Reluctant Admiral 3.0

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Falken
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RE: Reluctant Admiral 3.0

Post by Falken »

Hi John (3rd),

I posted an earlier question about possibilities of playing this w/AI. Replies indicate that the IJN scripts should work, but i'm worried about the new IJN CVs etc. Would the current scripts handle the new ships, or would they simply stay in Port because the AI is unaware that they exist.

I've done a few turns now (btw, attack on PH, all BBs sunk, all but 2 cruisers sunk, and over 6 DDs sunk, most devastating PH attack i've ever seen) but i'm worried about hitting a problem earlier than expected.

In your tests, did anyone ever let the AI play AI to see how it would respond over time? Any input would be helpful. I really really want to keep playing but if anyone is aware of issues, I might as well know ahead of time.

Thanks, and amazing job to all on this scenario.
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John 3rd
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RE: Reluctant Admiral 3.0

Post by John 3rd »

I never really did much with the AI except to test Turn One.

Stanislav: I know you ran tests. Do you think that there would be an issue?
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oldman45
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RE: Reluctant Admiral 3.0

Post by oldman45 »

I created a mod using babes, ironman, RA, and a couple of others. I only play against the AI and all the Japanese ships that I have added had no problem in showing up and slapping my unescorted merchants around ;) Trust me the AI has no problem using them.
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Falken
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RE: Reluctant Admiral 3.0

Post by Falken »

Thanks for the quick replies. On to turn 4.... Have no major ships left already, but it's a lot fun.
Seriously though, thanks for answering my query about the AI.

I know that PBEM is the way to go, but with my work schedule, it's not really feasible.

Back to RA....
parman72
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RE: Reluctant Admiral 3.0

Post by parman72 »

I looked in the Editor and the Kawachi class CB indicates bitmap 434 as its image. There is no image 434 in either JnSide or JnShil. Please advise.
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John 3rd
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RE: Reluctant Admiral 3.0

Post by John 3rd »

Ohhhhh...I'll take a look with my morning turn. Good catch if indeed there is an issue!
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SoliInvictus202
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RE: Reluctant Admiral 3.0

Post by SoliInvictus202 »

ORIGINAL: parman72

I looked in the Editor and the Kawachi class CB indicates bitmap 434 as its image. There is no image 434 in either JnSide or JnShil. Please advise.

thx - I just wanted to post the same thing.. :)
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John 3rd
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RE: Reluctant Admiral 3.0

Post by John 3rd »

I am playing my current turn with Bill now and will take a look when it is finished. Thanks guys.
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John 3rd
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RE: Reluctant Admiral 3.0

Post by John 3rd »

You are correct. Stanislav--You have that art. Could you attach it and replace the game files on the hot link?
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21pzr
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RE: Reluctant Admiral 3.0

Post by 21pzr »

John;

New to AE (about 6 months) and brand new to RA, just downloaded a couple of days ago, so please excuse me if this has been mentioned previously and I didn't see it.

I noticed that many of IJA engineer units (e.g. slot 2222) have a device #703, which is a blank. Is this a "holder" slot, or should this be a different device?

Thanks, and really enjoying the mod.

Bill
FatR
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RE: Reluctant Admiral 3.0

Post by FatR »

I've updated the Scen 70 file available by the link above with the missing image. John, you probably should put that link in the first post (check if the Kawachi image if there first, though).
The Reluctant Admiral mod team.

Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/
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John 3rd
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RE: Reluctant Admiral 3.0

Post by John 3rd »

Thanks Stanislav.

21pzr: Let me take a look at what you describe and I will get back to you. Thanks for the joining the group!

FatR: I now have time available (without a job) to begin working on our next Mod.
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Lecivius
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RE: Reluctant Admiral 3.0

Post by Lecivius »

ORIGINAL: John 3rd

FatR: I now have time available (without a job) to begin working on our next Mod.

I dunno weather to cheer or cry [:'(][;)]
If it ain't broke, don't fix it!
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John 3rd
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RE: Reluctant Admiral 3.0

Post by John 3rd »

You just made me laugh!

The times where I had to pull FatR back to the vision of RA. In exchange for keeping his feet to the Mod, I agreed to help with his ideas for another Mod. Quid Pro Quo. There was lots of ideas within that 39+ page thread we had going and so it just might be a bunch of fun to create something new.
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FatR
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RE: Reluctant Admiral 3.0

Post by FatR »

John, I think you should replace the link in the second post of this thread with the one to the updated Scen 70...

Anyway, about the new mod... First of all, I think we did a good work with Scen 70, so we can use its devices list and parts of the naval list (extra historical ships, and so on) as the basis for the further work.

