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Nik Mod 3.0

Posted: Tue Aug 16, 2005 4:28 pm
by Nikademus
A new version of my mod is now available. Should be up on Spooky's site soon. I've listed the changes/additions below.

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Version 3.0

A major tweak of Land based AA is introduced with version 3.0 Land based heavy AA guns (3in+) have been substantially altered to make them a far greater threat in quantity.
Purpose: Land based AA has always been rather anemic in the game since UV days. Players can attack bases at as low as 6000 feet and suffer negligible results even if that base has stacked multiple heavy AA battalions there. In return they plaster the base, Allied of course more than Japan given the bomb loads of Allied level bombers. No more.

Please note this change is *very powerful*. Therefore I suggest utilizing this with caution i.e. do not stack an unreasonable number of AA/ENG units (with heavy AA) at a base
In order to try to create an AEGIS effect. Keep in mind too the AI may be impacted by this change. It tends to bomb at 15,000 feet which will help reduce losses but it may not attack higher if going up against a very well defended base. Also note that dive bombers WILL be heavily impacted in a negative manner by this change. All dive bomber class planes (and fighter bombers!!) bomb at a default altitude of 2000 feet. BE WARNED! Send in dive bombers against an unsuppressed/badly damaged target at your peril. To balance this facet, on Turn 1 the Pearl Harbor CD/AA defenses are 99% disabled to prevent massive Val casualties to Kido Butai (it was a surprise attack after all The AA change requires a mandatory house rule - Players cannot bombard bases or cities above 25,000 feet.

Surface Combat Tweak: Lighter caliber naval guns <6 inch size have had their penetration values increased between 1.5 to 2.5x. Purpose: Allows DD and escort time vessels, mainly 5in and 4.7in armed warships the ability to penetrate lightly protected vessels at ranges of 4000-5000 yards or less. Lightly protected vessels are defined as vessels with armor =< 75mm of armor (This will impact older CL designs and 1st Generation “Tin-clad” CA vessels)
Players will now notice a distinctive difference between these earlier older designs and the better, more extensively protected vessels built just prior to the war or during it. Allows DD’s and escorts to better protect themselves without having to score torpedo hits..at least against the lightly protected cruisers

China Tweak: Forward city industry and resources have been removed from the scenario and replaced where resources were present with a daily supply value equal to the removed resources and all forward cities have had their Fort levels increased to 9

Purpose: largely removes the threat of “strategic bombing” to weaken China’s already low supply situation but more importantly, if Japan does choose to assault the forward cities they will not gain any supply benefit from doing so but instead, will have to supply them themselves. The increased fort levels are designed to represent the fact that Japan at war’s start was experiencing an official truce where each side lived and let lived. On a more pragmatic note, game wise it will slow any Japanese attempt to bum-rush these cities allowing time for the Chinese forces to react. Taking these cities now can be quite costly and time consuming.

Nate/Oscar/Claude primary armament ACC increased by another 50%. Purpose remains the same: to achieve a more reasonable kill ratio between them and the primary modern aircraft types (Hurricane/P-40) Increase also compensates for the initial DUR change, beneficial to most other combats but in these plane’s cases, exacerbated their already weakly represented condition in the game.

Japanese pilot pool adjustment:

JNAF and JNAF replacement rates halved from version 2.0

RE: Nik Mod 3.0

Posted: Tue Aug 16, 2005 7:39 pm
by Banquet
Sounds interesting! Will keep my eyes peeled for it showing up at Spooky's place

RE: Nik Mod 3.0

Posted: Tue Aug 16, 2005 7:58 pm
by Nikademus
I've heard that Spooky's site has been experiencing some issues lately, so I can email copies to interested parties as well.

lansoar@hotmail.com

RE: Nik Mod 3.0

Posted: Tue Aug 16, 2005 9:37 pm
by Banquet
Nice one.. just emailed u.. thanks muchly [:)]

RE: Nik Mod 3.0

Posted: Tue Aug 16, 2005 11:14 pm
by witpqs
ORIGINAL: Nikademus

... The AA change requires a mandatory house rule - Players cannot bombard bases or cities above 25,000 feet.

