Nikmod 9.1 Experimental
Posted: Sun Jun 10, 2007 8:02 pm
A new 'experimental' version of Nikmod 9.1 is available via Spooky's website. Please see below for details from the FAQ:
Nikmod 9.1 Experimental FAQ
Changes:
- AV support reduced by 75%.
Purpose: AV support in the game is designed to be able to service a number of aircraft at a base equal in number to the number of AV support squads present. In theory, when the # of planes exceeds the AV support level, the repair and serviceability rates of the aircraft present at that airbase are supposed to be impaired. The greater the disparity between AV and the number of planes, the slower/worse the repair/serviceability rate is supposed to be. In reality, AV support is far more elastic to the point where it mainly defeats this rule. As a result, players can easily support 3x – 4x the # of aircraft vs. AV support, particularly fighter aircraft.
Thus, aircraft serviceability rates remain near 100% if not 100% and huge numbers of planes can be supported per base.
Reducing the level of AV support across the board attempts to correct two flaws in the game;
1) Reduce the ability to mass and maintain huge numbers of aircraft across the board leading to accelerated pace and bloodier air battles
2) Introduce a more realistic serviceable/unserviceable ratio. In stock, serviceability values tend to hover between 90-100% which is a major factor in the ability to produce large air battles and maintain 24/7 pace of maximum effort air operations.
Thus far this change has only been introduced in smaller scenarios such as WitM Nikmod and the Guadalcanal scenario. In limited testing in both scenarios, this change had a dramatically positive effect on pace of operations and the size of airstrikes. Stand downs and rotation become more important.
Of course it’s still possible to stack enough ENG units at one or more places to produce the usual high serviceability situations but at the very least, there will be less opportunities to do this all over the map.
However whether or not this change will remain viable for the GC scenario remains to be seen, thus it is presented in this “experimental” version of Nikmod 9.1 My largest concern remains whether or not malarial bases will too greatly impair ENG forces that contain very small levels of AV Support. Testing and feedback are needed .
- IJNAF 2E level bomber loadout change. Loadouts changed to ;
1 x Type 91 torpedo
12 x 60kg bomb
- 60kg bomb device penetration reduced to 1
- Allied light and merchant ship classes armored to 2mm for belt, deck and primary armament locations
Purpose: Japanese 2E level bombers with a torpedo as their default armament have a hard-coded non-naval attack armament of 2 x 250kg bombs. This loadout is too anemic for these bombers to be able to do any significant damage to bases in most circumstances. Because of the hard-coding, one cannot simply add additional bombs to the loadout because this will result in the bomber attacking naval targets with BOTH their torpedo and the bombs leading to uber-bomber syndrome.
The solution for this was to alter one of the more typical Japanese loadouts (2 x 250kg + 6 60kg) to 12 x 60kg and alter the device so that it’s penetration was minimal. By armoring the Allied light and merchant classes to be able to resist a 1mm penetrative device, they can’t really be harmed by hits from these bomblets. Thus, these bombers can better strike airbases while attacking naval targets with one effective weapon (their torpedoes)
Testing using the Guadalcanal scenario showed a remarked improvement in the G4M allowing it to score airfield hits at high altitude whereas before with the stock loadout, even 145 bombers couldn’t score a single hit at 20,000 feet. Attacks on warships showed no significant damage to warships caused by non-penetrating 60kg bomblets. As such, I am including it in this experimental version on a larger scale scenario.
Please see the regular Nikmod FAQ for standard NM changes.
Nikmod 9.1 Experimental FAQ
Changes:
- AV support reduced by 75%.
Purpose: AV support in the game is designed to be able to service a number of aircraft at a base equal in number to the number of AV support squads present. In theory, when the # of planes exceeds the AV support level, the repair and serviceability rates of the aircraft present at that airbase are supposed to be impaired. The greater the disparity between AV and the number of planes, the slower/worse the repair/serviceability rate is supposed to be. In reality, AV support is far more elastic to the point where it mainly defeats this rule. As a result, players can easily support 3x – 4x the # of aircraft vs. AV support, particularly fighter aircraft.
Thus, aircraft serviceability rates remain near 100% if not 100% and huge numbers of planes can be supported per base.
Reducing the level of AV support across the board attempts to correct two flaws in the game;
1) Reduce the ability to mass and maintain huge numbers of aircraft across the board leading to accelerated pace and bloodier air battles
2) Introduce a more realistic serviceable/unserviceable ratio. In stock, serviceability values tend to hover between 90-100% which is a major factor in the ability to produce large air battles and maintain 24/7 pace of maximum effort air operations.
Thus far this change has only been introduced in smaller scenarios such as WitM Nikmod and the Guadalcanal scenario. In limited testing in both scenarios, this change had a dramatically positive effect on pace of operations and the size of airstrikes. Stand downs and rotation become more important.
Of course it’s still possible to stack enough ENG units at one or more places to produce the usual high serviceability situations but at the very least, there will be less opportunities to do this all over the map.
However whether or not this change will remain viable for the GC scenario remains to be seen, thus it is presented in this “experimental” version of Nikmod 9.1 My largest concern remains whether or not malarial bases will too greatly impair ENG forces that contain very small levels of AV Support. Testing and feedback are needed .
- IJNAF 2E level bomber loadout change. Loadouts changed to ;
1 x Type 91 torpedo
12 x 60kg bomb
- 60kg bomb device penetration reduced to 1
- Allied light and merchant ship classes armored to 2mm for belt, deck and primary armament locations
Purpose: Japanese 2E level bombers with a torpedo as their default armament have a hard-coded non-naval attack armament of 2 x 250kg bombs. This loadout is too anemic for these bombers to be able to do any significant damage to bases in most circumstances. Because of the hard-coding, one cannot simply add additional bombs to the loadout because this will result in the bomber attacking naval targets with BOTH their torpedo and the bombs leading to uber-bomber syndrome.
The solution for this was to alter one of the more typical Japanese loadouts (2 x 250kg + 6 60kg) to 12 x 60kg and alter the device so that it’s penetration was minimal. By armoring the Allied light and merchant classes to be able to resist a 1mm penetrative device, they can’t really be harmed by hits from these bomblets. Thus, these bombers can better strike airbases while attacking naval targets with one effective weapon (their torpedoes)
Testing using the Guadalcanal scenario showed a remarked improvement in the G4M allowing it to score airfield hits at high altitude whereas before with the stock loadout, even 145 bombers couldn’t score a single hit at 20,000 feet. Attacks on warships showed no significant damage to warships caused by non-penetrating 60kg bomblets. As such, I am including it in this experimental version on a larger scale scenario.
Please see the regular Nikmod FAQ for standard NM changes.