AE Ironman Mod

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

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bstarr
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RE: AE Ironman Test is out there

Post by bstarr »

It certainly looks good. I really haven't had a chance to play it yet, but I like what you've done with the place.

mariandavid
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RE: AE Ironman Mod

Post by mariandavid »

Andy: I am not suggesting this for the present Ironman iteration (which I await breathlessly!) but should more 'Japanese AI advantages' be needed in later stages. I mentioned this elsewhere but to put it simply "The Army and Navy heal their differences over aircraft armament in the name of efficiency. They agree that the Army models of 20mm cannon and the Navy models of HMG would be used from xxx on" [from the first new sub-models in mid 1942?].
 
Keep up any work you do - it qualifies as useful genius!
Andy Mac
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RE: AE Ironman Mod

Post by Andy Mac »

The main purpose of the Ironman mod is to accept that the AI will pull the odd moronic move so to allow a little more slack for it and adding a lot more escorts that will allwo the Ai to escort stuff better.
 
Also prepositioned some LCU's in some of the palces the AI has difficulty with in general trying to give you the best possible game is all
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chesmart
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RE: AE Ironman Mod

Post by chesmart »

will send the save wheni get home from work andy.
Andy Mac
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RE: AE Ironman Mod

Post by Andy Mac »

Thanks Che as a harder version of the hard scnenario it might be worth including it in the patch.
 
Albeit only as a v Jap AI scenerio
Andy Mac
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RE: AE Ironman Mod

Post by Andy Mac »

Yup we may be able to get them to includ it in patch 1 as a pure ahistorical fantasy v the Jap AI scenario makes it easier for me to maintain then
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bstarr
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RE: AE Ironman Mod

Post by bstarr »

ORIGINAL: Andy Mac

Yup we may be able to get them to includ it in patch 1 as a pure ahistorical fantasy v the Jap AI scenario makes it easier for me to maintain then

I hope they do officially include it. It would be nice to have an official advanced AI mod that way we don't have someone popping in and starting a dozen or so threads a day about thier own mod to make it look like the official one. You know like we had when good old CHS was overrun by swarms of threads started (name withheld) posting about his mod. [:D]

mariandavid
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RE: AE Ironman Mod

Post by mariandavid »

Apologies if already covered but have you thought of 'inserting' the ten or so escorts of the Enoki and Momi classes that were sold out before the start of the war. Certainly as far as I know their removal was not made known to, or discovered by the Allied powers.
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chesmart
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RE: AE Ironman Mod

Post by chesmart »

Save file sent Andy!
Toddr22_slith
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RE: AE Ironman Mod

Post by Toddr22_slith »

Andy,

This may be a dumb question, but will this mod incorporate any OOB changes? What I mean is the typo's that have been found, incorrect data, etc in the OOB that are being fixed. Will these fixes be incorporated into this mod.

I can't have NM class battle ships cruising at 1 hex per turn [:D]

By the way, I think this mod sounds great.

Keep up the good work.

Todd
Andy Mac
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RE: AE Ironman Mod

Post by Andy Mac »

Yes I used the patched version of scen 2 as the baseline so it should have most of the corrections.
 
 
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Chad Harrison
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RE: AE Ironman Mod

Post by Chad Harrison »

ORIGINAL: Andy Mac

Yup we may be able to get them to includ it in patch 1 as a pure ahistorical fantasy v the Jap AI scenario makes it easier for me to maintain then

I too think that this should for sure be included as an 'official' scenario. If not included in patch 1, then a later one.
Andy Mac
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RE: AE Ironman Mod

Post by Andy Mac »

I think it will go in as a purely v Jap AI scneario to patch 1 stil being debated but its a maybe at present.
 
p.s. I am back in Glasgow for the weekend so I wont be about to answer questions much
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bstarr
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RE: AE Ironman Mod

Post by bstarr »

You've probably noticed this already but the subs and a few of the ships, mostly APDs, start with no fuel.

Laxplayer
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RE: AE Ironman Mod

Post by Laxplayer »

Andy,

You are probably busy with AI tweaks and the patch, but is their any more news or headway on this mod? If it's "finished" I'd love a copy!

thanks,

laxplayer@hotmail.com
Andy Mac
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RE: AE Ironman Mod

Post by Andy Mac »

I think it will make the patch so I will probably hold off sending it out for now as I am still tweaking it
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RevRick
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RE: AE Ironman Mod

Post by RevRick »

ORIGINAL: Andy Mac

I have a first cut that I am testing I will need to find a shed load of Japanese ship names but the AI improvement is noticable (albeit based on total fiction)

John is digging me out some ship names but if anyone has any suggestions lemme have them I need to find about 50 escort type ship names.

After I get the first patch naval/air/land amendments it should be good to go. it will 100% not be for PBEM as the Ai is getting muchos extra resources !!!!

I am avoiding outright cheats for the Japanese


Well, there's always the unused name from Admiral Furashita's Fleet - the IJNS Scruyu....[:D]




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Laxplayer
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RE: AE Ironman Mod

Post by Laxplayer »

cool... I'll look forward to playing it then. [;)]
ORIGINAL: Andy Mac

I think it will make the patch so I will probably hold off sending it out for now as I am still tweaking it
Andy Mac
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RE: AE Ironman Mod

Post by Andy Mac »

yUP ITS GOING TO MAKE THE PATCH SO SHOULD BE OUT IN A FEW DAYS
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traskott
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RE: AE Ironman Mod

Post by traskott »

Signed...I'll take a look of this. Very interesting idea. [:)]
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