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FatR
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RE: Stanislav's Thoughts

Post by FatR »

ORIGINAL: John 3rd
If you could explain this a bit more to me (so I am clear on the idea), I think it might be a good idea. Am just a bit murky as to the specifics. Could you provide several examples when you get the chance?
It is easy to correct lift capacity for whole classes of transports in the editor. Why I don't really want to do that? That's because fuel consumption seems to be either hardcoded for certain classes of ships, or depending on ship stats in a way I don't understand, so any big changes here will have a profound impact on Japanese fuel calculation that might break the game in the long term (i.e., if a ship hauls less resources while burning the same amount fuel, you'll need to burn more fuel to keep Honshu stocked).

Note, that if you agree to the super-radical engineer reduction, proposed by JWE, this will somewhat mitigate the problem of excessively robust Japanese economy, as many piles of resources will become very hard to extract, requiring the player to send a trickle of small and vulnerable convoys that actually can dock in places like Nauru.
ORIGINAL: John 3rd
Stanislav--If you would like to take-on this nightmare, we could do it. The key point is what would we limit this work to? Engineering units? Base Forces? Engineers within Infantry units? Engineers within HQ Units? Do we slash them AND vehicles in half?
Engineers and vehicles, everywhere. That's why it's a lot of work. But see JWE's suggestions.
ORIGINAL: John 3rd
a. What would be the exact changes on a 'DaBabes-style' DCs/E-Class Ships?
Some of the exact numbers are in the post #555 by JWE.
ORIGINAL: John 3rd
c. Starting 6/42 the old CLs are pulled out of line to convert over to CLAA. This would be an extensive conversion pulling them out for quite some time. We do it by ship class with oldest going first. I'll go through and formally create a proposal for this soon.

How about that?
No problem.
ORIGINAL: JWE
We cut them drastically in DaBabes, but are finding they need to be cut even more. All things considered, and with all due respect, we cut them by 50% but think it's probably better to cut them down to 10% of the original values, with due consideration given to some of the 'special' capabilities. Am willing to work with John on this.
10% sounds really, really drastic. While I admit that this will remove current near-independence from existing infrastructure all right, I'm quite afraid of the impact on playability. Did you actually tested how such radical reduction impacts the game?
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RE: Stanislav's Thoughts

Post by FatR »

And about the ground units, I think the simplest solution is to take OOB from DaBabes and to reapply relatively small RA changes to it (scaling down extra engineer vehicles appropriately). Won't work if we want reduction of building capability by more than 50%, of course. Although I still do not think that lower it below 1/3-1/4 of original is a good idea. I have a feeling that even with 1/3 of the norm most people will be hard-pressed to plan their construction properly and so the game will suffer from another (and worse) extreme, becoming too slow.
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RE: Stanislav's Thoughts

Post by John 3rd »

FatR--My initial thought was not favorable to your comment and then, as I've had some time to think about, I've really warmed to the idea. If we used the OOB of DaBabes and THEN make our changes for RA, it might achieve what has been talked about. Slow down the construction of bases but not to the point of making it impossible.

Should also note that I think I have the notes from our initial changes so that would not be too hard of thing to reinstate.

JWE--Would you be willing to allow this? Could that OOB be placed into RA and then modify it from there? Is that a major task on the wholesale level?


I also like the fact that we wouldn't need to change the lift capacity of the Merchant Marine. Might kill several issues with one modification.
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RE: Stanislav's Thoughts

Post by John 3rd »

Found my original notes for LCU changes. This will help considerably.
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RE: Stanislav's Thoughts

Post by FatR »

Although I looked at the development threads and realized that apparently only DaBigBabes, which rewrites OOB radically, splitting base forces and so on into smaller units, cuts down on the construction capabilities. So looks like my proposal isn't going to work and we're back to adjusting TOEs manually... Let's see what JWE will say, though.

