Page 5 of 58
RE: Assignments and Ideas for 2.0
Posted: Sat May 22, 2010 8:23 pm
by oldman45
I really don't think the Ranger would be sent to the Pacific unless they were defending Pearl Harbor, the ship just did not have the operating range for use in there and the Navy kept it in the Atlantic.
What you could do is not build as many Cleveland Class CL's and create more Independence CVL
RE: Assignments and Ideas for 2.0
Posted: Sat May 22, 2010 8:29 pm
by FatR
ORIGINAL: John 3rd
Sounds like we've work to do.
Stan--Do you want to start on the plane files?
I hope to fix the file within about two days.
ORIGINAL: John 3rd
Additionally did you keep notes on the engines? We need to get that in-line for the start of the war. Perhaps stronger research for the later engines on the new models of Naval Aircraft?
No need for that, all late-war engines already should be accelerated to arrive on the same months as first planes that use them.
Unfortunately, as yubari is currently away from home and we haven't exchanged a single turn this week, I cannot tell anything new about the balance of forces in China.
RE: Assignments and Ideas for 2.0
Posted: Sat May 22, 2010 10:18 pm
by bklooste
ORIGINAL: John 3rd
Sounds like we've work to do.
Stan--Do you want to start on the plane files?
Additionally did you keep notes on the engines? We need to get that in-line for the start of the war. Perhaps stronger research for the later engines on the new models of Naval Aircraft? Questions/Thoughts there?
I'll assign myself to getting the China LCU issue dealt with. I don't know too much with ground units but will figure it out. Was truly shocked when I tried to clear out a hex around Ichang and found over 3,500 AV in Chinese there. YIKES! How do the Chinese troops normally start? Is it around 50% strength and then able to fill out?
Has anyone found other issues within the Mod?
What shall we do for the Allied player? No one has really responded to ideas thrown out there...
John someone needs to check all units the update button was hit on. IJA and allied units can also be filled up. Most CHnese units are 33% strength.
RE: Assignments and Ideas for 2.0
Posted: Sat May 22, 2010 10:55 pm
by bklooste
I wouldnt add too many Naval units to the allied player it affects balance and i would even argue for less with only 2 Yamatos. What the allied player needs early is some counter play but certainly not to diminish KB.
Suggestion ( all of them)
- Add another mine layer ( more mines , more mine production)
- Add 1 more dutch Wildebeast squadron at start and an an english bomber one for Mid Jan
- Bring home the Australian Div in North Africa as per the Australian goverments demands/plans
- An OZ fPYB squadron
In addition with the IJN building the BCs then the allies will try to build a countership..instead of the Alaskas.
RE: Assignments and Ideas for 2.0
Posted: Sun May 23, 2010 12:19 am
by John 3rd
BK--I bet that is exactly what happened. I am sure when I was hitting update with Japanese units it did that for ALL units. Crap. This will truly make things very scary in China as I have already found out.
OK. Can this be reversed by setting strength to 33% and then hit apply for Chinese LCUs? OR Does it need to be done manually for each unit?
Stan--Thanks for taking the time to clear up the plane stuff. There is no need to rush. Whenever you have it done please email it to me in a Zip and I'll continue working on it.
The discussion of adding things for the Allies does make me nervous. Balance is the key concern. The vast majority of Japan's improvements don't hit until late-42 and early-43. The Dec 7th Force Structure is changed very little (a few more planes, more modern planes, and 3 ships) so changing the Allied could really affect things.
Thoughts:
1. How about establishing the Navy Training Squadrons as Michael threw out. They cannot move and could expand out for decent training purposes.
2. Concur about Ranger and her issues. What about moving Lexington's TF down near Pago Pago to reflect covering the TF unloading there at game start?
3. Go along with Juan's BB Upgrade ideas.
4. Allow for a few (2 or 3) of the Cleveland CLs to become CVLs that might arrive in early-1944.
5. Do the same for 2-3 CVE conversions as described earlier.
Forces would remain, more-or-less, the same for Dec 7th but an Allied response would come into play with the conversions and upgrades. Would provide a bit more to play with but NOT throw things seriously out of balance for the beginning of the war.
FatR--In engines I am mainly looking towards the engines needed to reflect the expanded Naval Air Production on Dec 7th.
