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Naval Mod needs testing and input

Posted: Thu Feb 28, 2019 9:49 pm
by Hairog
First I've used Welk's Map Mod and IronX's and Sipre's Counter Mods that I've tweaked for the mod.

Download files ...

HERE


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RE: Naval Mod needs testing and input

Posted: Thu Feb 28, 2019 9:51 pm
by Hairog
more info

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RE: Naval Mod needs testing and input

Posted: Thu Feb 28, 2019 9:52 pm
by Hairog
more stuff

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RE: Naval Mod needs testing and input

Posted: Thu Feb 28, 2019 9:54 pm
by Hairog
A few screen shots of Welk's and IronX beautiful combination

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RE: Naval Mod needs testing and input

Posted: Thu Feb 28, 2019 9:55 pm
by Hairog
shots

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RE: Naval Mod needs testing and input

Posted: Sun Mar 03, 2019 7:23 pm
by Emporer
Hi

Intresting mod.....

Is it possible to change units ability to do evasion when attacked?
Cant find out if this is possible though in the editor.
I liked your ide that Carrier based fleet should have the possiblety to avoid battle against surface fleets.

Cheers
Captain Jack

RE: Naval Mod needs testing and input

Posted: Sun Mar 03, 2019 11:00 pm
by Hairog
Yes it is possible in Hubert's brilliant design and is being implemented in this Naval Mod. The Fast Carrier Task Forces have a 70% chance of evading being attacked. The Recon Task Forces have a 60% etc.

In the editor chose

Campaign/Country Data/Edit Combat Target Data - then near the middle of the page on the far right side.

You click on the country/combat target then set the loss evasion for land and naval combat seperately for attacking and defending.

Like everything in this games design, it's easy to do once you find out where it is.
Yes it is possible in Hubert's brilliant design and is being implemented in this Naval Mod. The Fast Carrier Task Forces have a 70% chance of evading being attacked. The Recon Task Forces have a 60% etc.

In the editor chose

Campaign/Country Data/Edit Combat Target Data - then near the middle of the page on the far right side.

You click on the country/combat target then set the loss evasion for land and naval combat separately for attacking and defending.

Like everything in this games design, it's easy to do once you find out where it is.

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RE: Naval Mod needs testing and input

Posted: Mon Mar 04, 2019 8:41 am
by elmo3
Thanks for all that hard work trying to improve the naval design. I don't have time to test it but will be watching to see what others think. Maybe at some point Hubert will consider making it an official part of the game.

RE: Naval Mod needs testing and input

Posted: Mon Mar 04, 2019 9:28 am
by gwgardner
A much needed mod, thanks for making it. Do you have plans to apply these concepts to a '39 scenario?

RE: Naval Mod needs testing and input

Posted: Mon Mar 04, 2019 11:05 am
by Emporer
Hmm

RE: Naval Mod needs testing and input

Posted: Mon Mar 04, 2019 11:09 am
by Emporer
ORIGINAL: Hairog
Yes it is possible in Hubert's brilliant design and is being implemented in this Naval Mod. The Fast Carrier Task Forces have a 70% chance of evading being attacked. The Recon Task Forces have a 60% etc.

In the editor chose

Campaign/Country Data/Edit Combat Target Data - then near the middle of the page on the far right side.

You click on the country/combat target then set the loss evasion for land and naval combat seperately for attacking and defending.

Like everything in this games design, it's easy to do once you find out where it is.
Yes it is possible in Hubert's brilliant design and is being implemented in this Naval Mod. The Fast Carrier Task Forces have a 70% chance of evading being attacked. The Recon Task Forces have a 60% etc.

In the editor chose

Campaign/Country Data/Edit Combat Target Data - then near the middle of the page on the far right side.

You click on the country/combat target then set the loss evasion for land and naval combat separately for attacking and defending.

Like everything in this games design, it's easy to do once you find out where it is.

Image
Hi

Thanks a lot, how are the AI handle the new set up. Have you found out. The problem is that programmer maybe use the units name and not the actuel stats.

Cheers

RE: Naval Mod needs testing and input

Posted: Tue Mar 05, 2019 1:50 am
by Hairog
ORIGINAL: gwgardner

A much needed mod, thanks for making it. Do you have plans to apply these concepts to a '39 scenario?

Working on the other scenarios now. I just picked this one first because it had a lot going on naval wise. It starts out with the Battle of Midway and Wolf Packs loose all over.