EDIT: And of course, John, we need to decide by how much we want to reduce the construction capability. If 50% still seems too excessive, I propose 1/3 of the original. I'm afraid that 10% proposed by JWE will not only be very punishing for players who don't plan a year ahead (including slowing the game down to a crawl if the Allied player fails in that), but also will make airfield shutdown practically permanent and already-massive carrier superiority over LBA absolute.
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RE: Stanislav's Thoughts

Post by Terminus »

ORIGINAL: John 3rd

We'll keep Kitakami and Oi but that is it for TT Cruisers...

Got to placate the Gun-Club somehow! [:D]

Remind me, does RA pre-suppose continued IJN adherence to the Decisive Battle doctrine? If not, then the torpedo cruisers would never have been built in the first place. That's all they were for, and the reason they were unused during the war.
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Economics

Post by ny59giants »

Has anybody found the pre-war adjustments to the economy to be difficult to manage?? With the increase in Naval Shipyard needs, the HI will be larger to handle it along with the need for more fuel to feed it. Stanislav and John both seem to have some issues with fuel, or is it just me??
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RE: Economics

Post by FatR »

I'd say that with building of almost everything there is to build (save for a few subs) and extremely logistic-straining operations against Hawaii, it's no wonder that I'm suffering the decline in fuel reserves. I also forgot to bring enough supplies to repair the oilfield at Miri fully for way too long. I don' think that my economic situation is actually critical. This might change in 1943, but we'll see.
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RE: Stanislav's Thoughts

Post by John 3rd »

ORIGINAL: FatR

Although I looked at the development threads and realized that apparently only DaBigBabes, which rewrites OOB radically, splitting base forces and so on into smaller units, cuts down on the construction capabilities. So looks like my proposal isn't going to work and we're back to adjusting TOEs manually... Let's see what JWE will say, though.

EDIT: And of course, John, we need to decide by how much we want to reduce the construction capability. If 50% still seems too excessive, I propose 1/3 of the original. I'm afraid that 10% proposed by JWE will not only be very punishing for players who don't plan a year ahead (including slowing the game down to a crawl if the Allied player fails in that), but also will make airfield shutdown practically permanent and already-massive carrier superiority over LBA absolute.

I think down to 10% is way too far. For slowing things down, yet retaining the fun element, I think 50% is about right. Concur that we wait for JWE to jump in some more on this.
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RE: Stanislav's Thoughts

Post by John 3rd »

If the two of us weren't so darned aggressive (you after Hawaii and me after India) I imagine that this wouldn't be too bad economically. Building everything is costly to the extreme, however, there is the bonus that once one gets to late-43 nearly 3/4 of the Japanese warship's construction is completed.

FatR--Have you had issues keeping Manchuria supplied and fueled? I'm having all sort of issues there and am curious if it is because of the Mod changes.
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RE: Stanislav's Thoughts

Post by JWE »

ORIGINAL: John 3rd
John--Would it be easier if I sent you the RA Files?

I know that Juan did all his Modifications by me simply sending it to him.
Sure. I know just what to change so it will be quick. I'll also include a complete changelog so you can un-doo any voo-doo you think is doo-doo [:D]

I'll send you a pm with my email address. Feel free. Ciao. John
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RE: Stanislav's Thoughts

Post by JWE »

ORIGINAL: John 3rd
ORIGINAL: FatR
Although I looked at the development threads and realized that apparently only DaBigBabes, which rewrites OOB radically, splitting base forces and so on into smaller units, cuts down on the construction capabilities. So looks like my proposal isn't going to work and we're back to adjusting TOEs manually... Let's see what JWE will say, though.

EDIT: And of course, John, we need to decide by how much we want to reduce the construction capability. If 50% still seems too excessive, I propose 1/3 of the original. I'm afraid that 10% proposed by JWE will not only be very punishing for players who don't plan a year ahead (including slowing the game down to a crawl if the Allied player fails in that), but also will make airfield shutdown practically permanent and already-massive carrier superiority over LBA absolute.
I think down to 10% is way too far. For slowing things down, yet retaining the fun element, I think 50% is about right. Concur that we wait for JWE to jump in some more on this.
Yes, you guys are right. 10% is much too aggressive and will indeed have a negative impact on playabiity/balance. Overlooked the Carrier v LBA thing entirely. Wheels, within wheels, within wheels, sigh ... my bad.

