Da Babes Mod

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JWE
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RE: Da Babes Mod

Post by JWE »

ORIGINAL: drw61
It would be nice for us that play against the AI if you could do a version with just the extra ships (Da Babes Lite version)
Thanks

Daryl
That's a thought.
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drw61
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RE: Da Babes Mod

Post by drw61 »

And hope revives, thanks for looking into it!

Daryl
ORIGINAL: JWE

ORIGINAL: drw61
It would be nice for us that play against the AI if you could do a version with just the extra ships (Da Babes Lite version)
Thanks

Daryl
That's a thought.
Buck Beach
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RE: Da Babes Mod

Post by Buck Beach »

ORIGINAL: JWE

ORIGINAL: drw61
It would be nice for us that play against the AI if you could do a version with just the extra ships (Da Babes Lite version)
Thanks

Daryl
That's a thought.

And the adjusted Naval Support/Shore Party support at port bases.[;)]
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JWE
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RE: Da Babes Mod

Post by JWE »

ORIGINAL: Buck Beach
And the adjusted Naval Support/Shore Party support at port bases.[;)]
Well, that's the problem. We don't plan to just tweak. We plan on redefining content of major HQs; adding US Naval District HQs; adding several new classes of LCUs; redefining content of some existing LCUs. These are the wet cow flapjacks that the nominal AI will step in. The existing scripts won't know about our changes, so ...

It is possible that we can still utilize the first script group, so that there will be a rational AI that people can use to go smiling and dialing for a period of time. But since we do not know how our changes will affect the AI, we cannot offer the campaign version of Les Bebes as anything but a PBEM/H2H scenario.

We will do our best to keep LCU and Base changes from impacting the Class and Ship files. That way, we could offer 2 versions - a Class and Ship file drop-in that would play with the standard AE-AI, and a complete file set drop-in, that likely would not. The complete file set drop-in will include the first AI script group - aei001 to aei006, but no waranty can be given.

drw61 had a good idea. If we can keep the file changes independent, people could just substitute a limited set, depending on their desires:
Load the Ship and Class files and play under AE scen001, 002, 006, 007, 008, or 009.
Load the whole magilla, and play PBEM/H2H.

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cantona2
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RE: Da Babes Mod

Post by cantona2 »

JWE and the rest of Da Team. Just to say that if this does for AE what CHS did for Witp then I'm quitting my job and never going to sleep again [:D]
1966 was a great year for English Football...Eric was born

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oldman45
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RE: Da Babes Mod

Post by oldman45 »

ORIGINAL: JWE

And drydocks (for both sides) of multiple sizes; and data consolidation for gun parameters for SurfCom and AACom; and ship upgrade/convert schedules according to our opinions/schedules; and ... woof!
Ciao. John

This caught my eye. I know a few posts up you said that most of what you're doing will be for PBEM/h2h but can the Drydocks make the cut into the player vs AI?
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JWE
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RE: Da Babes Mod

Post by JWE »

Yes. btw, they are already in AE patch-2.
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oldman45
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RE: Da Babes Mod

Post by oldman45 »

My Hero[&o]
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JWE
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RE: Da Babes Mod

Post by JWE »

The stock AE scenarios have a very limited set of drydocks for either side. However Da Babes opens this up quite a bit. There's biggies, middies, and dinkies. There's also some static floaters here and there. Just for fun:

Image
and yes, they are Allied. Japan didn't have many, and what they did have (that was deployable) was small. Bases that have repair yards will not have floaters - those have already been taken into account in developing the repair yard values. And no, you can't capture them. If ya capture a base, the gobs will blow them into itsy, bitsy pieces.
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witpqs
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RE: Da Babes Mod

Post by witpqs »

So, what's a "static floater"?
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JWE
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RE: Da Babes Mod

Post by JWE »

