That's a thought.ORIGINAL: drw61
It would be nice for us that play against the AI if you could do a version with just the extra ships (Da Babes Lite version)
Thanks
Daryl
Da Babes Mod
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RE: Da Babes Mod
RE: Da Babes Mod
And hope revives, thanks for looking into it!
Daryl
Daryl
ORIGINAL: JWE
That's a thought.ORIGINAL: drw61
It would be nice for us that play against the AI if you could do a version with just the extra ships (Da Babes Lite version)
Thanks
Daryl
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RE: Da Babes Mod
ORIGINAL: JWE
That's a thought.ORIGINAL: drw61
It would be nice for us that play against the AI if you could do a version with just the extra ships (Da Babes Lite version)
Thanks
Daryl
And the adjusted Naval Support/Shore Party support at port bases.[;)]
RE: Da Babes Mod
Well, that's the problem. We don't plan to just tweak. We plan on redefining content of major HQs; adding US Naval District HQs; adding several new classes of LCUs; redefining content of some existing LCUs. These are the wet cow flapjacks that the nominal AI will step in. The existing scripts won't know about our changes, so ...ORIGINAL: Buck Beach
And the adjusted Naval Support/Shore Party support at port bases.[;)]
It is possible that we can still utilize the first script group, so that there will be a rational AI that people can use to go smiling and dialing for a period of time. But since we do not know how our changes will affect the AI, we cannot offer the campaign version of Les Bebes as anything but a PBEM/H2H scenario.
We will do our best to keep LCU and Base changes from impacting the Class and Ship files. That way, we could offer 2 versions - a Class and Ship file drop-in that would play with the standard AE-AI, and a complete file set drop-in, that likely would not. The complete file set drop-in will include the first AI script group - aei001 to aei006, but no waranty can be given.
drw61 had a good idea. If we can keep the file changes independent, people could just substitute a limited set, depending on their desires:
Load the Ship and Class files and play under AE scen001, 002, 006, 007, 008, or 009.
Load the whole magilla, and play PBEM/H2H.
RE: Da Babes Mod
JWE and the rest of Da Team. Just to say that if this does for AE what CHS did for Witp then I'm quitting my job and never going to sleep again [:D]
1966 was a great year for English Football...Eric was born
RE: Da Babes Mod
ORIGINAL: JWE
And drydocks (for both sides) of multiple sizes; and data consolidation for gun parameters for SurfCom and AACom; and ship upgrade/convert schedules according to our opinions/schedules; and ... woof!
Ciao. John
This caught my eye. I know a few posts up you said that most of what you're doing will be for PBEM/h2h but can the Drydocks make the cut into the player vs AI?
RE: Da Babes Mod
My Hero[&o]
RE: Da Babes Mod
The stock AE scenarios have a very limited set of drydocks for either side. However Da Babes opens this up quite a bit. There's biggies, middies, and dinkies. There's also some static floaters here and there. Just for fun:

and yes, they are Allied. Japan didn't have many, and what they did have (that was deployable) was small. Bases that have repair yards will not have floaters - those have already been taken into account in developing the repair yard values. And no, you can't capture them. If ya capture a base, the gobs will blow them into itsy, bitsy pieces.

and yes, they are Allied. Japan didn't have many, and what they did have (that was deployable) was small. Bases that have repair yards will not have floaters - those have already been taken into account in developing the repair yard values. And no, you can't capture them. If ya capture a base, the gobs will blow them into itsy, bitsy pieces.
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RE: Da Babes Mod
So, what's a "static floater"?
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Da Babes Mod
Some ARDs were constructed in place, moored to concrete piers, and weren't able to go much of anywhere. Others were painfully towed for weeks/months across the Pac to their final resting place, and they ain't going anywhere else anytime soon. So, they are static - they don't move - they stay where they are. They have speed-1 to avoid the dread 'divide by 0', but they pretty much stay where they are. Think of them as static/restricted.ORIGINAL: witpqs
So, what's a "static floater"?
- treespider
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RE: Da Babes Mod
ORIGINAL: JWE
Some ARDs were constructed in place, moored to concrete piers, and weren't able to go much of anywhere. Others were painfully towed for weeks/months across the Pac to their final resting place, and they ain't going anywhere else anytime soon. So, they are static - they don't move - they stay where they are. They have speed-1 to avoid the dread 'divide by 0', but they pretty much stay where they are. Think of them as static/restricted.ORIGINAL: witpqs
So, what's a "static floater"?
I suppose Endurance of 0 or 1 would work as well?[;)]
Here's a link to:
Treespider's Grand Campaign of DBB
"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
Treespider's Grand Campaign of DBB
"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
RE: Da Babes Mod
You betcha!ORIGINAL: treespider
I suppose Endurance of 0 or 1 would work as well?[;)]
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RE: Da Babes Mod
ORIGINAL: witpqs
So, what's a "static floater"?
I know what a floater is? (bathroom humor)
RE: Da Babes Mod
I threw you a softball, Buck! [;)]
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Da Babes Mod
ORIGINAL: JWE
Some ARDs were constructed in place, moored to concrete piers, and weren't able to go much of anywhere. Others were painfully towed for weeks/months across the Pac to their final resting place, and they ain't going anywhere else anytime soon. So, they are static - they don't move - they stay where they are. They have speed-1 to avoid the dread 'divide by 0', but they pretty much stay where they are. Think of them as static/restricted.ORIGINAL: witpqs
So, what's a "static floater"?
If its any consolation, it took less than 30 days to take Los Alamos (AFDB-7) to Scotland from the East Coast. That bad boy could lift a BB and it sucked taking that walk up the wing wall.
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RE: Da Babes Mod
ORIGINAL: witpqs
I threw you a softball, Buck! [;)]
Only kind I can hit these days.
RE: Da Babes Mod
Oh yeah. ABSDs, and AFDMs and such will have a speed (low) and endurance (low) and fuel (low) that represents their being able to be towed to places like Manus, Ulithi, Tulagi, Esperitu Santo, etc..ORIGINAL: oldman45If its any consolation, it took less than 30 days to take Los Alamos (AFDB-7) to Scotland from the East Coast. That bad boy could lift a BB and it sucked taking that walk up the wing wall.ORIGINAL: JWESome ARDs were constructed in place, moored to concrete piers, and weren't able to go much of anywhere. Others were painfully towed for weeks/months across the Pac to their final resting place, and they ain't going anywhere else anytime soon. So, they are static - they don't move - they stay where they are. They have speed-1 to avoid the dread 'divide by 0', but they pretty much stay where they are. Think of them as static/restricted.ORIGINAL: witpqs
So, what's a "static floater"?
I was thinking about YFD-1 Dewey, Admiralty IX, and such. They were painfully towed to their final resting place, so they obviously, technically, 'could' be moved, but they were moored out; guyed and channeled. So, as they were at the time, certain 'floaters' (we call 'em Captain Brown [;)]) are basically static, and ain't going anywhere else anytime soon.
btw, the version with just ships is getting real close.
RE: Da Babes Mod
Thanks for the update, this makes my day!
Daryl
Daryl
ORIGINAL: JWE
btw, the version with just ships is getting real close.
RE: Da Babes Mod
With the issues of the naval support, I know you wrote what you all had to do with it, how is it going to work with patch 2?
(ok small hijack here)
(ok small hijack here)