 
I keep on playing against AI and will inform you guys if there is anything amiss with AI. So far it's going strong, took Baker I. Canton I. & Midway I., for example.    
 
 

RE: DaBigBabes Beta errata

Posted: Thu Jul 08, 2010 10:57 am
by Sardaukar
First odditity with AI in DaBigBabes. Now in April 25 1942, few days before IJ AI invaded Geraldon (north of Perth), which itself was nice move. But it did invade with 2 Airfield Coys and 2 Shipping Engineer units... They did not live long. [:'(]
 
I bet the units were supposed to be Naval Guard/SNLF etc. rather than those.

RE: DaBigBabes Beta errata

Posted: Thu Jul 08, 2010 1:00 pm
by JWE
ORIGINAL: Sardaukar
First odditity with AI in DaBigBabes. Now in April 25 1942, few days before IJ AI invaded Geraldon (north of Perth), which itself was nice move. But it did invade with 2 Airfield Coys and 2 Shipping Engineer units... They did not live long. [:'(]

I bet the units were supposed to be Naval Guard/SNLF etc. rather than those.
Ah, yes. In the original scenarios there is a section marked "STRONGER JAPAN SCEN" beginning at 4932, containing 24 units that are inactive (9999'd). These are not in the reserved section (2900 to 3004 and 4987 to 4999). We removed these to make room for Airfield Coys and more Shipping Engineer Units. Possibly, these extra units are used by the AI on hard or very hard settings for this sort of thing. Can't find any normally active unit in this slot range (4932 - 4955) that was over-written by an Airfield Coy or a Shipping Engineer Unit; just these inactive 'extras'. May have to accept it as an AI artifact, and take over manually for a turn or two and get them out of Dodge.

Keep an eye out if it happens again. Please also let us know which Airfield Coy and Shipping Engineer Unit so we can match them up against what's in those slots in the original files. Thanks.

RE: DaBigBabes Beta errata

Posted: Thu Jul 08, 2010 1:38 pm
by Sardaukar
I am playing on Historical difficulty level, but when I get home I dig up the combat reports and post the units.
 
Other than that, it plays really well, Japanese are still advancing strongly but for example Betty-menace is in lower level and concentrated around DEI and Rabaul. Which is good, since in stock one did tend to run them everywhere. [8D] Also IJ advance has been bit slower pace compared to stock AE, albeit in this script AI did hit early those lightly defended islands like Midway. I think lower availability of air support has been good thing.

RE: DaBigBabes Beta errata

Posted: Thu Jul 08, 2010 2:09 pm
by JWE
ORIGINAL: Sardaukar
I am playing on Historical difficulty level, but when I get home I dig up the combat reports and post the units.

Other than that, it plays really well, Japanese are still advancing strongly but for example Betty-menace is in lower level and concentrated around DEI and Rabaul. Which is good, since in stock one did tend to run them everywhere. [8D] Also IJ advance has been bit slower pace compared to stock AE, albeit in this script AI did hit early those lightly defended islands like Midway. I think lower availability of air support has been good thing.
Those inputs are very valuable. Thanks for noticing and reporting. It's good that tempo is reduced a bit - that was in the plan.

On the AI thing, it might be either a script from AndyMac's Hakko Ichiu Scen02 (which does use those slots) that leaked over to s01, 06, 07, or 08; or one of those 'conditional if' things, like - go to slot xxxx, if unit is not 9999, then snag it and use it to invade San Francisco, or something. We are learning more than we ever wanted to about the AI. Anyway ...

Thank you again, and Hakkaa Paale !

RE: DaBigBabes Beta errata

Posted: Thu Jul 08, 2010 8:35 pm
by Central Blue
ORIGINAL: Sardaukar

I am playing on Historical difficulty level, but when I get home I dig up the combat reports and post the units.

Other than that, it plays really well, Japanese are still advancing strongly but for example Betty-menace is in lower level and concentrated around DEI and Rabaul. Which is good, since in stock one did tend to run them everywhere. [8D] Also IJ advance has been bit slower pace compared to stock AE, albeit in this script AI did hit early those lightly defended islands like Midway. I think lower availability of air support has been good thing.

I am still in December 1941. Some things seem faster to me, but I am set up to get the a-historical AI scripts. I notice smart things happening that I haven't seen from the AI before, e.g., hard to build forts at Clark and Manila when the engineers are repairing air fields. I don't know if it's due to the mod or the script, but I can say that everything is hunky-dory right now for the Allied player that wants to play the Japanese AI. Part of the challenge is that it will be difficult to swan across the Pacific with port maintenance battalions, but that is what I was looking for.

Great work, and my compliments and thanks to the team.


RE: DaBigBabes Beta errata

Posted: Thu Jul 08, 2010 8:43 pm
by oldman45
Plane ID 339 (P-400) is marked as a float plane.

So far I am loving the mod. Having the eng units used for the correct applications is great!!

RE: DaBigBabes Beta errata

Posted: Fri Jul 09, 2010 5:27 am
by Sardaukar
Hi,

The "offending" units were:

    4th JAAF AF Coy
    8th JAAF AF Coy
    105th Ship Eng Coy
    305th Ship Eng Coy 



RE: DaBigBabes Beta errata

Posted: Fri Jul 09, 2010 5:35 am
by Sardaukar
Hi,

I uploaded save on Tech forum, date Apr 26 1942, in case anyone wants to check the AI progress himself. [8D]

RE: DaBigBabes Beta errata

Posted: Fri Jul 09, 2010 12:39 pm
by JWE
Got your savegame. Thanks.

Yep, those slots originally held 1st Provisional Base Force, 5th Amphib Brigade, 4th Imperial Guards Div, and a Guards Tank Div. All non-existent. I'll have to chat with Andy about that and see what can be done. I don't mind certain AI cheats, but creating entire new tank armies, expecially on Historical difficulty, seems a bit much.