ORIGINAL: witpqs
So, what's a "static floater"?
Some ARDs were constructed in place, moored to concrete piers, and weren't able to go much of anywhere. Others were painfully towed for weeks/months across the Pac to their final resting place, and they ain't going anywhere else anytime soon. So, they are static - they don't move - they stay where they are. They have speed-1 to avoid the dread 'divide by 0', but they pretty much stay where they are. Think of them as static/restricted.
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treespider
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RE: Da Babes Mod

Post by treespider »

ORIGINAL: JWE

ORIGINAL: witpqs
So, what's a "static floater"?
Some ARDs were constructed in place, moored to concrete piers, and weren't able to go much of anywhere. Others were painfully towed for weeks/months across the Pac to their final resting place, and they ain't going anywhere else anytime soon. So, they are static - they don't move - they stay where they are. They have speed-1 to avoid the dread 'divide by 0', but they pretty much stay where they are. Think of them as static/restricted.


I suppose Endurance of 0 or 1 would work as well?[;)]
Here's a link to:
Treespider's Grand Campaign of DBB

"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
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JWE
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RE: Da Babes Mod

Post by JWE »

ORIGINAL: treespider
I suppose Endurance of 0 or 1 would work as well?[;)]
You betcha!
Buck Beach
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RE: Da Babes Mod

Post by Buck Beach »

ORIGINAL: witpqs

So, what's a "static floater"?

I know what a floater is? (bathroom humor)
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witpqs
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RE: Da Babes Mod

Post by witpqs »

I threw you a softball, Buck! [;)]
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oldman45
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RE: Da Babes Mod

Post by oldman45 »

ORIGINAL: JWE

ORIGINAL: witpqs
So, what's a "static floater"?
Some ARDs were constructed in place, moored to concrete piers, and weren't able to go much of anywhere. Others were painfully towed for weeks/months across the Pac to their final resting place, and they ain't going anywhere else anytime soon. So, they are static - they don't move - they stay where they are. They have speed-1 to avoid the dread 'divide by 0', but they pretty much stay where they are. Think of them as static/restricted.

If its any consolation, it took less than 30 days to take Los Alamos (AFDB-7) to Scotland from the East Coast. That bad boy could lift a BB and it sucked taking that walk up the wing wall.
Buck Beach
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RE: Da Babes Mod

Post by Buck Beach »

ORIGINAL: witpqs

I threw you a softball, Buck! [;)]

Only kind I can hit these days.
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JWE
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RE: Da Babes Mod

Post by JWE »

ORIGINAL: oldman45
ORIGINAL: JWE
ORIGINAL: witpqs
So, what's a "static floater"?
Some ARDs were constructed in place, moored to concrete piers, and weren't able to go much of anywhere. Others were painfully towed for weeks/months across the Pac to their final resting place, and they ain't going anywhere else anytime soon. So, they are static - they don't move - they stay where they are. They have speed-1 to avoid the dread 'divide by 0', but they pretty much stay where they are. Think of them as static/restricted.
If its any consolation, it took less than 30 days to take Los Alamos (AFDB-7) to Scotland from the East Coast. That bad boy could lift a BB and it sucked taking that walk up the wing wall.
Oh yeah. ABSDs, and AFDMs and such will have a speed (low) and endurance (low) and fuel (low) that represents their being able to be towed to places like Manus, Ulithi, Tulagi, Esperitu Santo, etc..

I was thinking about YFD-1 Dewey, Admiralty IX, and such. They were painfully towed to their final resting place, so they obviously, technically, 'could' be moved, but they were moored out; guyed and channeled. So, as they were at the time, certain 'floaters' (we call 'em Captain Brown [;)]) are basically static, and ain't going anywhere else anytime soon.

btw, the version with just ships is getting real close.
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drw61
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RE: Da Babes Mod

Post by drw61 »

Thanks for the update, this makes my day!

Daryl
ORIGINAL: JWE
btw, the version with just ships is getting real close.
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oldman45
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RE: Da Babes Mod

Post by oldman45 »

With the issues of the naval support, I know you wrote what you all had to do with it, how is it going to work with patch 2?

(ok small hijack here)
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