A 50% reduction is working out very well, both sides can still build up BIG places rather quickly, but can only do it to about half the places (simultaneously) that they could in stock. That sort of timing and limitation on the number of bases that can be simultaneously built up big, is one of the main paradigms of Babes. So 50%, 33%, they will both work. The main concept is one must use 2x or 1.5x the stock number of units to get the same result as in stock; which means only 1/2 or 2/3 the number of things that can be done simultaneously. But you can still get the stock results (in terms of time to build to , fx, 8 or 9), just in fewer places. Um .. does this make sense, or am I getting tangled up my shorts again?

Anyway, I haven't looked at a stock based OOB for a while, but if you all want, I would be glad to check it out and try and come up with a 'least effort, highest benefit' solution that doesn't impact the AI in any way, and let you have the results.

John, I think you and your crew are running down a good track. Ain't the same as Babes, but it is no less valid. Be pleased to help in any way I can.

Ciao. John
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RE: Slowing Things Down...

Post by Buck Beach »

ORIGINAL: John 3rd
ORIGINAL: FatR

So, about hindering Japan early...

The thing is, by the very nature of AE, operations in the game tend to unfold very rapidly, compared to RL, and you can't really buy as much time as in RL by trading territory for it. There are three main contributing factors to that:

1)Easy logistics. The RL complexity is reduced to providing fuel and supplies, only supplies to bases that aren't supposed to support fleet operations. And supply equation is such, that players often don't need to bother with secure naval lines of communication in the short term. Both sides also have sealifting capacity well in excess of their needs. Allies, in particular, have rather limited economic needs, and this gives them vast reserves of shipping that can be freely sacrificed to fuel military operations.

I'm not sure if anything can be done with this aspect of the game. A blanket reduction in ship cargo capacity will make feeding military operations in distant theatres more challenging, but also will impact Japanese economics rather hard. Now, I don't mind this aspect of the game to be more challenging, as in the game Japanese happen to have a significant surplus of merchants, instead of their RL constant shortage, but such profound changes are very hard to balance. I'm also not sure if other people really care about playing Transport Tycoon of the Pacific (I know you don't John, and often find micromanaging small convoys annoying myself).

2)Easy base building. Not even talking of extra perks Japanese get here in RA, in Scen 2 I made Tulagi into an airbase capable of launching attack missions (size 2) in about a month, without even a major commitment of construction units. Well, we all know how long it took Japanese to construct an operational airfield there in RL. Of course, this works even better for Allies. They can drop a bunch of troops in dot hexes and turn them into an airfield cluster of doom in a week or two - moves like this are more limited by amphibious capability than base-building one. Constructing an airfied capable of operating unlimited number of aircraft might take only about a month later in the game. This "Instant Base - Just Add Supplies" capability makes offensive operations faster and vastly reduces dependency on existing bases, allowing offensives also to be bolder. It is probably the main factor that makes deeply unrealistic Japanese moves, like early assault on Hawaii or moving into Southern Pacific with Rabaul as the closest forward base quite viable. It's also one of the main factors that allows the classic war-winning Allied gambit of jumping into a currently weakly-developed but strategically important region in force (like Cuttlefish was defeated by Q-Ball; I avoided this fate in my Ocean of Blood game only by destroying Allied carrier fleet).

In certain situations, this can make the game harder for Allies - if they fail to push back until about second half of 1943, they are likely to face the Japanese perimeter that looks like Atlantikwall and Maginot Line combined. But I believe such situation to be just a sympthom of deeper failings on the Allied player's part.

If it is possible to adjust the speed at which engineers work, I don't know how to do this. So, the only way of fixing the situation seems to be going through TOEs and cutting the number of construction troops at least in half for both sides (for Japanese - from their increased number in Scen 70, to keep the intended bonus).

3)Players' greater risk tolerance, loss tolerance and willingness to outright sacrifice troops, ships and planes, compared to RL planners. Affects the Japanese side too, as many players do not mind expending assets that will be useless late in the war anyway, but mostly impacts how the Allies are willing to act, compared to RL.
Nothing really can be done about this aspect, except outsmarting and punishing one's opponent for his aggressiveness[:)].


