Ironman Japan v5 - UPDATED

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

Andy Mac
Posts: 12577
Joined: Wed May 12, 2004 8:08 pm
Location: Alexandria, Scotland

RE: Ironman Japan v5

Post by Andy Mac »

you wont yet...
sanderz
Posts: 867
Joined: Thu Jan 08, 2009 2:39 pm
Location: Devon, England

RE: Ironman Japan v5

Post by sanderz »

ORIGINAL: Andy Mac

standard map download and paste into scen file Ai files also attached same thing just download and paste into scen file
ORIGINAL: sanderz

hi

i am thinking of giving this a go when v6 comes out but have a couple of questions:

1) i assume this is played on the standard map, also the download is just .dat files does it use standard ai? (Basically what needs doing to install this?)

many thanks

sanderz

Hi again

i think i am missing something here but where are the ai files? The attachment in the first post just has 9 .dat files and 1 .cmt file (all of which i assume i just paste into the scenarioa folder)

many thanks

sanderz
Andy Mac
Posts: 12577
Joined: Wed May 12, 2004 8:08 pm
Location: Alexandria, Scotland

RE: Ironman Japan v5

Post by Andy Mac »

you dont need the AI files they are already there in a standard install
Andy Mac
Posts: 12577
Joined: Wed May 12, 2004 8:08 pm
Location: Alexandria, Scotland

RE: Ironman Japan v5

Post by Andy Mac »

I assume this is working ok
User avatar
HansBolter
Posts: 7457
Joined: Thu Jul 06, 2006 12:30 pm
Location: United States

RE: Ironman Japan v5

Post by HansBolter »

ORIGINAL: Andy Mac

I assume this is working ok

Sorry for the delay in getting back to you. I went on vacation for a week. The new version seems like a fine and still very strong start. The Pearl strike is still a bit larger than the older version (about 160 some odd Kates and Vals versus 140 some odd of each) and hits lots and lots of very valuable destroyers, putting the US even further in the escort hole than the older version. The additional port strikes on Davao, Hong Kong and Rangoon also add nicely to the Japanese tally on day one.

My game is up to December 25 and progressing nicely. I did have a strange occurrence with my evac from Manila tho. The AI sent a mini KB into the sea south of the Philippines (can't remember the name) almost up to Tarakan just as the bulk of the evacuees were headed there. I diverted the evacuees north and west of Borneo expecting them to get slaughtered by both surface forces and air. Almost every ship made it to Batavia. The air ignored them and continued bombing the invasion targets while the ships sialed by unaccosted.

Have you considered some additional scripts to have the AI make some of the typically agressive early moves a player makes? I recall a game a long time ago when the AI sent a full division to Koumac long befoe I even got a garrison into Noumea, but haven't encountered that script in many many games. A move in the first few days on Sinkwang with a quick follow up to place air base and air units in it to dominate the sea lanes between Singapore-Palembang-Batavia would be very challenging. Anyway, just some quick thoughts...have to get to work now.
Hans

User avatar
topeverest
Posts: 3381
Joined: Wed Oct 17, 2007 1:47 am
Location: Houston, TX - USA

RE: Ironman Japan v5

Post by topeverest »

Andy,

if I were to design a PBEM mod off this base scenario, are there any potholes that I might miss beyond the editor that would swing the empire performace even higher than the obvious changes?
Andy M
User avatar
Keifer
Posts: 92
Joined: Wed Sep 26, 2007 10:27 pm
Location: San Diego, CA

RE: Ironman Japan v5

Post by Keifer »

Playing v5. Singapore managed to hold until Feb 23 with only Aus 8th Div Bns as reinforcements.

Still waiting to see which way the AI is going to go.
Image
Old School Midway Fanboy
Andy Mac
Posts: 12577
Joined: Wed May 12, 2004 8:08 pm
Location: Alexandria, Scotland

RE: Ironman Japan v5

Post by Andy Mac »

thanks guys feedback very welcome

pbem would need a lot of changes to this stat
User avatar
khyberbill
Posts: 1941
Joined: Tue Sep 11, 2007 6:29 pm
Location: new milford, ct

RE: Ironman Japan v5

Post by khyberbill »

Edited



Attachments
CBAdmiralLutzow.jpg
CBAdmiralLutzow.jpg (110.87 KiB) Viewed 499 times
"Its a dog eat dog world Sammy and I am wearing Milkbone underwear" -Norm.
janh
Posts: 1215
Joined: Tue Jun 12, 2007 12:06 pm

RE: Ironman Japan v5

Post by janh »

ORIGINAL: Commander Cody

Andy: Understood on your motivations. I hear DaBades handles the AA on ships pretty realistically, so that might be a great thing to port over. Also, I like their idea of even more restricted stacking and the extended map, but understand that might be a lot of trouble to port to Ironman.

Cheers,
CC

The base force splitting is one thing that does seem to be very reasonable, but playing AE already burns so much time that I simply cannot afford any more micromanagement than already present unless for very compelling reasons. But the "AA tweaks" and also the changes to the "Super E" escorts are very good ideas.

