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Japanese tester so we can work the Allied economy

Posted: Fri Apr 04, 2008 4:31 pm
by el cid again
See message at end: this thread has failed to produce an Allied player

Lots of special features in RHS are on the Allied side. Lots of things only come out if one does detail turns.

If you like a very strong Japanese initial situation - you might like EBO - which is sort of an "iron storm" variation of RHS -
which departs from strict history at the end of 1931

instead of rebuilding the old battleships and battlecruisers, they are replaced (which costs almost the same in terms of shipyard space and labor and even money) - so the result is almost the same fleet but in a much more powerful form: all the ten "old" battleships have the same 16 inch guns as Nagato does - but eight of them have ten guns - while the newer Yamato class has twelve of them (several version of Yamato were indeed designed with twelve 16 inch guns - and in that form the ship has almost four times the offensive firepower it does as built). Not needing 18 inch guns freed a slot - so we added the 31 cm guns - and you get an early form of the B-64 battlecruiser design.

Like other forms of EOS - many vessels are converted to CVE or CVL form - and there is a focus on numbers of modest CVs rather than on one or two gigantic armored ones. Similarly, some critical aircraft deficiencies are addressed - so unlike CVO and BBO families (but similar to CHS) you get bomber variants of the G5N - etc.

I want to see how things are on the Allied side - with my perspective of knowing what I intended to appear -

RE: Japanese tester so we can work the Allied economy

Posted: Thu Apr 17, 2008 5:49 am
by el cid again
Allied players of RHS have some logistical concerns. I have made a few changes to attempt to address some of these. In order to understand how things are working on the Allied side - I need a Japanese player.

RE: Japanese tester so we can work the Allied economy

Posted: Sat Apr 19, 2008 9:48 pm
by kfmiller41
Have never tried RHS, is it as hard to install as it looks? If I could install it i would be glad to help

RE: Japanese tester so we can work the Allied economy

Posted: Sat May 03, 2008 4:09 pm
by el cid again
There is now an RHS installer. There is a dedicated RHS website where one can get this - and also art and utilities and other things. You can contact Mifune, myself, or Dave Bradley (writer of the installer program) for install assistence.

RHS comes in 10 different scenarios (never mind there are 14 others in earlier levels with different map systems). These are divided into "families" according to basic scenario orientation:

CVO family (carrier oriented) includes RHSCVO - more or less like the stock campaign game or CHS - on which RHS is based
RHSRAO (Russian Active Option) is CVO with the Russians active - not to fight - but so they can move things -
RHSCAIO (Carrier AI Oriented) is CVO for practice against the AI - and features removal of things that AI cannot handle

BBO family (battleship oriented) includes RHSBBO - more or less CVO with different ships - thus Shinano comes off as a BB instead of a horrible carrier - Ibuki is a CA instead of a CVL - things like that. This is the war as it was planned - it has active Russians - and it is more likely than the war as it happened IMHO.
RHSRPO (Russian Passive Option) is BBO with passive Russians.
There used to be another member of this family - PPO - no longer used in level 7 - because those who want political points use EOS.

EOS family (Empire of the Sun) is a Japan enhansed scenario - more or less the war as the Allies thought it was - actually PLANNED by Japan - in this case the committee which did Malaya planning is a model for another one doing the whole war plan - so somewhat better organization exists. Almost nothing is different at start - but you get better ships and a whole different set of plane options.
RHSAIO (AI Oriented) is EOS modified to work with AI - for practice - and intended for solitare - but AI is simply not up to it.
EEO (Evil Empire Option) is EOS writ large - with planning going back to 1937 instead of July 1941 - giving you better ships to start with - better organization in a few cases - etc.
EBO (Evil Battleship Option) is EEO writ larger - with plannign going back to 1931 - and features the Dutch BC - additional ships built in the late 1930s on both sides. KGVs have 3 triple 15 inch mounts. Old Japanese battleships are replaced by new ones (instead of rebuilt) - and these have Nagato type 16 inch guns - ten of them - two quads and a supermounted twin. Yamato appears with three quad 16s instead of triple 18s - there were several 12 gun Yamato designs but all had four triples - this one - three quads - permits using the same art - and makes sense if Fujimotos were built - giving them the quad turret. There is the B-61 Japanese BC. The Russians built the actually authorized US battleship - Sovietsky Soyuz in original form - sort of a North Carolina with secondary turrets - but when Germany invades it is sold back to the USA - and completes in 1942. Stuff like that. This thread proposes playing this scenario.

Mifune and I can tag team this game if someone wants to.

RE: Japanese tester so we can work the Allied economy

Posted: Sat May 03, 2008 5:27 pm
by Mistmatz
el cid, I'm ~80 turns into a Lv7 CVO game and haven't discovered any problems yet. Probably I'm just to blind to see them... [;)]

If you want to you can take a look into my save games so you don't need to spent time in another test game. I have save files for every day if required.

Please note I wouldn't want to have any kind of analysis or advice as this would be unfair to my opponent, which in turn means I wouldn't play the economy as you might do in a testcase. So I'm just offering peeking into my files.

RE: Japanese tester so we can work the Allied economy

Posted: Sun May 04, 2008 7:31 am
by el cid again
Only IF you find a problem I cannot duplicate on my own. But IF you find a problem - please advise.

There are thousands of minor errors - but one needs to be very familiar with the stuff to see them. It is the big, obvious ones that I really want to fix.

The biggest problem I am working on now is making subs more survivable - now I have finally a way to do that. It will also make the subs RELATIVE survivability be more correct - by class and nation - and I like that too. In your game, subs are too easy to sink (as in all forms of WTIP until now - if indeed I have fixed it - which I don't know yet).