As a consequence of all this, Japan in AE generally cannot be satisfied with the historical conquests, even with a few additions to complete the defensive perimeter, like Port Moresby. At the very least, the Japanese player must take Northern Australia, to safeguard Eastern DEI, that has a ton of dot bases and therefore is extremely vulnerable to an early, or even not-so-early Allied counterattack. Ideally, he should strike farther, to destroy Allied assets and disrupt their buildup whenever possible, and strike early, before the amphibious bonus will run out, and every Allied base of note will require a month of fighting to seize. Southern Pacific seems to be a rather popular direction for such assault, although after trying this direction for myself I'm not liking it very much. This requires bold advance and swift destruction of Allied forces in Malaya and DEI.
Conversely, a major slowdown in Phase 1 (reaching the historical perimeter) usually spells total disaster for Japanese. Again, see even my own example in Ocean of Blood AAR, Cuttlefish vs. Q-Ball and Aussies vs. Amis examples, heck, even Nemo121's game as an extreme example of what might happens when the Japanese player commits particularly grievous mistakes during the initial expansion phase.

And unless something is done to offset above-mentioned factors (those we can do anything about), I'm quite strongly opposed to make the initial DEI conquest harder. Yes, I know, in RL it was far from almost-sure thing it is in AE. But our goal with RA is to faciliate long-lasting campaigns that remain interesting as long as possible, and in the current metagame introducing small immediate bonuses for Allies at the start can give them an advantage snowballing in importance as the game goes on, and possibly shortening it by a year or two. In particular, significant reinforcement of Palembang, the base any Allied player who feels like hurting the enemy to the best of his ability, should already be reinforcing from Day 1, in hopes of causing severe damage to oil and refineries on capture, is likely to be very harmful for the Japanese in the long term.

Initial Comment: Damn.

This is well thought out and insightful Sir. I had to read it two or three times to really wrap my mind around your commentary. It is excellent.

OK.

1. Easy Logistics--Working in this area is a can or worms.

I personally like the idea of reducing carrying capacity of AKs/TKs/AKLs/etc...but it would be a NIGHTMARE to work on. To a certain extent the developers have already moved in this direction. Remember the original WitP?!!

Of course in RA we've already thrown a major handicap at the Japanese by making things tougher with a reduced fuel/supply stockpile. You are correct in that I truly HATE this side of the war but it is a necessity.

2. Easy Base-Building---This is more workable:

a. One could go through and reduce the engineers as described above. This could be done. Be a lot of work but do-able for someone who is methodic. I like this idea as the most simple solution.

b. A second thought would be to reduce those dot hexes and lower base possibilities. This would mean serious map work and might be quite difficult as well.

Your summation of what a Japanese player MUST do to simply secure the perimeter is spot-on. I feel that I must (by May 42) have Aleutians, South Pacific including PM, NW Australia, and ALL of Burma. Could the Japanese have done this IRL? NO. Simple as that but nearly all JFB feel they have do to simply forestall an early Allied counter.

I wish there would be some form of negative VP allowed for NOT fighting for locations. Something like if Soerabaja falls Feb 1, 1942--lose 200 VP, Soer falls Feb 15th lose 100 VP. This frustration goes to the Sir Robin defense. The Allied Player KNOWS the Japanese most be offensive in the extreme so many don't put up a real fight.

Anyone who has played the Japanese knows this is the exact opposite route one should take because the Japanese cannot replace early losses. An Allied player can lose a couple of CVs, BBs, and support ships because THEY WILL BE REPLACED. Not so the Japanese...

This could turn into a rant so I'll stop.

Got to say you really got the juices flowing with this Posting FatR!


This reply is directed to FatR, John 3rd, JWE and whoever and is Rant of sorts.

Here is a post I recently made in the Naval Issues thread, but given the issues ya'll (that's for you JWE since your now from Bama) I thought it may fit in here[/b]:

A friend of mine suggested that a portion of Japan's existing merchant fleet, at the start of the war, were left out of the game to represent those ships dedicated to domestic purposes as opposed to those in the game towards the "war effort". I don't ever recall seeing this. Does it sound familiar?

