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RE: Vichy French Mod – Super Japan
Posted: Sun Aug 13, 2006 3:15 pm
by bstarr
minor update:
I've added the French CL Emile-Bertin
I've also revamped the supply situation so that some of the supply, fuel, resources, and oil that appear in India and Australia now arrive in the US or Aden. Also, several resource centers in India and Australia start the game with about half their points damaged. This should give the player a little more supply concerns, especially in the beginning of the game.
I've also added automatic supply to Indochina and increased the victory point value of Saigon and Hanoi.
I've also done considerable work on the LCU OOB, but this is detailed in another thread.
I'm still itching to add a Bretagne class BB. The problem is, this slow BB (top speed only 20 knots) would probably be more of liability than an asset to the Jap AI. So far, the only French BBs are the 2 Dunkerques and Richelieu.
RE: Vichy French Mod – Super Japan
Posted: Sun Aug 13, 2006 4:22 pm
by Terminus
The Bretagne would be about as much of a liability to the Japanese as the R-class BB's are to the British. I say put it in the mod.
RE: Vichy French Mod – Super Japan
Posted: Sun Aug 13, 2006 5:18 pm
by bstarr
ORIGINAL: Terminus
The Bretagne would be about as much of a liability to the Japanese as the R-class BB's are to the British. I say put it in the mod.
Alrighty then. Done.
In fact, one of the beauties of working with a hypothetical scenario is anything within a shaddow of reason goes. I may lighten the armor somewhat and give her a speed and range increase. If the Richelieu and the Joffre CVs were completed in the states (according to the hypothetical scenario), there's no reason why the Bretagne couldn't have been altered as well.
RE: Vichy French Mod – Super Japan
Posted: Sun Aug 13, 2006 5:43 pm
by Terminus
ORIGINAL: bstarr
ORIGINAL: Terminus
The Bretagne would be about as much of a liability to the Japanese as the R-class BB's are to the British. I say put it in the mod.
In fact, one of the beauties of working with a hypothetical scenario is anything within a shadow of reason goes.
Preaching to the converted, my man. Except of of course in my mod, it's "anything broadly speaking on the same continent as reason goes..."[:D]
RE: Vichy French Mod – Super Japan
Posted: Sun Aug 13, 2006 6:56 pm
by bstarr
ORIGINAL: Terminus
ORIGINAL: bstarr
ORIGINAL: Terminus
The Bretagne would be about as much of a liability to the Japanese as the R-class BB's are to the British. I say put it in the mod.
In fact, one of the beauties of working with a hypothetical scenario is anything within a shadow of reason goes.
Preaching to the converted, my man. Except of of course in my mod, it's "anything broadly speaking on the same continent as reason goes..."[:D]
Speaking of wild ideas, I am absolutely itching to increase Emile-Bertin's capacity from 2 to 4 or maybe 6 and give her a flight of La. 298s, the seaplanes that I'm representing as the torpedo bombers. Apparently in this game a CL will fly anything off it's deck. Imagine, a cruiser's recon wing which the
computer will use for attack missions!
RE: Vichy French Mod – Super Japan
Posted: Sun Aug 13, 2006 6:59 pm
by Terminus
So do it...
12/8/42 Combat example
Posted: Sun Aug 13, 2006 7:04 pm
by bstarr
one idea that I'm working on is having several "set" engagements at the start of the game. Since there is no night surface combat turn on the first turn of the game, I have all of these engagements set to take place on the 8th.
The reason behind this idea is when playing the computer, the AI is terrible at surface warfare during the first few months. A player can maul jap transport fleets at will. Even if the player fails to take advatage of this AL lapse, he is still left in much better shape than was the case historically since no ships were lost in surface engagements. What I've done is set a group of 4 surface engagements to happen automatically. (sort of automatically; there is a "house rule" to this game which limits what the player can and can't do for the first two turns of the game). The end result is the player will now have to deal with cripples and loses, and may even inflict some damage as well. I still have some kinks to work out, but here is an example of the turn two engagements in an experiment I just ran.