RE: DaBigBabes Beta errata

Posted: Fri Jul 09, 2010 12:53 pm
by Sardaukar
Good thing that AI didn't invade with those! Even when having 6th AUS Div in Perth, they might have been difficult to stop! [X(][8D] Would have tied all my reserves in Sydney (7th AUS, 2 brigades of 8th AUS and 2 Indian Divs). Brave Sir Robin is very good strategy in Singapore..or rather "get out as long as you can!". [:'(]

RE: DaBigBabes Beta errata

Posted: Fri Jul 09, 2010 2:11 pm
by Kereguelen
ORIGINAL: JWE

Got your savegame. Thanks.

Yep, those slots originally held 1st Provisional Base Force, 5th Amphib Brigade, 4th Imperial Guards Div, and a Guards Tank Div. All non-existent. I'll have to chat with Andy about that and see what can be done. I don't mind certain AI cheats, but creating entire new tank armies, expecially on Historical difficulty, seems a bit much.

Should be Scenario 2 only units. They should not be in use if using Scenario 1 as basis for a mod. Otherwise there could be a problem with the AI in Scen 1.[&:]. Which scenario was used as basis for the Babes mod? 1 or 2?

RE: DaBigBabes Beta errata

Posted: Fri Jul 09, 2010 3:01 pm
by JWE
ORIGINAL: Kereguelen
Should be Scenario 2 only units. They should not be in use if using Scenario 1 as basis for a mod. Otherwise there could be a problem with the AI in Scen 1.[&:]. Which scenario was used as basis for the Babes mod? 1 or 2?
Well howdy, Mr. K.

That's just what I thought ! BabesLite has all those units 9999'd out (uses Scen01 as a basis). DaBig Babes has them deleted altogether and replaced with other units.

We don't provide AI files with any of the Babes scenarios. Instead, we ask people to copy and renumber the aeixxxx-001 - 012 files from stock Scen 01 or Quiet China 07 (for use with Babes scen 026 or 028) or copy and renumber the aeixxxx-001 - 012 files from stock Scen 06 or Quiet China 09 (for use with Babes scen 027 or 029 - Dec.8 start). Using the AI files from Scen 02 or QC Scen 08 would certainly cause an issue.

I'm checking with Andy, because he may just have put in a "conditional if", i.e., if units are 9999 then go to next script. If he did it that way, then the AI would pick up the 'active' units we stuck in those slots in DaBigBabes. As I mentioned, I'm checking with Andy and we'll get it cleared up, one way or the other. In the meantime, I guess it would be good to matrix it out.

BabesLite Scen026 - use AI files for stock Scen01 or Scen07 ONLY.
BabesLite Scen027 - use AI files for stock Scen06 or Scen09 ONLY.
DaBigBabes Scen028 - use AI files for stock Scen01 or Scen07 ONLY.
DaBigBabes Scen029 - use AI files for stock Scen06 or Scen09 ONLY.

If the problem then reoccurs, the issue would be interior to the AI files themselves.

Woof! J

RE: DaBigBabes Beta errata

Posted: Fri Jul 09, 2010 3:32 pm
by Sardaukar
Those AI files I copied for scen 28 in this case should be ones from Scen 01..at least they were aei001. [8D]

RE: DaBigBabes Beta errata

Posted: Fri Jul 09, 2010 4:12 pm
by Alfred
ORIGINAL: JWE

We don't provide AI files with any of the Babes scenarios. Instead, we ask people to copy and renumber the aeixxxx-001 - 012 files from stock Scen 01 or Quiet China 07 (for use with Babes scen 026 or 028) or copy and renumber the aeixxxx-001 - 012 files from stock Scen 06 or Quiet China 09 (for use with Babes scen 027 or 029 - Dec.8 start). Using the AI files from Scen 02 or QC Scen 08 would certainly cause an issue........

BabesLite Scen026 - use AI files for stock Scen01 or Scen07 ONLY.
BabesLite Scen027 - use AI files for stock Scen06 or Scen09 ONLY.
DaBigBabes Scen028 - use AI files for stock Scen01 or Scen07 ONLY.
DaBigBabes Scen029 - use AI files for stock Scen06 or Scen09 ONLY.

JWE,

I ask out of complete ignorance, not being a modder, but why are no AI files provided. As AI files are available via individual manual copy I am intrigued. Is it to minimise size of download or to allow future flexibility in providing different scripts, or some other reason obvious to modders but not to "retail" customers like myself.

In any case, I am certain there is a good reason for the decision.

Alfred

RE: DaBigBabes Beta errata

Posted: Fri Jul 09, 2010 4:32 pm
by Weidi72
Unit 3099, No 23 Sqn RAAF Det. (4) is a Squadron. Should be Flight. It's changing to 12 in Feb. 42.

Unit 6254, Palmeston North BF is AUS. It's a NZ Unit.
Same with 6255 Waipapakauri, 6256 Gisburne, 6258 Nandi.
Unit 5962, 2/16 Field Regiment, is british. Shouldn't it be AUS?

RE: DaBigBabes Beta errata

Posted: Fri Jul 09, 2010 4:36 pm
by JWE
ORIGINAL: Alfred
JWE,

I ask out of complete ignorance, not being a modder, but why are no AI files provided. As AI files are available via individual manual copy I am intrigued. Is it to minimise size of download or to allow future flexibility in providing different scripts, or some other reason obvious to modders but not to "retail" customers like myself.

In any case, I am certain there is a good reason for the decision.

Alfred
Only to minimize the size of the download. People who did these mods are game developers and structured them to be accessible to "retail" costomers, like yourself.