EDIT: What will John (Red Lancer) need to do?
RE: Assignments and Ideas for 2.0
Posted: Sun May 23, 2010 10:53 am
by bklooste
John , every unit has a different TOE to the planned TOE some are 10% (eg suffered heavy losses , fitting out or a cadre / training) some 90% a few 100% a few more even have 150% , while updating it for an AA regimented wouldnt be too bad on most units like a div it would destroy the historical value and replace it with a standard/planned TOE .
The allies could have 200% of their 1941 value ( excluding CHina ) or the Japanese /
We really need to check a lot of units but of ot is soem key divs then my hunch is it will be easier getting the original land units and redoing the changes maybe somone who is good with spread sheets can check .
ORIGINAL: John 3rd
BK--I bet that is exactly what happened. I am sure when I was hitting update with Japanese units it did that for ALL units. Crap. This will truly make things very scary in China as I have already found out.
OK. Can this be reversed by setting strength to 33% and then hit apply for Chinese LCUs? OR Does it need to be done manually for each unit?
Stan--Thanks for taking the time to clear up the plane stuff. There is no need to rush. Whenever you have it done please email it to me in a Zip and I'll continue working on it.
The discussion of adding things for the Allies does make me nervous. Balance is the key concern. The vast majority of Japan's improvements don't hit until late-42 and early-43. The Dec 7th Force Structure is changed very little (a few more planes, more modern planes, and 3 ships) so changing the Allied could really affect things.
Thoughts:
1. How about establishing the Navy Training Squadrons as Michael threw out. They cannot move and could expand out for decent training purposes.
2. Concur about Ranger and her issues. What about moving Lexington's TF down near Pago Pago to reflect covering the TF unloading there at game start?
3. Go along with Juan's BB Upgrade ideas.
4. Allow for a few (2 or 3) of the Cleveland CLs to become CVLs that might arrive in early-1944.
5. Do the same for 2-3 CVE conversions as described earlier.
Forces would remain, more-or-less, the same for Dec 7th but an Allied response would come into play with the conversions and upgrades. Would provide a bit more to play with but NOT throw things seriously out of balance for the beginning of the war.
FatR--In engines I am mainly looking towards the engines needed to reflect the expanded Naval Air Production on Dec 7th.
EDIT: What will John (Red Lancer) need to do?
RE: Assignments and Ideas for 2.0
Posted: Sun May 23, 2010 12:48 pm
by FatR
I doubt that it is as simple as accidentally filling out Chinese units. Some of the infantry units are 50/100, some 61/100, and some 80/100. Other Allied units seem to be unchanged.
RE: Assignments and Ideas for 2.0
Posted: Sun May 23, 2010 8:38 pm
by John 3rd
We'll need to pull up a vanilla Scen One and do some comparisons to see how different things are from standard. A quick perusal should be fairly easy. Michael--Since you are playing the Allies in ours would you be interested in checking this out?
RE: Assignments and Ideas for 2.0
Posted: Sun May 23, 2010 9:08 pm
by ny59giants
Having all those extra mouths to feed in China is going to hurt in a few months. I don't have enough supplies there already. The Chinese will be unable to do much offensively after a few rounds of combat due to the TO&E being filled out.
RE: Assignments and Ideas for 2.0
Posted: Sun May 23, 2010 9:50 pm
by bklooste
ORIGINAL: ny59giants
Having all those extra mouths to feed in China is going to hurt in a few months. I don't have enough supplies there already. The Chinese will be unable to do much offensively after a few rounds of combat due to the TO&E being filled out.
Not sure that is correct, they run out of supply anyway in most games (esp if strat bombing is not banned). This way you just suicide 2/3 of your army in the first 1-2 months using your supply stock - who cares about the losses your going to be in a better situation , end result is a weakened Japan vs a very experienced chinese army which can then wait to re supply his experienced units . The last thing Japan needs in 41 / early 42 is to send a stack of units to China though it will make the Chinese theater very interesting.
RE: Assignments and Ideas for 2.0
Posted: Mon May 24, 2010 1:05 am
by John 3rd
BK hits my fear right between the eyes. This will be fixed in 2.0.
Can one import just one nation's troops for the Editor? My concern is that if we start fresh with the LCUs, we'll have to reconstruct the whole of the changes to the IJN and AA units. NOT FUN! Can be done but I'd love to avoid that excitement if possible.
