Feedback re: EA Armaggedon V1.0

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Nemo121
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Feedback re: EA Armaggedon V1.0

Post by Nemo121 »

Just what the title says... A place to give feedback on the mod.

I would particularly appreciate feedback re: the heavy bomber/fighter interaction, the loss rate of transport aircraft ( which should be much reduced vis a vis ops losses but pretty much the same when intercepted ).

I've also modified the modelling of the Ohka in-game as fighters were still easily able to intercept much, much faster Ohkas when they were launched from ground bases. I did this by keeping the speed the same but just upping their manoeuvrability to 36. They can still be intercepted but now have a fair chance of "evading" - which I am interpreting as meaning the intercepting fighter cannot get into firing position. I may need to tweak this value higher, only testing will show.

Elsewhere replacement rates for the Allies have been increased by about 50% for fighters and heavy bombers as I expect Allied losses to increase. Pilot replacement rates have also increased as has pilot experience. To be fair though this hurts Japan as it costs Japan quite a bit of HI ( although there's a workaround for that - which you'll have to find for yourselves ).

IJA upgrade paths have also been improved significantly but there are many traps and pitfalls there for the unwary. It will be very easy to unintentionally destroy the IJA if you don't think things through.

The Allies get about 1000 more carrier-based planes and an additional dozen CVBs. Very formidable ships indeed.... if you use them right.

IJA fighter armament has been optimised for the anti-fighter rather than the anti-bomber role. IN almost all cases this simply was a result of swapping 30mm cannons for 20mm cannon at a rate of 1: 1.5.

IJA fighters and fighter bombers have had their bombloads optimised for kamikaze work IF they entered service in 1944 and later. Basically this meant that if they carried 2 x 250Kg bombs this was replaced by a single 500 Kg bomb and if, at extended range, they carried 2 x 100 Kg bombs this was replaced by a 250 Kg bomb. The reason for this is that a 500 Kg bomb has better armour penetration than 2 x 250 Kg bombs and since, in this mod, Japan was preparing for a kami-centric defence as early as 1944 it makes sense they'd have made the necessary adjustments during the design phase of their airplane development.


Once Michaelm fixes the bug afflicting MTBs I plan to give the option of upgrading Shinyos to PT-Gs, each equipped with a single Ohka which can be launched from 2 hexes away. This would give the IJN a significantly improved offensive capability - particularly in terms of swamping USN TFs engaged in supporting operations in shallow waters/inland seas with Ohka fire from 1 to 2 hexes. This will be V1.1. It will also feature some additional surprises once I know that PT-Gs work in terms of additional extempore modifications.


Anyways, that's the future. I'd be happy to receive any bug reports ( bear in mind though that many logistics issues have been left unfixed from AndyMac's Downfall - on which this is based - as I felt they increased the complexity of the strategic choices/problems and so wished to leave them in to complicate players' situations ), ideas for changes or feedback re: the various data changes I've made ( particularly the interaction with bombers and fighters ).

Please also bear in mind that as this is a mod I do NOT wish to have this thread derailed by a philosophical discussion about changing the codebase to handle aviation support differently. I support people having such discussions in specifically designated threads but since I cannot make such changes to the codebase discussing it here is not helpful but, instead, is harmful to the attempt to improve the mod. I would ask people to respect this clearly stated wish. If you wish to discuss those issues please start a separate thread to do so.
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
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