"Say it is not so Joe" ,but while it may not be true it seems by some of what you are saying, it is appropriate because of the "games" already over capacity of supply/merchant ships.

I have no doubt that it's true game wise and you guy collectively are a group of pretty "fart smellers" (as my uncle would say) and this comment in no way is disrespectful towards you.

Sort of seems like we have come full circle back to issue with stock WITP. It was recognized by many and pursued with gusto by EdCid (among others). Recall the reconfiguration and reduction of Allied AKs to cut in half the vessels and reduce their capacities. ElCid went farther and created "supply sinks" and damaged supply centers in the US to cut down on the initial over capacity of the US production and the begining of the war.

So what's my rant. Well here we are some 3 years later with our dream game and its sameo, sameo. In fact it seems we have even more supply than in WITP. And then there are the other issues you guys surface (and rightfully so). I visioned this game at least as representing "RL" data and was extremely delighted with the Mod expansion to DaBabes Lite and then the Biggy, bringing more and better toys to the party, Don's approach to the ship inventory, if it was there, put it in got my 68 year old heart beating faster. Now I am learning that it just adds to playability issues.

Why is my re-post germane. Well I have been on a 6 month or more long project to bring the shipping on both sides in line with RL (including capacities and armament, with concentration on the Japanese merchant ships for over a month. In a couple of PMs between Don he seemed to be interested in the results I might come up with, but maybe only just as a curiosity.

I have spent countless hours researching the Internet, buying an online subscription and purchasing several books to this end and then there's the entering of the data for maybe 150 to 200 (or more) additional Japanese merchants (large and small). Hey nobody told me to do it but it seemed to be one of the themes of the overall DaBabes project and I was excited. And now we don't even need or want more ships.

Well guess what folks, you've heard it before "the game is broken" and I guess needs to be adjusted/dumbed down to non-real equipment "shootem-up beer and pretzel fantasy fun game like Grand Fleet" to make it work of sorts. Ok it will never be that but I am a worn out old fart that is pretty disillusioned at this point.

I appreciate all that the developers and you modders have tried or are trying to do for this game but it appears it has turned out to be truly expensive "Mission Impossible"

I'll still be lurking around (not that any of you should care) but with a hell of a lot less enthusiasm.

Buck

Don Bowen, if you are still interested in the additional Japanese merchants I found (to date), just ask.
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RE: Slowing Things Down...

Post by treespider »

Been lurking for quite some time and haven't fired up AE for quite a bit due to some spousal health issues...however the past few posts are great and informative.

One point that you guys may be overlooking is the fact that the resources necessary to be transported to Japan are IIRC still not up to the "real-life" levels.... During development a decision was made to "scale" back the resources necessary to be transported to "keep the game from breaking". The levels are far more restrictive in AE than in WitP however they are still not "real-life".

I do not have the numbers currently in front of me and it would require some work up on my part to input the correct data...However one change that was implemented is in the editor...that is the ability to fiddle with industrial resource input requirements and output ... Bottomline is the Japanese Merchants in stock AE are far more stretched than it was in vanila WitP but it is still less than history. By using the editor you can change the resources required for industry which would result in greater strain on the Japanese merchants.

Also one item that was also discussed (but not chnaged) was supply usage - in terms of unit supply consumption and supply spoilage. Both are likely vastly underated...when compared to history. For example our digital QM's bring in exactly what units need when they need it...the digital QM will never bring in a ship loaded with toilet paper and condoms that sit on the beach unused...

.........

On a note related to base expansion...one item that both Nik and I toyed with was an across the board reduction in base sizes and SPS size. By reducing sizes you increase the cost to expand beyond the SPS IIRC. In addition, remember you can still operate at bases smaller than "optimal" size you just do so at a penalty...

.........

One final note while on my "Rant"... one other aspect that seems out of accord with "reality" is the ability of aircraft to detect TF's at very long distances as well as the ability to strike the same TF's at very long ranges...not saying that it shouldn't happen but perhaps a few more "Flight unable to locate target" messages...maybe this has been changed in my near 8 month absence.