I've yet to check out your scenario - so far I'm up to pry's scenario - but it looks intersting. I read your update description, and I'm curious about why this house rule? It seems like the change you made should not affect that fact that above 25,000 ft most AA was less effective, or not effective at all if it couldn't reach that high. What's the rationale for the hose rule?

Thanks in advance.

RE: Nik Mod 3.0

Posted: Wed Aug 17, 2005 5:33 am
by Nikademus
Heavy AA guns in the mod have a maximum ceiling of 25,000 feet



RE: Nik Mod 3.0

Posted: Wed Aug 17, 2005 11:35 pm
by witpqs
Right. Many times IRL bombers flew above the reach of AAA on purpose. So why have a house rule that says no bombing over 25,000 ft.?

RE: Nik Mod 3.0

Posted: Thu Aug 18, 2005 2:45 am
by Nikademus
Because the old ceilings were 30-36K [:)]

RE: Nik Mod 3.0

Posted: Thu Aug 18, 2005 5:00 am
by witpqs
Uh, okay. I think I'm only getting half the picture. Do you mean that a/c shouldn't be able to fly above the AAA ceiling?

RE: Nik Mod 3.0

Posted: Thu Aug 18, 2005 8:58 am
by michaelm75au
Hi
If an AA gun had a maximum altitude of 36,000ft in the official scenarios, planes flying at say 30,000ft were fired on.

In the mod, the AA has been tweaked to maximize its AA potential by placing an artificial maximum altitude (25,000ft) on them. What I expect this to do is "remove" the possible minimum altitude.[&:]
Now, that the altitude has been dropped to 25,000ft, the same planes flying at 30,000ft will not be fired at because they are above the maximum altitude. So if you fly planes at this height, you will never get any [:-]flak.

However, if these planes had attacked at 6000ft in an official scenario, the AA gun would most likely not had fired at them. Where as in the mod, the AA gun should fire at the planes.

Michael

RE: Nik Mod 3.0

Posted: Thu Aug 18, 2005 1:40 pm
by Nikademus
its not that they shouldn't be able to fly above AA. As Michael clarified for me....part of my changes included reducing the ceiling for guns that normally would be able to reach the high flying planes so flying above 25k in the mod just wouldn't be Crickett [;)]

RE: Nik Mod 3.0

Posted: Thu Aug 18, 2005 2:06 pm
by Speedysteve
It's been producing good results so far. You have to RESPECT AA now. No more 6000 feeters. Or at least you'll try it once [:D]

RE: Nik Mod 3.0

Posted: Thu Aug 18, 2005 2:09 pm
by Nikademus
I've noticed you've been moving some heavy AA into Burma......doesn't matter. You will still suffer 'Death by Wimpy'

What your Zeros do doesn't matter. Your Zeros dont matter.

RE: Nik Mod 3.0

Posted: Thu Aug 18, 2005 2:10 pm
by DuckofTindalos
QED!

RE: Nik Mod 3.0

Posted: Thu Aug 18, 2005 2:21 pm
by Speedysteve
We will see T. We will see.

Nik - How you know i've moved AA in? SigInt?

Come to Mandalay we'll have a party.

Seriously to all interested it's a great Mod. Increases realistic play

RE: Nik Mod 3.0

Posted: Thu Aug 18, 2005 2:27 pm
by Nikademus
HYPO hacked into your computer so now i know everything that you are doing. you are doomed.

[:'(]

RE: Nik Mod 3.0

Posted: Thu Aug 18, 2005 2:31 pm
by Speedysteve
You'll still lose since you are cr*p [;)]

RE: Nik Mod 3.0

Posted: Thu Aug 18, 2005 2:31 pm
by DuckofTindalos
DOOOOOOOOOOOOMED, I tells ya!

RE: Nik Mod 3.0

Posted: Thu Aug 18, 2005 2:31 pm
by Speedysteve
Funny how you've both got info on my PC and games yet you are both losing to me. Strange that [:'(]

RE: Nik Mod 3.0

Posted: Thu Aug 18, 2005 2:32 pm
by DuckofTindalos
Silence, English Flute Player!