Also the reduced troop and cargo load of ships does makes sense to reduce op-tempo. It might be worth considering to port that, since it will give Allied players more trouble to overwhelm the IJ AI in 43-45 offensive period. Sounds like it could make any game against AI more challenging? Not sure whether that would mess up the transport considerations of AI in the initial expansion phase, though?
Andy Mac
Posts: 12577
Joined: Wed May 12, 2004 8:08 pm
Location: Alexandria, Scotland

RE: Ironman Japan v5

Post by Andy Mac »

Possibly I will look at it and talk to JWE about it
User avatar
khyberbill
Posts: 1941
Joined: Tue Sep 11, 2007 6:29 pm
Location: new milford, ct

RE: Ironman Japan v5

Post by khyberbill »

That would be great. I played one PBEM of the BigBabes and we both liked it more than stock.
"Its a dog eat dog world Sammy and I am wearing Milkbone underwear" -Norm.
User avatar
Keifer
Posts: 92
Joined: Wed Sep 26, 2007 10:27 pm
Location: San Diego, CA

RE: Ironman Japan v5

Post by Keifer »

Andy,

On April 14 the Japanese CV's were raiding SW Australia and sailed into Melbourne. Kaga and Shoho both reported hit by mines.

I think the raids are self defeating for the AI. I have to restrain myself from setting up an ambush to destroy the Japanese CV's piecemeal during the raids.

Although maybe this is an artifact of the AI
Image
Old School Midway Fanboy
Andy Mac
Posts: 12577
Joined: Wed May 12, 2004 8:08 pm
Location: Alexandria, Scotland

RE: Ironman Japan v5

Post by Andy Mac »

Can you email me a save please I want to take a look at that script

thanks

Andy
User avatar
HansBolter
Posts: 7457
Joined: Thu Jul 06, 2006 12:30 pm
Location: United States

RE: Ironman Japan v5

Post by HansBolter »

ORIGINAL: Keifer

Andy,

On April 14 the Japanese CV's were raiding SW Australia and sailed into Melbourne. Kaga and Shoho both reported hit by mines.

I think the raids are self defeating for the AI. I have to restrain myself from setting up an ambush to destroy the Japanese CV's piecemeal during the raids.

Although maybe this is an artifact of the AI


This happended to me many games ago when the AI brought a huge KB to Perth and then chased my fleeing ships eastward. It ran in to the sheltered bay at Melbourne and was hammered by coastal guns and mines. I did supply Andy with a save of that one when it happened.
Hans

Andy Mac
Posts: 12577
Joined: Wed May 12, 2004 8:08 pm
Location: Alexandria, Scotland

RE: Ironman Japan v5

Post by Andy Mac »

I could use another save of this one I lost a lot of audit files in my melt down
User avatar
Keifer
Posts: 92
Joined: Wed Sep 26, 2007 10:27 pm
Location: San Diego, CA

RE: Ironman Japan v5

Post by Keifer »

How do I send you a savegame file?
Image
Old School Midway Fanboy
User avatar
drw61
Posts: 842
Joined: Wed Jun 30, 2004 12:58 pm
Location: South Carolina

RE: Ironman Japan v5

Post by drw61 »

Andy,
I was told that there is a new set of AI files for Ironman, I have looked for them but cant find any. Can you post them here or point me in the right direction to were they are? I currently have aei010-XX dated 12/5/2009
Thanks Daryl
User avatar
Omat
Posts: 2456
Joined: Wed Aug 18, 2004 9:26 am

RE: Ironman Japan v5

Post by Omat »

Hello

The first post..there is a attachement with ironman v06

Hope it helps...

Omat
ORIGINAL: drw61

Andy,
I was told that there is a new set of AI files for Ironman, I have looked for them but cant find any. Can you post them here or point me in the right direction to were they are? I currently have aei010-XX dated 12/5/2009
Thanks Daryl
"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people so full of doubts."
Bertrand Russell
User avatar
drw61
Posts: 842
Joined: Wed Jun 30, 2004 12:58 pm
Location: South Carolina

RE: Ironman Japan v5

Post by drw61 »

Omat, thanks for the reply. The download in the first post has the scenario data files, I had heard there may be new AI files, aei010-01.dat to aei010-18.dat those are the ones I was inquiring about.

For clarification- I'm working on a DaBigBabes version of Ironman, allied ver AI, and PaxMondo asked if I was using the new and especially sadistic AI files or the original AI files? The aei010-01.dat to aei010-18.dat files I have are from 12/5/2009 and was wondering if newer ones are available.

Thanks Daryl

ORIGINAL: Omat

Hello

The first post..there is a attachement with ironman v06


Hope it helps...

Omat
ORIGINAL: drw61

Andy,
I was told that there is a new set of AI files for Ironman, I have looked for them but cant find any. Can you post them here or point me in the right direction to were they are? I currently have aei010-XX dated 12/5/2009
Thanks Daryl
Post Reply

Return to “Scenario Design and Modding”