RE: Naval Mod needs testing and input

Posted: Tue Mar 05, 2019 2:08 am
by Hairog
ORIGINAL: elmo3

Thanks for all that hard work trying to improve the naval design. I don't have time to test it but will be watching to see what others think. Maybe at some point Hubert will consider making it an official part of the game.


Well... If we show him that it works and is an improvement I'm sure he will give it a good look. But we have to test it and tweak it until it meets acceptable standards.

One hardcode change he could make would be to allow the exchange of task forces as the situation evolves like any fleet admiral would. Hopefully in the future, you will be able to exchange a Bombardment Task Force for a Strike Task Force with the appropriate MPP or organizational cost. Maye even break off a Screening Task Force from a Covering Task Force and make them both half strength etc.

RE: Naval Mod needs testing and input

Posted: Tue Mar 05, 2019 2:16 am
by Hairog
I added Sipres Unit mod as the 3D choice. So now you can choose either Sipres or IronX mods right off the bat.
Now you can choose ...

This

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RE: Naval Mod needs testing and input

Posted: Tue Mar 05, 2019 2:17 am
by Hairog
Or this ...

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RE: Naval Mod needs testing and input

Posted: Wed Mar 13, 2019 12:22 pm
by gwgardner
I've been testing this mod with Hairog, and am very pleased with it so far. The concept and implementation of task forces, with defined roles, is working well in PBEM.

RE: Naval Mod needs testing and input

Posted: Wed Mar 13, 2019 4:00 pm
by Emporer
Hi

An intresting mod indeed. Have this been tested more?
I saw that price for naval units is not changed, but if the units contain more vessels I assume the price for them also should rise.
I see forward to test this.

Cheers

RE: Naval Mod needs testing and input

Posted: Thu Mar 14, 2019 1:42 am
by Hairog
We need more testers please. This mod attempts to address many of the challenges presented in the naval game that players have highlighted. Hubert's brilliant design has allowed us to try and mimic the choices real naval leaders had to make on a strategic scale.

Task Forces were how navies were organized on a day to day scale. You sent a Task Force or several to carry out your objectives. Typically a for an invasive operation you would send in a Recon TF then follow up with a Bombardment TF to soften up the enemy along with ground attack by a Fast Carrier TF. Meanwhile, a Covering TF would be protecting the whole operation with Screening TF operating as a first line defense from air attack, sub and surface attack. The Assault and Landing TF would then do their thing. If the enemy was capable they would send in a Fast Carrier and or Strike TF to counter the invasion or disrupt supply and to supply their own forces.

Most of all adding significant zones of control and defensive evasion have really made the difference. You may still get a chance to slide up to the Enterprise with the Yamato, but there will be a 70% that the Fast Carrier TF will evade your attack. If the enemy Admiral knows what he is doing, you will have use up your movement points dealing with Screening TFs and Covering TFs. Next turn you will be a sitting duck open to all sorts of mayhem.

Against the AI, if an opposing Carrier TF or two were present it was very hard to damage the enemy by air attack, when they were covered by CAP. If there was no CAP then it was pretty easy pickings. Meanwhile Recon, Screening and Wolf Packs are getting wasted like crazy, but they can be rebuilt the same turn for 20% of original cost. This represents the damaging of a TF which renders it operationally useless so it returns to port, resupplies and takes reinforcements and next turn travels into harms way with lost experience and moral or possibly it doesn't, it's up to the Fleet Admiral.


RE: Naval Mod needs testing and input

Posted: Sun Mar 17, 2019 4:20 pm
by Simulacra53
Against the AI, if an opposing Carrier TF or two were present it was very hard to damage the enemy by air attack, when they were covered by CAP. If there was no CAP then it was pretty easy pickings. Meanwhile Recon, Screening and Wolf Packs are getting wasted like crazy, but they can be rebuilt the same turn for 20% of original cost. This represents the damaging of a TF which renders it operationally useless so it returns to port, resupplies and takes reinforcements and next turn travels into harms way with lost experience and moral or possibly it doesn't, it's up to the Fleet Admiral.

These mechanics seem pretty sounds, especially the carrier ops.
Keep up the good work!!!

RE: Naval Mod needs testing and input

Posted: Sun Mar 17, 2019 10:07 pm
by Hairog
ORIGINAL: Simulacra53

These mechanics seem pretty sounds, especially the carrier ops.
Keep up the good work!!!

Thanks for the feedback
Harry