Nik Mod 3.0
Posted: Tue Aug 16, 2005 4:28 pm
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
***************
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