Page 24 of 32
Ise Issues
Posted: Tue Dec 03, 2013 3:17 pm
by John 3rd
The Upgrade where the conversion is allowed:

RE: Ise Issues
Posted: Tue Dec 03, 2013 3:17 pm
by John 3rd
I am sure that I'm just missing something stupid and I am being stupid. A little help please...
RE: Ise Issues
Posted: Tue Dec 03, 2013 3:30 pm
by moore4807
OK
All I see different at first glance is you have (Ise) 1706 highlighted on the left screen going to 1709 and in the center bars under upgrade you have 1707 chosen? Then 1709 in the after conversion 2nd shot?
RE: Ise Issues
Posted: Tue Dec 03, 2013 3:57 pm
by moore4807
Here is the yellow line to show what I mean...

RE: Ise Issues
Posted: Tue Dec 03, 2013 3:58 pm
by moore4807
and then here... Hope it helps.

RE: Ise Issues
Posted: Wed Dec 04, 2013 12:42 am
by John 3rd
FIXED!
Will update the RA Site later tonight or tomorrow morning. Will Post here once I've got that uploaded.
6.4 Release
Posted: Wed Dec 04, 2013 12:35 pm
by John 3rd
6.4 is done and now loaded on the RA Site. I've also added the RA Change Log for download there.
ENJOY!
RE: 6.4 Release
Posted: Wed Dec 04, 2013 4:36 pm
by Symon
Hi John. I'm sure you been reading the comments about the new air stats and my response. The only thing I would tweak is the Jack, but you don't have that in your game system, so it's a no-brainer. I'm not backing off anything (except perhaps Jack maneuver and a skoosh of speed).
Full speed ahead and "damn the torpedoes". Ciao. JWE
RE: 6.4 Release
Posted: Wed Dec 04, 2013 9:48 pm
by John 3rd
Would LOVE to have that BAD BOY in the Mod but it does not fit into the RA vision.
I'm starting a game with AAR so we'll see what your is like FROM THE START.
RE: 6.4 Release
Posted: Thu Dec 05, 2013 1:34 pm
by Adolf Galland
Hi
The rational idea to refit, the weak old IJN Light Cruiser in a CLAA found not a implementation in RA 6.4 ?
RE: 6.4 Release
Posted: Mon Dec 30, 2013 2:05 pm
by FatR
As far I can see in 6.4, it did.
Though I question the rationality of this idea, from the game standpoint at least. Surface assets, even low-quality ones, are probably more valuable than some extra flak ships in a carrier battle.
RE: 6.4 Release
Posted: Mon Dec 30, 2013 2:25 pm
by FatR
Speaking of Symon's aircraft stats...
I think it goes without saying, that Realistic R&D is a must have now for RA (either that, or a houserule restricting plane acceleration), and PDU Off is recommended. I wonder if an appropriate recommendation should be placed on the site? While I'm currently being schooled in the Allies winning the war without air superiority at all, I don't think this should be an average experience by late 1944...
RE: 6.4 Release
Posted: Mon Dec 30, 2013 5:36 pm
by Symon
ORIGINAL: FatR
Speaking of Symon's aircraft stats...
I think it goes without saying, that Realistic R&D is a must have now for RA (either that, or a houserule restricting plane acceleration), and PDU Off is recommended. I wonder if an appropriate recommendation should be placed on the site? While I'm currently being schooled in the Allies winning the war without air superiority at all, I don't think this should be an average experience by late 1944...
Hi Stan. Yes, the new stats are meant to be played with PDU = off and Realistic R&D = on. But that's what the old stats were meant to be played with.
If some liddle teenie kiddle wants to game the system, so be it. You have a nice mod. Let the players play it. Let the juveniles alone. J
RE: 6.4 Release
Posted: Tue Dec 31, 2013 6:52 pm
by FatR
I'd argue that with the old aircraft stats exploiting Japanese production and pilot training possibilities to the max were basic necessities for surviving an average AE game into 1944, much less later, not so long ago, even in Scen 2 and possibly in earlier RA versions. Several factors have changed since then. Speaking of the air side, reduced airplane serviceability reduces the Allies's capability to steamroll airfields with 4Es + high-altitude sweeps, which was the immediate reason why people started rushing to accelerate Franks and Georges (so that Allies only start to clearly dominate the air after getting decent numbers of Thunderbolts, instead of after getting decent numbers of Lightnings and B-17s). It also makes keeping at least a part of one's fighter force on SR1 planes more vital. Reduced cargo capacities (included in RA) should make logistics a bit more difficult, generally slowing down the earlier lightning pace of operations. Maybe they will even make Allied players a bit less willing to sacrifice their merchant ships, although considering how gigantic the Allies' surplus of merchant tonnage was when I tried the Allied side, I rather doubt that.
RE: 6.4 Release
Posted: Tue Dec 31, 2013 6:58 pm
by FatR
Uh, John, hate to inform you about this, but the RA 6.4 version on the site still contains nothing of the final air changes that were contained in the files, I've sent you. That is most obvious from the fact, that Jack is still present. Should I replace it myself?
RE: 6.4 Release
Posted: Tue Dec 31, 2013 7:41 pm
by John 3rd
Hmmm...
THOUGHT I took care of that!
I'll deal with it. Am trying to practice working on the RA Site so I'll get 'er done. Will Post when dealt with.
RE: 6.4 Release
Posted: Sun Jan 05, 2014 11:44 am
by robinsa
Im sorry if this has been asked before but how will the AI work with this mod? Is just for multiplayer? If it does work, is there any difference between the sides ?
Edit: Also, are there any AI scripts that are compatible with this mod/version?
Thanks for your response.
RE: 6.4 Release
Posted: Sun Jan 05, 2014 1:43 pm
by btd64
As robinsa asks above, Is RA 6.4 AI ready?[:)]
Cheers

RE: 6.4 Release
Posted: Mon Jan 06, 2014 6:20 pm
by John 3rd
OK. I have uploaded the 6.5 version to the web site.
Jack no longer exists whatsoever!
The game can be played against the AI. I've had several players tell me that they have gone into 1943 playing the AI. You SHOULD be able to do it.
RE: 6.4 Release
Posted: Mon Jan 06, 2014 7:37 pm
by btd64
Thank you John. [&o][&o][&o]
Cheers
