Another WitP:AE Scen (Mod)

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

Post Reply
User avatar
Rising-Sun
Posts: 2235
Joined: Thu Nov 05, 2009 10:27 am
Location: Clifton Park, NY
Contact:

Another WitP:AE Scen (Mod)

Post by Rising-Sun »

I have though about this few times and after playing the wargame and noticed many things are out of places. Some mods out there should be merge into one, but not sure which one. What i wanted to do is, fix the reinforcements so they will be in the homeland rather in front line and setting up the aircraft plants. Also though about making one day later after Pearl Harbor was hit and keep those records that those ships in Pearl got hit/sunk.

So many units would have to be moved around alittle that is one day later, i could do this unless someone already have. It the reforcements that bother me the most, they need to be transported and having future objectives and hoping the AIs will transport that units to that locations.

Would anyone be interesting trying it out? Now i not sure about other mod/scens that altered the rules, equipments, etcs. Some say it borked and others say it OP.

Rising
Image
User avatar
moonraker65
Posts: 565
Joined: Wed Jul 14, 2004 3:11 pm
Location: Swindon,Wilts. UK

RE: Another WitP:AE Scen (Mod)

Post by moonraker65 »

There are already scenarios available for AE which start on 12/8/41 so that you get the historical aftermath of the Pearl Harbor attack with losses. I'm not quite sure what you mean here really [&:]
intel i9 13900k 128 GB RAM, RTX 4070 ti GFx card
User avatar
Rising-Sun
Posts: 2235
Joined: Thu Nov 05, 2009 10:27 am
Location: Clifton Park, NY
Contact:

RE: Another WitP:AE Scen (Mod)

Post by Rising-Sun »

ORIGINAL: moonraker

There are already scenarios available for AE which start on 12/8/41 so that you get the historical aftermath of the Pearl Harbor attack with losses. I'm not quite sure what you mean here really [&:]

There alot of units on reinforcements that placed on the frontline, instead of transporting there, most of them are Japanese units. Also the aircraft plants arent quite accurate either.
Image
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Another WitP:AE Scen (Mod)

Post by witpqs »

For the most accurate starting point available, use one of Da Babes variants. I prefer the -C variant (scenario 28-C), because the reduced cargo capacities brings the effects of the sea lift a notch closer to realistic. But whichever one you choose, you will be getting loads and loads of work done on ships, land units, devices, and aircraft (but mostly the first three) aimed solely at making things work as a better model of the historical capabilities. And if you do choose one of the extended map versions with the optional stacking limits, you get additional bases, retooling of some existing bases, and stacking limits in each hex calculated by objective criteria. That pushes land combat in the direction of better.
User avatar
Rising-Sun
Posts: 2235
Joined: Thu Nov 05, 2009 10:27 am
Location: Clifton Park, NY
Contact:

RE: Another WitP:AE Scen (Mod)

Post by Rising-Sun »

ORIGINAL: witpqs

For the most accurate starting point available, use one of Da Babes variants. I prefer the -C variant (scenario 28-C), because the reduced cargo capacities brings the effects of the sea lift a notch closer to realistic. But whichever one you choose, you will be getting loads and loads of work done on ships, land units, devices, and aircraft (but mostly the first three) aimed solely at making things work as a better model of the historical capabilities. And if you do choose one of the extended map versions with the optional stacking limits, you get additional bases, retooling of some existing bases, and stacking limits in each hex calculated by objective criteria. That pushes land combat in the direction of better.

I saw that mod, it isnt that bad, but part of it i didnt like it. Some players out there plays it and some dont. Few told me that they didnt like, they didnt say why and i mess with it few times, but i think it require beta version to work. So i dont mess with beta unless it completely workable or no bugs in it.
Image
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Another WitP:AE Scen (Mod)

Post by witpqs »

The Beta is completely workable. If you want no bugs, then why use the latest official release? It has more bugs than the Beta.

Besides, Da Babes does work with the latest official release, which IIRC is 1108r9.
User avatar
Rising-Sun
Posts: 2235
Joined: Thu Nov 05, 2009 10:27 am
Location: Clifton Park, NY
Contact:

RE: Another WitP:AE Scen (Mod)

Post by Rising-Sun »

ORIGINAL: witpqs

The Beta is completely workable. If you want no bugs, then why use the latest official release? It has more bugs than the Beta.

Besides, Da Babes does work with the latest official release, which IIRC is 1108r9.