Now back to your regularly scheduled programming....


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RE: Stanislav's Thoughts

Post by stuman »

ORIGINAL: JWE

ORIGINAL: John 3rd
ORIGINAL: FatR
Although I looked at the development threads and realized that apparently only DaBigBabes, which rewrites OOB radically, splitting base forces and so on into smaller units, cuts down on the construction capabilities. So looks like my proposal isn't going to work and we're back to adjusting TOEs manually... Let's see what JWE will say, though.

EDIT: And of course, John, we need to decide by how much we want to reduce the construction capability. If 50% still seems too excessive, I propose 1/3 of the original. I'm afraid that 10% proposed by JWE will not only be very punishing for players who don't plan a year ahead (including slowing the game down to a crawl if the Allied player fails in that), but also will make airfield shutdown practically permanent and already-massive carrier superiority over LBA absolute.
I think down to 10% is way too far. For slowing things down, yet retaining the fun element, I think 50% is about right. Concur that we wait for JWE to jump in some more on this.
Yes, you guys are right. 10% is much too aggressive and will indeed have a negative impact on playabiity/balance. Overlooked the Carrier v LBA thing entirely. Wheels, within wheels, within wheels, sigh ... my bad.

A 50% reduction is working out very well, both sides can still build up BIG places rather quickly, but can only do it to about half the places (simultaneously) that they could in stock. That sort of timing and limitation on the number of bases that can be simultaneously built up big, is one of the main paradigms of Babes. So 50%, 33%, they will both work. The main concept is one must use 2x or 1.5x the stock number of units to get the same result as in stock; which means only 1/2 or 2/3 the number of things that can be done simultaneously. But you can still get the stock results (in terms of time to build to , fx, 8 or 9), just in fewer places. Um .. does this make sense, or am I getting tangled up my shorts again?

Anyway, I haven't looked at a stock based OOB for a while, but if you all want, I would be glad to check it out and try and come up with a 'least effort, highest benefit' solution that doesn't impact the AI in any way, and let you have the results.

John, I think you and your crew are running down a good track. Ain't the same as Babes, but it is no less valid. Be pleased to help in any way I can.

Ciao. John


Well, I don't know about your shorts, and don't want to ! [:)]

But I would like to add as a mere , lowly end user that DaBabes is a delight, and has a very good " feel " to it. Also ( as I read more, and more, and more ) it seems to strike a balance between real world " as it happened " and playability.
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RE: Slowing Things Down...

Post by stuman »

due to some spousal health issues

I am very sorry to hear that, is she ok ?
toilet paper and condoms that sit on the beach unused

Aren't both of those used up quickly [:)]


It is nice to have you back. Don't you have a son that is active in sports ? How is he doing ?
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RE: Slowing Things Down...

Post by treespider »

ORIGINAL: stuman
due to some spousal health issues

I am very sorry to hear that, is she ok ?

Yes she is doing fine now...an atrial septal defect bigger than a quarter (us currency for our friends outside the U.S.) in size. Had to stop her heart and go into the inside to patch the hole between the two atrial (sp?) chambers of her heart. Caused me to seriously re-evaluate the priorities in my life...
toilet paper and condoms that sit on the beach unused

Aren't both of those used up quickly [:)]

Ok poor example...how about typewriters and tires that are the wrong size...but you get my point.
It is nice to have you back. Don't you have a son that is active in sports ? How is he doing ?

I have two sons...one is a futbol player who just made his High School Team as a freshman...didn't quite make the cut this year for the ODP team as the widdled from 36 to 18...maybe next year.

The other son is a bass clarinet-est who is an alternate for the All-State band as a sophomore.

Not usre I am "fully" back but have found myself popping in a little more frequently here lately...

----

Sorry for the hijack... back to our regularly scheduled program
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RE: Slowing Things Down...

Post by John 3rd »

No apologies needed whatsoever Treespider. It is GOOD to see you Posting and I hope things continue to improve with your Lady! My boys are 7 and 4 and I think their Mother would have a royal conniption if either of them played Football.