Night Time Surface Combat at 26,55
Japanese Ships
CA Mogami
CA Mikuma, Shell hits 3, Torpedo hits 2, on fire
CA Suzuya, Shell hits 1
CA Kumano, Shell hits 2
DD Maikaze
DD Nowaki
DD Arashi
DD Hagikaze, Shell hits 1
Allied Ships
CA Exeter, Shell hits 7, Torpedo hits 2, on fire, heavy damage
CL Enterprise, Shell hits 2, on fire
DD Tenedos
DD Vampire, Shell hits 5, on fire
DD Van Ghent
--------------------------------------------------------------------------------
Night Time Surface Combat, near Davao at 43,61
Allied aircraft
no flights
Allied aircraft losses
SOC-3 Seagull: 2 destroyed
Japanese Ships
CA Myoko, Shell hits 1
CA Haguro
CL Nagara
DD Yukikaze, Shell hits 4, Torpedo hits 1, on fire, heavy damage
DD Tokitsukaze
DD Yamakaze
DD Kawakaze, Shell hits 1, Torpedo hits 1, on fire, heavy damage
DD Umikaze
DD Suzukaze
DD Shiokaze
Allied Ships
CA Houston, Shell hits 3, on fire
CL Marblehead, Shell hits 8, Torpedo hits 3, and is sunk
CL Boise, Shell hits 7, on fire
DD Barker
DD Bulmer, Shell hits 1
DD Paul Jones
DD Parrott
DD Stewart, Shell hits 2, on fire
--------------------------------------------------------------------------------
Night Time Surface Combat, near Davao at 43,61
Allied aircraft
no flights
Allied aircraft losses
SOC-3 Seagull: 5 destroyed
Japanese Ships
CA Myoko, Shell hits 2, on fire
CA Haguro
CL Nagara, Shell hits 1
DD Yukikaze, on fire, heavy damage
DD Tokitsukaze
DD Yamakaze
DD Kawakaze, on fire, heavy damage
DD Umikaze
DD Suzukaze
DD Shiokaze
Allied Ships
CA Houston, Shell hits 5, on fire
CL Boise, Shell hits 2, and is sunk
DD Barker, Shell hits 1
DD Bulmer, Shell hits 4, on fire
DD Paul Jones
DD Parrott, Shell hits 1
DD Stewart, on fire
--------------------------------------------------------------------------------
Night Time Surface Combat, near Kuching at 27,56
Japanese Ships
BB Dunkerque (Fr)
CA Algerie (Fr)
CL Georges Leygues (Fr)
CL Gloire(Fr)
CL Montcalm (Fr)
DD Le Malin (Fr)
DD Le Terrible (Fr)
DD Tigre (Fr)
DD Lynx (Fr)
DD Le Mars (Fr)
DD Le Fortune (Fr)
Allied Ships
CL Java, Shell hits 1
CL Sumatra, Shell hits 1
CL De Ruyter, Shell hits 3, on fire
CL Tromp
DD Banckert, Shell hits 18, and is sunk
DD Van Nes
DD Witte de With
DD Evertsen
DD Kortenaer, Shell hits 1, on fire
DD Piet Hein, Torpedo hits 1, on fire, heavy damage
--------------------------------------------------------------------------------
Night Time Surface Combat, near Kuching at 27,56
Allied aircraft
no flights
Allied aircraft losses
C.XI-W: 2 destroyed
Japanese Ships
BB Dunkerque (Fr), Shell hits 2
CA Algerie (Fr), Shell hits 6
CL Georges Leygues (Fr)
CL Gloire(Fr)
CL Montcalm (Fr), Shell hits 2
DD Le Malin (Fr)
DD Le Terrible (Fr)
DD Tigre (Fr), Shell hits 1, on fire
DD Lynx (Fr), Shell hits 3
DD Le Mars (Fr)
DD Le Fortune (Fr)
Allied Ships
CL Java
CL Sumatra, Shell hits 9, on fire
CL De Ruyter, Shell hits 18, and is sunk
CL Tromp
DD Van Nes
DD Witte de With, Shell hits 1
DD Evertsen, Shell hits 1, on fire
DD Kortenaer, Shell hits 7, on fire, heavy damage
DD Piet Hein, Shell hits 4, on fire, heavy damage
--------------------------------------------------------------------------------
Night Time Surface Combat, near Rabaul at 62,90
Japanese Ships
CA Aoba, Shell hits 2
CA Kako, Shell hits 3, Torpedo hits 1, on fire
CL Katori, Shell hits 1
DD Murakumo
DD Asagiri
DD Yugiri
DD Amagiri, Shell hits 1
Allied Ships
CL Perth, Shell hits 1
CL Sydney, Shell hits 10, Torpedo hits 1, on fire, heavy damage
DD Napier, Shell hits 1, on fire
DD Nepal, Shell hits 3, on fire
DD Nizam, Shell hits 1
DD Norman, Shell hits 1
--------------------------------------------------------------------------------
Night Time Surface Combat, near Rabaul at 62,90
Japanese Ships
CA Aoba, Shell hits 2, on fire
CA Kako, on fire
CL Katori, Shell hits 3
DD Murakumo
DD Asagiri, Shell hits 1
DD Yugiri, Shell hits 2, on fire
DD Amagiri, Shell hits 1, on fire
Allied Ships
CL Perth
CL Sydney, Shell hits 3, Torpedo hits 2, and is sunk
DD Napier, Shell hits 3, on fire
DD Nepal, Shell hits 4, on fire, heavy damage
DD Nizam, Shell hits 2, on fire
DD Norman, Shell hits 1
RE: 12/8/42 Combat example
Posted: Sun Aug 13, 2006 7:14 pm
by Terminus
You might want to consider a house rule prohibiting Vichy ships from serving in the same task force as Japanese ships. I can't really see a Vichy officer being happy taking orders from a Japanese admiral, or vice versa. Just a thought...
