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RE: AE Ironman Test is out there

Posted: Sun Aug 09, 2009 10:25 pm
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.

RE: AE Ironman Mod

Posted: Mon Aug 10, 2009 3:11 am
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!

RE: AE Ironman Mod

Posted: Mon Aug 10, 2009 5:41 am
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

RE: AE Ironman Mod

Posted: Mon Aug 10, 2009 7:29 am
by chesmart
will send the save wheni get home from work andy.

RE: AE Ironman Mod

Posted: Mon Aug 10, 2009 9:56 am
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

RE: AE Ironman Mod

Posted: Mon Aug 10, 2009 10:54 am
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

RE: AE Ironman Mod

Posted: Mon Aug 10, 2009 12:43 pm
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]

RE: AE Ironman Mod

Posted: Mon Aug 10, 2009 2:03 pm
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.

RE: AE Ironman Mod

Posted: Mon Aug 10, 2009 2:05 pm
by chesmart
Save file sent Andy!

RE: AE Ironman Mod

Posted: Tue Aug 11, 2009 2:17 am
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

RE: AE Ironman Mod

Posted: Tue Aug 11, 2009 9:16 am
by Andy Mac
Yes I used the patched version of scen 2 as the baseline so it should have most of the corrections.
 
 

RE: AE Ironman Mod

Posted: Tue Aug 11, 2009 1:18 pm
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.

RE: AE Ironman Mod

Posted: Fri Aug 14, 2009 11:10 am
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

RE: AE Ironman Mod

Posted: Fri Aug 14, 2009 3:27 pm
by bstarr
You've probably noticed this already but the subs and a few of the ships, mostly APDs, start with no fuel.

RE: AE Ironman Mod

Posted: Wed Aug 19, 2009 7:44 pm
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

RE: AE Ironman Mod

Posted: Wed Aug 19, 2009 7:51 pm
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

RE: AE Ironman Mod

Posted: Wed Aug 19, 2009 11:11 pm
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]




I'm sorry. I couldn't help myself... I'm bad..

RE: AE Ironman Mod

Posted: Thu Aug 20, 2009 12:06 am
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

RE: AE Ironman Mod

Posted: Sun Aug 23, 2009 12:04 pm
by Andy Mac
yUP ITS GOING TO MAKE THE PATCH SO SHOULD BE OUT IN A FEW DAYS

RE: AE Ironman Mod

Posted: Sun Aug 23, 2009 7:58 pm
by traskott
Signed...I'll take a look of this. Very interesting idea. [:)]