A lot of things Posted here today. It was my one day off for the week and I got called into the Hotel for 8 hours work. SUCKED! Am pretty busy trying to balance things. Thoroughly understand the above Post's comments about having to re-evaluate life priorities...

Comments to today's Posts:
1. JWE--Thank you for the very kind and considerate offer. If Stanislav, BK, and Michael are good with the idea, I will send the latest version of our work to you for your re-tooling. Have to admit the 'doo-doo' line about had me on the floor in convulsions laughing.

2. Buck--I am sorry for work being done and not having a good feeling of appreciation. I'd be curious to know what you did and what you FOUND? I'll never say 'not interested' to someone's hard work. Please email me or Post here what you've found. It might be interesting.

3. Stuman--Thanks for the feedback regarding 'dababes.' I admit to not having read much about it. I know there is a strong following and some darned good research that went into the Mod.

4. Treespider--Your refreshing comments as to the decision process for AE and some of the insights there is quite helpful. FatR suggested changing base sizes last page and I like that idea, however, the work would truly blow chunks (technical term!).
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Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
Buck Beach
Posts: 1974
Joined: Sun Jun 25, 2000 8:00 am
Location: Upland,CA,USA

RE: Slowing Things Down...

Post by Buck Beach »

ORIGINAL: John 3rd

2. Buck--I am sorry for work being done and not having a good feeling of appreciation. I'd be curious to know what you did and what you FOUND? I'll never say 'not interested' to someone's hard work. Please email me or Post here what you've found. It might be interesting.

It isn't that I'm feeling unappreciated, no way and no how. My work was for me and me alone as an AI only player. I am and have been willing to share just for the good of the community and only if interested. I have mentioned this to JWE on several occasions that my interest in lies in my sandbox.

I went through the on-line and purchased cd for all the Esso tankers and U.S. troop ships filtering out those not having entered the Pacific and setting withdrawal dates for those that had. I seached for every possible ship I could find on the Internet to see if they were canadates for my mod.

I was adjusting capacities of the Esso tankers based on each ship's trip records. Also, was in the process of searching various books that reflect the armament on U.S. merchants when they were sunk or damaged to use as a yard stick for tweaking that data (and other navies as well). And finally, I paid for a site that gave me basic stats and other information on almost all ships with my interest being the Japanese merchants (and warships) AP,AK and tankers including build dates sinking dates. That alone has amounted to more than 300 ships. Not only did I include those built during the war but I searched and found (this job not finished) 10 questionable ships having different stats that those same ships in the game and 68 additional (and counting) pre-war ships still used during the war exceeding 900 tons that are not in the game.

Are there errors in this project well as I said before I'm 68 and don't even come close to being as sharp as I use to be, not to mention that I am not collage educated.

Feeling unappreciated no, but none the less disillusioned that the game (stock or mods) can not handle real life data. Not even for the PBEM boys.

Sorry for the run on post but I am so exhausted that I don't even feel like proof reading it.

Give me a few days to clean it up a little and convert the ship data to a new excel spead and I will send it PM.

Buck
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Kereguelen
Posts: 1454
Joined: Wed May 12, 2004 9:08 pm

RE: Slowing Things Down...

Post by Kereguelen »

ORIGINAL: Buck Beach


And finally, I paid for a site that gave me basic stats and other information on almost all ships with my interest being the Japanese merchants (and warships) AP,AK and tankers including build dates sinking dates. That alone has amounted to more than 300 ships. Not only did I include those built during the war but I searched and found (this job not finished) 10 questionable ships having different stats that those same ships in the game and 68 additional (and counting) pre-war ships still used during the war exceeding 900 tons that are not in the game.

Hi,

I did some research on Japanese merchant ships as well and would be interested to know, how many ships you were able to find. I was able to identify 1,678 Japanese merchant ships (including tankers) that were registered by Japanese shipping companies in December 1941 (only ships bigger than 300 grt). This figure includes several ships that were commissioned by the IJN as auxiliaries of various sorts (mostly as patrol boats).

Regards

K
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