RE: 12/8/42 Combat example
Posted: Sun Aug 13, 2006 10:58 pm
by bstarr
ORIGINAL: Terminus
You might want to consider a house rule prohibiting Vichy ships from serving in the same task force as Japanese ships. I can't really see a Vichy officer being happy taking orders from a Japanese admiral, or vice versa. Just a thought...
Won't work, this is a allied player vs the jap AI mod. There's no way to control how the jap AI uses its ships.
RE: 12/8/42 Combat example
Posted: Sun Aug 13, 2006 11:06 pm
by Terminus
Ah, sorry... Forgot that...
RE: Vichy French Mod – Super Japan
Posted: Wed Aug 16, 2006 7:58 pm
by bstarr
These are the current modifications to the allied industry. Like so many other changes in the game, these are directed toward giving the allied player more of a challenge. For the most part, these changes remove various amounts of supply, resources, fuel, and oil from Australia and India and places them in the United States or Aden. Also, several Resouce devices in Australia and India have been damaged to further hinder the allied early war supply system.
As always, these are not suggestions for 2 player mods, simply my attempt to challenge the allied player (and in some cases, simply giving the allied player more to occupy his mind and as well as his ships.)
here are the changes in daily supply (etc) from standard CHS -
Perth -150 Oil, -25 Fuel
Sydney -225 supply
Melbourne - 150 Oil, -25 Fuel, -175 Supply
Auckland -25 supply
Bombay -100 supply, -500 fuel
Hyperabad -25 supply, -25 fuel
Rawalpindi - 25 supply, -25 fuel
Madra -25 supply
Malir -25
Aden +300 Oil, +250 Supply, +550 fuel
San Francisco +250 Supply
total change - 125 supply, -50 fuel
here are the damaged resource devices (the number represents the number of devices that have been converted from undamaged to damaged)-
Karachi 100, Bombay 150, Delphi 45, Calcutta 150, Madras 50, Melbourne 100, Sydney 100, Brisbane 25, Perth 100, Auckland 25
Alaskan Warrior's fuel consumption rates
Posted: Thu Aug 17, 2006 1:10 am
by bstarr
After looking at Alaskan Warrior's mod, I've decided to change the rate of fuel consumption for the allied ships in my game to his specifications. The endurance of the ships in his game are much lower, more realistically representing real performance as opposed to optimal performance.
I'm only going to change the allied side, however. Since the overall object of my mod is to hinder the allies.
After I finish with this adjustment and a few more minor changes, I may be ready with a beta test version.
RE: Alaskan Warrior's fuel consumption rates
Posted: Thu Aug 17, 2006 1:25 am
by Terminus
Did a whole butt-load of posts just disappear?
RE: Alaskan Warrior's fuel consumption rates
Posted: Thu Aug 17, 2006 1:26 am
by Terminus
All the posts about Vichy ships being French or IJN are gone...[&:]
RE: Alaskan Warrior's fuel consumption rates
Posted: Thu Aug 17, 2006 4:45 am
by bstarr
ORIGINAL: Terminus
All the posts about Vichy ships being French or IJN are gone...[&:]
Damn censors!
ps. wrong thread, it's in the other one
RE: Alaskan Warrior's fuel consumption rates
Posted: Thu Aug 17, 2006 9:19 am
by Terminus
It's a good thing that I won't be on summer break much longer... I'm embarrassing myself when I'm on the forum that late at night...[8|]
RE: Alaskan Warrior's fuel consumption rates
Posted: Thu Aug 17, 2006 4:28 pm
by bstarr
ORIGINAL: Terminus
It's a good thing that I won't be on summer break much longer... I'm embarrassing myself when I'm on the forum that late at night...[8|]
If it makes you feel better, my "wrong thread" comment was added a good thrity minutes after the "damn censors" comment. It threw me, too.
Setback
Posted: Sun Aug 20, 2006 3:04 am
by bstarr
I stayed up Friday night and actually got a beta ready. Then we had a power outage and I found out I had forgotten to save. Not only this, but now we've become busy at work.
Good news is Dixie is back! I'm not sure if he knew what he was getting into when he offered to help with the art.
RE: Setback
Posted: Sun Aug 20, 2006 10:49 am
by Terminus
I think Dixie actually likes to do all that art. I asked him for some German ships and had them something like an hour and a half later...
RE: Setback
Posted: Sun Aug 20, 2006 11:28 am
by Dixie
ORIGINAL: Terminus
I think Dixie actually likes to do all that art. I asked him for some German ships and had them something like an hour and a half later...
That's because he's fantastic like that [:D][:D][:)][:)][:'(]