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RE: New Version of Ironman Nasty

Posted: Wed Jun 25, 2014 3:15 am
by CaptBeefheart
ORIGINAL: oldman45

Cody, a couple of things;

You can go through the editor and remove the withdrawal date manually for the ships you want to keep.

The upgrades are already in the editor, so if you copy and paste a ship that is the "late war" version than all the upgrades are assumed to be completed. If you pick an earlier one you will get the up grades.

Thanks. Will try that next time.
But seriously if anyone gets a game to may/June could you send me a save please a.mcphie@btinternet.com

Will do.

Cheers,
CC

RE: New Version of Ironman Nasty

Posted: Wed Jun 25, 2014 3:50 pm
by Andy Mac
How is the AI coping with the new Burma and Malayan bases ??

Anyone had any odd behaviour yet ?

RE: New Version of Ironman Nasty

Posted: Fri Jun 27, 2014 4:26 pm
by Califvol
I don't see any "new" bases. Do you have map coordinates for them?

RE: New Version of Ironman Nasty

Posted: Sun Jun 29, 2014 10:07 am
by Andy Mac
New bases in Malaya and Burma I thought I had included them but perhaps not

RE: New Version of Ironman Nasty

Posted: Sun Jun 29, 2014 10:29 am
by ny59giants
You did. i just lost Toungoo to the forces starting at some of these bases.

RE: New Version of Ironman Nasty

Posted: Sun Jun 29, 2014 1:14 pm
by Califvol
I certainly have the new forces starting positions as they have captured existing bases. But, I don't see the new bases themselves. I assume they are dot bases and hence are very hard to see at times. This was a two part download. Maybe I download one of the parts wrong? I just stuck the whole thing in the scenario folder, was that correct?

RE: New Version of Ironman Nasty

Posted: Sun Jun 29, 2014 1:22 pm
by ny59giants
There are 13 new dot bases in Burma. This screen shot shows some between Magwe and Akyab in the jungle, North of Magwe and then down around Toungoo.

Image

RE: New Version of Ironman Nasty

Posted: Sun Jun 29, 2014 2:46 pm
by Califvol
Thank you for taking the time to upload a screen shot!

On my game base 58,48 (just southwest of Meiktila) does not appear, nor do the other new bases. I am using the newest version of "Nasty" that is a two part download. Since you have it and I don't, my question to Andy (or anybody in the know) was the entire two part download to go into the scenario folder? If so, was there a sequence order as I actually loaded part 2 first.


RE: New Version of Ironman Nasty

Posted: Sun Jun 29, 2014 8:21 pm
by Andy Mac
Hmm ok I will check the download tomorrow the install you described should have worked

RE: New Version of Ironman Nasty

Posted: Mon Jun 30, 2014 5:09 pm
by Peever
Andy I was wondering if you have ever tested games with the Soviets active from the start? Without creating a host of new AI scripts would the AI fall apart too fast if another front was opened from the start of the war?

I've been thinking about the idea of a fantasy scenario based of Iornman where Japan joins Germany's war against Russia shortly after Barbarossa starts and captures some territory, mostly the bases around the Sea of Okhotsk, but not a full scale invasion of Russia. The start of the scenario would have Japan controlling all of the island Sakhalin and bases West of Yakutsk; Magada, Petropavlovsk, Anadyr etc. The Russian fleet would have been destroyed before the game starts and a large portion of Russian air units would also have been destroyed.

My fear is that adding this front would bog down the AI and have it spend too much trying to capture Vladivostok that it would neglect the South Pacific. Japanese forces would also have to be beefed up in Manchukuo to prevent a human player from sending a Soviet steamroller down to Port Arthur and Korea/China. I think I could solve that by increasing the starting disabled % on all Soviets as well as creating static fortified Japanese units in key areas. However I'm still afraid the AI would spend too many resources against the Soviets before securing the Dutch East Indies.

EDIT: Never mind. The more I thought about this it doesn't seem like it would add much to the game and just create more problems.