I hate China to start with and now I will have to FEAR China as soon as I have grabbed two of the three following targets: Soerabaja, Singapore, and Manila (or is it Bataan?). Just might begin crying right now...WHERE is my Counselor??!!...ohhhhh...yaa he is my opponent. I am in DEEP trouble!
[:D]
RE: Assignments and Ideas for 2.0
Posted: Mon May 24, 2010 3:07 am
by bklooste
I recomend a freeze in China till Batavia falls or 6/42 else it will be REAL bad..
Someone who is really good with spread sheets could take the China units and re-merge them then import the combined land unit file.
RE: Assignments and Ideas for 2.0
Posted: Mon May 24, 2010 3:49 am
by John 3rd
Already HAVE Batavia! [;)]
Pends on what Michael thinks. What about the others playing this Mod? How about China with you guys?
We'll have to see if anyone can work with doing the Chinese separately. Could certainly re-do all the LCU work but really don't want to!
I'll put together a comprehensive to-do list tomorrow and post it for working purposes.
Stanislav--When you get the planes into the right slots could you also take care of resetting the December 7th Naval Air Arm to the correct amount needed for the increased production? If so, please note how much you have to expand and we'll deduct it from starting Japanese supply and fuel.
Did we ever specify what Red Lancer needs to work on for art?
RE: Assignments and Ideas for 2.0
Posted: Mon May 24, 2010 9:42 am
by ny59giants
I wish I could transfer more than 12 Chinese LCUs to India/Burma. I'm already setting up an "all you can eat" buffet in Calcutta.
Yes, it takes two of the "big" three to be captured to trigger China. Manila is an "open" city already, so only one more to go. [:D]Bataan is not going to fall until I run out of supplies.
We could also change Chungking base to give China 5000 supplies per day. I could take most of China by mid-42 this way.

RE: Reluctant Admiral Feedback
Posted: Mon May 24, 2010 1:02 pm
by FatR
ORIGINAL: Zsolo007
Also the a6m3 and the a6m4 appear to have a second pair of 20mm guns. (screenshot attached)
I looked at this, but I don't know what the problem is. Everything seems to be set correctly.
RE: Reluctant Admiral Feedback
Posted: Mon May 24, 2010 1:13 pm
by JuanG
ORIGINAL: FatR
ORIGINAL: Zsolo007
Also the a6m3 and the a6m4 appear to have a second pair of 20mm guns. (screenshot attached)
I looked at this, but I don't know what the problem is. Everything seems to be set correctly.
Its because you did not change the extended range weapons (slots 11-20) to match the normal range ones (1-10).
RE: Reluctant Admiral 2.0
Posted: Mon May 24, 2010 1:21 pm
by FatR
ORIGINAL: Red Lancer
John & Stan
Happy to do the work - just need some clear orders on what you want - I'm working on something else at the moment so I'm not tuned to your needs.
A6M3b is moved to ID 608/bitmap 9, so that A6M3a art can be returned to its original place.
A6M8-S is moved to ID 618/bitmap 19, so that A6M5d-S art can be returned to its original place.
A6M8-J is moved to ID 620/bitmap 21, so that A6M5c art can be returned to its original place.
So, planetops/planesides need to be shifted around accordingly. This should make art fully compatible with stock and JuanG's BB Enhanced mod.
RE: Reluctant Admiral Feedback
Posted: Mon May 24, 2010 1:23 pm
by FatR
ORIGINAL: JuanG
Its because you did not change the extended range weapons (slots 11-20) to match the normal range ones (1-10).
I did this mistake with some MGs (fixed it now), but not with A6M3b/A6M4 cannons[&:].
RE: Reluctant Admiral Feedback
Posted: Mon May 24, 2010 1:31 pm
by JuanG
Any device mismatches will glitch up the display, not necessarily for the device concerned. Ive had Vickers/K MG's mismatched causing bomber bombloads to show up wrong.
Just check to see if its showing up okay - if not, then theres more to it.
RE: Reluctant Admiral Feedback
Posted: Mon May 24, 2010 1:52 pm
by RedLancer
I'm a bit confused - I didn't move any stock artwork - I just added the new stuff into blank slots.