As someone probably have mentioned, we thought about making an alt_naval mod before. Unfortunately, since them my issues with the alt_naval's concept had increased significantly. I can explain them in detail, but for now briefly:

1)The changes do not plausibly follow from the premise.
2)Assumed Japanese foresight extends to knowing the year when the war will begin.
3)Proposed surface forces not only suffer from (1), but have crippling weaknesses, which might have been not very relevant IRL, but which will be in AE.
4)The fleet develops in revolutionary jumps, skipping parts of the gradual evolution of designs, that took place IRL.
5)The issue of producing planes and pilots for the oversized carrier fleet which was noticed by the author himself.

I don't think the idea is completely unsalvageable, but it needs very large modifications.

I have a rather big conceptual proposal for the air side (which I'll outline as soon as I have the time), but I have a hard time coming up with a plausible concept of my own for the navy. Partially because I don't know this side of things as well. It is really hard to imagine the way to achieve a major improvement here without giving Japanese some economical breaks or greater foresight (I love Scen 70 as much as you, John, but I have to admit that it does both), particularly if changes aren't introduced from early thirties. The more I look at development of IJN, the more I see that their key fleet-building decisions were generally good or at least passable (at the time they were made). And without economical breaks they need not as much greater foresight, as outright seeing the future. If we want to not break away from reality too much, just to create a mod based on really good Japanese foresight (well, and Allied response), I think that we should go right to late 20s-early 30s and consctuction of their first generation of modern warships and what could have been done better then. I have a few ideas, but I want to read through Kaigun carefully to give them a reality check, and there are some other books I want to read before throwing ideas around. So, if you, by chance, have any big concepts you want to see in a mod, I'd love to hear about them[:)].

Also, I think we should determine if we have anyone capable of helping with art (particularly air art, there are many existing shipsides for various Japanese ship designs already), before starting forming the concept.

Finally, what are your first impression of Scen 70 in actual play? Do things like changes to engineering and flak have a effect already?
The Reluctant Admiral mod team.

Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/
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John 3rd
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RE: Reluctant Admiral 3.0

Post by John 3rd »

Stanislav: How about you copy and paste your above Post in a new Thread? What do you want to call it? This way we can keep the feedback and commentary with Scen 70 focused here and run with ideas for the new one over there. Will gladly throw some initial thoughts out at that point because I have been thinking on this since you first broached the idea.

Tell you one thing about Scen 70 3.0 is one wonders (in my game) if Allied TT are set to actually WORK! Man Bill is hitting me left and right with Fleet Boats. Driving me to drink heavily.

One thing I've really noticed is the teeth given to the Allies in the Central Pacific by adding those S-Boats to the areas around Wake and down at Pago Pago. They have good skippers and FOR SURE working Torps.

The Japanese may only start with an extra CVL but I think the biggest CV difference is in starting with the air groups FULLY filled out. The full plane complement really adds to the offensive and defensive striking power of the IJN.
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FatR
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RE: Reluctant Admiral 3.0

Post by FatR »

ORIGINAL: 21pzr

John;

New to AE (about 6 months) and brand new to RA, just downloaded a couple of days ago, so please excuse me if this has been mentioned previously and I didn't see it.

I noticed that many of IJA engineer units (e.g. slot 2222) have a device #703, which is a blank. Is this a "holder" slot, or should this be a different device?
If I understand correctly, it is supposed to hold a fake squad that replaces engineers, removed as a part of Da Babes' overall reduction and only increases the load of the unit in Da Babes. As Allied units don't seem to get burdens like this, I decided to not include them.

The Reluctant Admiral mod team.

Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/
FatR
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RE: Reluctant Admiral 3.0

Post by FatR »

I don't see any torpedo changes - you must be just unlucky).
The Reluctant Admiral mod team.

Take a look at the latest released version of the Reluctant Admiral mod:
https://sites.google.com/site/reluctantadmiral/
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John 3rd
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RE: Reluctant Admiral 3.0

Post by John 3rd »

It has been TERRIBLE in the first month. I am used to seeing a Fleet Boat appear and then laugh as its TTs do nothing. Within this scenario I've probably lost 10 ships and had an equal number damaged in less then a month. This does not count the work of the S-Boats which I EXPECT to work.
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John 3rd
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RE: Reluctant Admiral 3.0

Post by John 3rd »

ORIGINAL: FatR

ORIGINAL: 21pzr

John;

New to AE (about 6 months) and brand new to RA, just downloaded a couple of days ago, so please excuse me if this has been mentioned previously and I didn't see it.

I noticed that many of IJA engineer units (e.g. slot 2222) have a device #703, which is a blank. Is this a "holder" slot, or should this be a different device?
If I understand correctly, it is supposed to hold a fake squad that replaces engineers, removed as a part of Da Babes' overall reduction and only increases the load of the unit in Da Babes. As Allied units don't seem to get burdens like this, I decided to not include them.


JWE can better answer this but as I understand it FatR is completely correct.

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