That your opinion, not mine. Only use the latest update, not the beta one.
Image
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Another WitP:AE Scen (Mod)

Post by witpqs »

You can get some data by looking at the Beta release notes. You will see that many (certainly most) bugs fixed are from the most recent non-Beta release. You have to make your own call, but it's something to think about. [:)]
User avatar
wdolson
Posts: 7689
Joined: Tue Jun 27, 2006 9:56 pm
Location: Near Portland, OR

RE: Another WitP:AE Scen (Mod)

Post by wdolson »

The current beta release of the EXE is the most bug-free version available, IMO. I think the optional stacking limits in the newest Babes probably needs some more wringing out. It is a pretty major change from stock. Most of the rest of the DaBabe changes shouldn't have much impact on the balance. The Babes effort is led by some of the people who worked on the original game. They have more insight about what can and can't be done in the game engine than most modders.

I still see some things that are off with the original scenarios and the Babe scenarios which are carry overs from WitP. For example the HMAS Australia arrives in Australia when it should arrive in Cape Town. When the war started in the Pacific it was in the Atlantic. Some other ships that transited the Panama Canal after the war started show up in US west coast ports.

There are some ground units that just pop up out in the field, but in some cases this is historic. There was a Marine unit formed in the Philippines that was made up of the Marine contingent who escaped China just before the war started. Two pieces of the Americal division start in Australia. The division was called what it was because it was formed in New Caledonia. Portions of it were raised from personnel already in the Southwest Pacific region.

I don't know as much about Japanese troop movements, but I believe they also had some ad hoc units formed from rear area personnel on islands throughout the Pacific.

Bill
WIS Development Team
User avatar
Rising-Sun
Posts: 2235
Joined: Thu Nov 05, 2009 10:27 am
Location: Clifton Park, NY
Contact:

RE: Another WitP:AE Scen (Mod)

Post by Rising-Sun »

ORIGINAL: wdolson

The current beta release of the EXE is the most bug-free version available, IMO. I think the optional stacking limits in the newest Babes probably needs some more wringing out. It is a pretty major change from stock. Most of the rest of the DaBabe changes shouldn't have much impact on the balance. The Babes effort is led by some of the people who worked on the original game. They have more insight about what can and can't be done in the game engine than most modders.

I still see some things that are off with the original scenarios and the Babe scenarios which are carry overs from WitP. For example the HMAS Australia arrives in Australia when it should arrive in Cape Town. When the war started in the Pacific it was in the Atlantic. Some other ships that transited the Panama Canal after the war started show up in US west coast ports.

There are some ground units that just pop up out in the field, but in some cases this is historic. There was a Marine unit formed in the Philippines that was made up of the Marine contingent who escaped China just before the war started. Two pieces of the Americal division start in Australia. The division was called what it was because it was formed in New Caledonia. Portions of it were raised from personnel already in the Southwest Pacific region.

I don't know as much about Japanese troop movements, but I believe they also had some ad hoc units formed from rear area personnel on islands throughout the Pacific.

Bill

I can take a look at it, dunno if he still around incase i want to copy/paste his work onto mine (if its accurate details). Some units that are formed like in the Philippines does have barracks and training grounds, unfort cant form US Army or Marines there, only Philippinoes. When i started playing awhile back and believe it was the 1st of January 1942, noticed several units from Japan's Homeland have reinforce units or new units in the Wotje Island and others as well.

Beside i think i would play as historical scenario right after Pearl Harbor was hit, on the 8th of December. What bother me the most, some units get replacements in some places, that shouldnt have, so not sure if that can be fixed or not.
Image
Andy Mac
Posts: 12578
Joined: Wed May 12, 2004 8:08 pm
Location: Alexandria, Scotland

RE: Another WitP:AE Scen (Mod)

Post by Andy Mac »

Some of the forward formed units are historical

Some were to assist the AI

If you are removing them fair warning the AI will play worse
User avatar
Rising-Sun
Posts: 2235
Joined: Thu Nov 05, 2009 10:27 am
Location: Clifton Park, NY
Contact:

RE: Another WitP:AE Scen (Mod)

Post by Rising-Sun »

ORIGINAL: Andy Mac

Some of the forward formed units are historical

Some were to assist the AI

If you are removing them fair warning the AI will play worse

I will check into it and try it out, meanwhile it will be some time before i finish it. Since it does require of alot of testing though.
Image
Post Reply

Return to “Scenario Design and Modding”