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RE: query re conversions

Posted: Thu Jan 24, 2008 3:46 pm
by Terminus
You can't set the delay as such, but you CAN set the specific amount of damage points that the upgrade will cost. And no, upgrades don't cost ship building points.

merchant ship costs

Posted: Thu Jan 24, 2008 3:47 pm
by el cid again
The manual says merchant ships and warships both cost 3 HI points each.

Can this be changed so it is cheaper to build a merchant ship - or more expensive to build a warship?

Many ships were built to merchantile standards because it was cheaper - not because it was better. And indeed, if we had soft control over this, we could make DEs warships but FFs merchant ships. Or certain categories could be hard coded that way. Or are they?

RE: query re conversions

Posted: Thu Jan 24, 2008 3:48 pm
by el cid again
ORIGINAL: Terminus

You can't set the delay as such, but you CAN set the specific amount of damage points that the upgrade will cost. And no, upgrades don't cost ship building points.

Thank you for your prompt, courteous and germane reply.

Why do they not cost shipbuilding points? Certainly many should. Some Japanese ships even got entirely different kinds of engines.

How do you set damage points? Can we do that in WITP I?

RE: query re conversions

Posted: Thu Jan 24, 2008 3:51 pm
by Terminus
That's the line that has to be drawn somewhere between putting something in one "box" or another. Remember that the AE introduces engine damage; for a totally changed power plant, set a very large number of engine damage points, along with system and hull damage. Then it'll cost a bucket load of turns and repair points to get it combat ready again.

And no, you can't set specific damage points cost in stock WitP. It's done in the editor for AE.

RE: ASW Missions

Posted: Thu Jan 24, 2008 3:55 pm
by el cid again
ORIGINAL: Mike Solli

I know this is nit-picky, but here goes:

Is LST-66 going to be in the game?  She's not in stock. 

My Uncle was on board her for the duration of the war.

Thanks.

AK Dreemer did an LST list - took him a man year or so - took me months just to enter the data - of USN LSTs in PTO as such (not some other function like AR) - and date of entry to theater. He (or I) can send it to anyone - in Excel format. This permits getting ALL the missing LSTs - plus getting rid of numbers of ones that never were PTO. I found there were only a minority of them in stock using his data - mainy derived from DNFS.

RE: query re conversions

Posted: Thu Jan 24, 2008 3:56 pm
by el cid again
ORIGINAL: Terminus

That's the line that has to be drawn somewhere between putting something in one "box" or another. Remember that the AE introduces engine damage; for a totally changed power plant, set a very large number of engine damage points, along with system and hull damage. Then it'll cost a bucket load of turns and repair points to get it combat ready again.

And no, you can't set specific damage points cost in stock WitP. It's done in the editor for AE.

salamat po -

which is a more formal way to say thank you than is possible in English (reserved for an elder, a general, even a pope)


RE: ASW Missions

Posted: Thu Jan 24, 2008 3:57 pm
by Terminus
ORIGINAL: el cid again

ORIGINAL: Mike Solli

I know this is nit-picky, but here goes:

Is LST-66 going to be in the game? She's not in stock.

My Uncle was on board her for the duration of the war.

Thanks.

AK Dreemer did an LST list - took him a man year or so - took me months just to enter the data - of USN LSTs in PTO as such (not some other function like AR) - and date of entry to theater. He (or I) can send it to anyone - in Excel format. This permits getting ALL the missing LSTs - plus getting rid of numbers of ones that never were PTO. I found there were only a minority of them in stock using his data - mainy derived from DNFS.

Yeah, I made one of those too, from the same source. Huge bunch of work...

RE: merchant ship costs

Posted: Thu Jan 24, 2008 4:50 pm
by Terminus
ORIGINAL: el cid again

The manual says merchant ships and warships both cost 3 HI points each.

Can this be changed so it is cheaper to build a merchant ship - or more expensive to build a warship?

Many ships were built to merchantile standards because it was cheaper - not because it was better. And indeed, if we had soft control over this, we could make DEs warships but FFs merchant ships. Or certain categories could be hard coded that way. Or are they?

As far as I know, that's not in the cards (with the proviso that I haven't been Naval Team lead for a while)... The only way to simulate that sort of thing would be to mess around with Durability.

RE: ASW Missions

Posted: Fri Jan 25, 2008 12:42 am
by Tankerace
Hehehhehe.

Can't believe I still have these. Only made them back in '05 when WPO was nothing more than a mod/expansion thingy.

Image
Image
Image


ORIGINAL: Ron Saueracker

ORIGINAL: Tankerace

Talk about the morale penalty (and the explosion) if that thing ever ate a torpedo though.

KaBOOM!
ORIGINAL: Feinder

"With a brewery installed they should really up the morale of any LCU in the port hex. "

Bingo.  Brewery ships.  Talk about wanting that assignment!

-F-

KABLAMMO!!!TM

RE: ASW Missions

Posted: Fri Jan 25, 2008 3:02 am
by wworld7
These were the FUNNIEST! I laughed for weeks...

RE: ASW Missions

Posted: Fri Jan 25, 2008 4:15 am
by Ron Saueracker
Ahhhhhh...the primo griper years...those were the days.[;)]

RE: Admirals Edition Naval Thread

Posted: Fri Jan 25, 2008 6:55 pm
by JWE
ORIGINAL: Terminus
This is for all general questions regarding naval matters in the Admirals Edition. Don't ask very specific questions, ask for screenshots, specific unit data, etc. It's not that we don't want you to have them, but we don't want to promise something specific now that's not going to be in the final product.
Hi folks. This is supposed to be a thread for general questions regarding naval matters in the Admirals Edition. Going to have to ask ya’ll to keep the “banter” to a minimum, or move it off-thread.