RE: New Version of Ironman Nasty

Posted: Wed Jul 02, 2014 7:04 pm
by Andy Mac
Sorry Peever yers you could do it but it would be a PITA for the AI

RE: New Version of Ironman Nasty

Posted: Wed Jul 02, 2014 7:15 pm
by oldman45
I had to stop playing so I could make some changes to the Allies. It seems (I know its not true but its my story) that the AI can control weather and it snuck the KB into the Coral Sea when my ships were thinking it was just transports. After losing the rest of my big carriers (6 in the span of 3 days) I decided to call it a game. Well done Andy, I will have to rethink how I face the AI in your games.

You really did a good job in this, thanks so very much!!

RE: New Version of Ironman Nasty

Posted: Thu Jul 03, 2014 4:08 am
by CaptBeefheart
I decided I had to cheat by firing up Japan on Dec 7 in order to count the number of CVs, CVLs and Q-Ships (i.e. ACMs and AKAs with floating fighters and dive bombers) I'd be facing. Hint: The IJN has naval aviation superiority well into 1944. This severely restricts Allied options for defense, especially if you don't fiddle with Andy's standard PP accumulation. This is certainly a challenge and it's not fun to lose a whole squadron of P-40Es on an AKV heading for Perth, not too mention other reinforcements, supplies and fuel.

In other words, I like it!

Cheers,
CC

RE: New Version of Ironman Nasty

Posted: Thu Jul 03, 2014 6:18 am
by traskott
ORIGINAL: Commander Cody

I decided I had to cheat by firing up Japan on Dec 7 in order to count the number of CVs, CVLs and Q-Ships (i.e. ACMs and AKAs with floating fighters and dive bombers) I'd be facing. Hint: The IJN has naval aviation superiority well into 1944. This severely restricts Allied options for defense, especially if you don't fiddle with Andy's standard PP accumulation. This is certainly a challenge and it's not fun to lose a whole squadron of P-40Es on an AKV heading for Perth, not too mention other reinforcements, supplies and fuel.

In other words, I like it!

Cheers,
CC

[X(][X(][X(]

Looks like the statment of Andy of: Feel free to add allied toys on the roster is not a kindly suggestion, it's imperative!!

RE: New Version of Ironman Nasty

Posted: Thu Jul 03, 2014 9:07 am
by Andy Mac
I just lost Wasp and Hornet by straying a convoy to close to Christmas Island in Oct 42 so I feel your pain......

I am barely clinging on to southern Australia as well at the moment (fingernails are almost gone !!!)

Andy

RE: New Version of Ironman Nasty

Posted: Thu Jul 03, 2014 11:23 pm
by CaptBeefheart
That OZ invasion is getting to be a tad worrisome for me, too.

I'm in late May and will try to remember to send you a save this weekend (I'm at work now).

Cheers,
CC

RE: New Version of Ironman Nasty

Posted: Fri Jul 04, 2014 8:22 am
by oldman45
You know its bad when the designer is barely hanging on.... You created a monster her Andy.

RE: New Version of Ironman Nasty

Posted: Fri Jul 04, 2014 2:37 pm
by Peever
What kind of convoy lanes do/did you guys have setup to Australia by the way? I keep having to push my convoys further South to avoid raiders and seaplane carriers. I'm thinking Australia should push their island closer if they want me to supply it.

RE: New Version of Ironman Nasty

Posted: Fri Jul 04, 2014 7:18 pm
by Andy Mac
lol

RE: New Version of Ironman Nasty

Posted: Mon Jul 07, 2014 5:20 am
by traskott
Lol? More raiders?

I'm played only 10 days and I'm out of airframes all over the map. Even P.H. is almost empty and Hilo Fortress is.... I hate the 19th Garrison unit !!.

Overall is very frustrating ( which is the point ). Burma/India saboteurs are uber powerful against the poor trained indian/burmese units... Even the MG bon of the 7th is unable to hold a position against one unit. One brigada was expulsed from a base with fort2 by another saboteur unit...

On the bright side: My dutch CLs and DDs of the ABDA Fleet rocks!! Remember those wonderful APAs loaded with a full ija division? . ( First time EVER dutch fleet fight - and wins - a naval combat since I bought the WitpAE ). 10.000 japanese losses. Yeah....

Edit: Have u tweaked the V.P.? I'm only lost H.K. and some non critical points and the japanese have 19k against my 10k ??