I know I have been a similar offender in the past, but I’m stick with NavTeamLead, so hypocrisy aside, let’s keep this thread clean. That way we will all have a good referent for our discussions elsewhere, and the “powers” won’t get medieval upon our buttocks.


Image

Admiral's Edition Naval Thread

Posted: Fri Jan 25, 2008 7:53 pm
by JWE
ORIGINAL: el cid again
The manual says merchant ships and warships both cost 3 HI points each.
Can this be changed so it is cheaper to build a merchant ship - or more expensive to build a warship?
There are many and various new data fields extant in AE that inform and define the parameters used in the game engine. Any reliance on the “names” and “effects” of the old WiTP data fields is misdirected, and will result in potentially fatal entanglements for the unfortunate.

WiTP is a computer wargame, it is a simulation, it is not a recreation. It is a commercial gaming product devised for enjoyment and that is the basis of the engine. We may tweak it, here & there, but certain fundamental principals hold.

There are multiple new fields that inform things like building cost, repair cost, conversion cost, upgrade cost, damage control parameters, and they are each, and independently variable, and controlled by editor values and hard coded data value tables resident in the executable code.

I am unable to give looks under the hood, but the values were developed by reference, by persons having a specific expertise in these matters.

There will be substantial differentiation between merchant vessels and commissioned vesels on the same design. However, the differentiation parameters will not necessarily relate to WiTP. They will be AE exclusive. They will depend on USN and shipyard records, where appropriate, and on established USN doctrinal imperitives, where data is unavailable.

RE: merchant ship costs

Posted: Fri Jan 25, 2008 9:35 pm
by Feinder
I did a search, and nothing turned up.  Are the various LCI support ships going to work for AE?  Like the LCI(R), LCI(M), LCI(G), etc.
 
Thanks,
-F-

Admiral's Edition Naval Thread

Posted: Fri Jan 25, 2008 9:58 pm
by JWE
ORIGINAL: Feinder
I did a search, and nothing turned up.  Are the various LCI support ships going to work for AE?  Like the LCI(R), LCI(M), LCI(G), etc.
Thanks,
-F-
They exist, and they will have the same functionality as WiTP-1.

RE: Admiral's Edition Naval Thread

Posted: Fri Jan 25, 2008 10:06 pm
by witpqs
I think what Feinder meant is that they don't actually work in WITP-1! [&:]

RE: Admiral's Edition Naval Thread

Posted: Sat Jan 26, 2008 12:18 am
by Feinder
I think what Feinder meant is that they don't actually work in WITP-1

Exactly.

Not to sound like a smarty-pants, but thier "funtionality" in WitP-1, was...well...rather..."isn't".

JWE, with all due respect, do you mean that they still don't work?

I did a bit of testing a while back, it's because the device types are "Army Guns" and "Rockets", neither of which fire during naval bomardment. You can make them either Naval or DP guns. You don't want them as DP guns tho, because then you have some pretty awsome AAA ships. So you're left with either -
a. Setting them as "naval guns" - Works great, except a flotilla of LCI(M) become the defintion of "nuke" in surface combat. THAT test was fun to watch 12x DDs get vaporized by a fulisade of like numbered LCI(M)s. Needless to say, there is a flaw in the plan.
b. Fixing the settings for "Rockets" so they shoot at land (but not against naval targets, not sure if that's possible).

-F-

RE: Admiral's Edition Naval Thread

Posted: Sat Jan 26, 2008 12:39 am
by Terminus
They work. Read that as "the functionality they were meant to have in WitP is now available in AE".

And for heavens sake, could you stop calling it WitP 1? That implies that the AE is a WitP 2, which it isn't.

RE: Admiral's Edition Naval Thread

Posted: Sat Jan 26, 2008 1:52 am
by jwilkerson
TO come to JWEs aid here - he has just recently taken over the Naval Team Lead slot - and may not be privy to all the changes (or even what doesn't work in stock). Either JWE needs to check with Don to validate - or Don needs to come here and tell us himself. But I do believe I have seen internal communications indicating the the bombardment vessels have been changed (to work) in AE. Let's await confirmation from JWE/Don on this.



RE: Admiral's Edition Naval Thread

Posted: Sat Jan 26, 2008 1:57 am
by Buck Beach
ORIGINAL: JWE
ORIGINAL: el cid again
The manual says merchant ships and warships both cost 3 HI points each.
Can this be changed so it is cheaper to build a merchant ship - or more expensive to build a warship?
There are many and various new data fields extant in AE that inform and define the parameters used in the game engine. Any reliance on the “names” and “effects” of the old WiTP data fields is misdirected, and will result in potentially fatal entanglements for the unfortunate.

WiTP is a computer wargame, it is a simulation, it is not a recreation. It is a commercial gaming product devised for enjoyment and that is the basis of the engine. We may tweak it, here & there, but certain fundamental principals hold.

There are multiple new fields that inform things like building cost, repair cost, conversion cost, upgrade cost, damage control parameters, and they are each, and independently variable, and controlled by editor values and hard coded data value tables resident in the executable code.

I am unable to give looks under the hood, but the values were developed by reference, by persons having a specific expertise in these matters.

There will be substantial differentiation between merchant vessels and commissioned vesels on the same design. However, the differentiation parameters will not necessarily relate to WiTP. They will be AE exclusive. They will depend on USN and shipyard records, where appropriate, and on established USN doctrinal imperitives, where data is unavailable.

Man you are completely full of yourself and your importance, even to the extent of jumping WITP sub forums. Also, your childish attempts of "I know something you don't know" relating to your new found information about merchant shipbuilding and to keep it, if you will, secretly to the CHS mod-builders shows exactly what kind of person you are and why I feel your position on the AE team should be reconsidered.

Of course, this is only one man's not so humble opinion.