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autorenew=true for every patrol still?
yikes
There are no changes to supplies. If you look careful you will see.
"replenish0":[2000,3000,100,100],"replenish1":[2000,3000,100,100]
This are the stock values. Your confusion is about another thing.
"replenish0Max":[20000,30000,500,500],"replenish1Max":[20000,30000,500,500] which is also the stock values.
Some patrols missions are important to keep around Rabaul. However two sub patrol were deleted because they were duplicated. ( In other words AI was spamming two subs for the same region ) and I know many players hates subs :P
For more information about my work i wrote a changelog you can read in the folder.
Keeping autorenew=true, nocost=true is perplexing to me. How does this address the "war of attrition" you mention?
Don't worry , anyone can make mistakes.
Now about the economy and all the other mod features , there is one important thing to understand. This is a BETA version. It is there on the main menu and also in the changelog. Every decision made about the mod can change if there is a good reason why to do so.
About the patrols there are good reasons why i kept them that way:
- Realism factor.
Historical speaking , Rabaul was the most important japanese port in the area and continue to be after the decision to retreat from Guadalcanal at 12 December 1942. They didn't simple decided to leave Rabaul and stop all naval operations around. So i decided for now to kept the dds patrolling around Rabaul and some subs harassing the american fleet.
- AI.
Where the human player can relocate the resources to where is most needed , the AI cannot simple as that. I can try to make AI to behave better in certain conditions and to improve the campaign experience but in the end Ai is not human. So to keep the dds patroling around Rabaul and some subs harassing without a cost was needed for AI to only spend where is more important.
- Patrols numbers.
As i said before. There are some duplicated sub patrol missions in stock game that were deleted in my version. So keep in mind that are less patrol missions here.
Final consideration: The CP cost for AI to build fleets in my version is higher. IRL it took 4 months for the Japan to understand that the battle was lost: Maybe a player can sunk so many ships that will force Ai to stop sending ships to Guadalcanal in 2 months. I simple cannot give you the answer at this moment.
From my experience i have the same opinion as you. That is why in the convoy missions rework , i reduced the number of cargo ships and increased the dd numbers and other warships. I expect this to reduce the troop spamming by the AI.
I agree they need to be toned down.
I think it would help if the convoys would actually draw from their stockpile or their respawn would take longer.
Then the initial convoys are okay (and quite historical, 19.000 Marines landed on Guadalcanal). If you're good and sink them you will have a lot of breathing space and a level playing field. If they land on guadalcanal, well. Good luck getting it back.
- All autocost and autorenew deleted from the campaign.
- Rework stats for all the planes. Historical ranges, maximum speed and climb rates applied to all planes. Dive rate doubled for all planes. Medium bombers speed nerf 20%; small bombers speed nerf 10% nerf to make them balanced against fighters and to simulate the payload weight.
- imperial campaign added. All the american fleets were reworked to use the new formation system . A new task force added to the AI.
- Submarine vs DD interaction rework. Sonar slighty buff. Damage rework on subs against depth charges.
- Changelog now in the OP for users to follow the creation process.
Thank you for testing! let me know If you find the AI having problems in making the campaign a challenge to you or not fun enough.
- Air power. With this new update the carriers carried now 4 squadrons for a total 48 planes. To make this more interesting, i increased the planes number limit to 50 for each player in battle.
- AA rework. The AA range was vastly increase to historical values.
- Cargo rebalanced for warships. Now both DDs and CL can carry supplies. CL carry more in comparison to a DD.
- Yorktown armor updated with historical values.
- Magazine explosion probality was increased to 10%.
- Ships cost rebalanced.
- Start date changed to 5/8/42 to give players enough time to reach Guadalcanal at day 7.
15/02/21: All aircraft carriers now with 4 squadrons (48planes) ["zero","val","kate","kate"] Japan ; ["wildcat","dauntless","dauntless","avenger"] American
// : "damageParties":6 for the american carriers (buff)
// : Yorktown armor updated to historical values. NOTE: Deck armor + Hangar deck armor = 1 value
// : Cargo rebalanced for warships subs/50,0,0,0 ; destroyers/150,100,0,0 ;light cruisers/300,200,0,0
// : British light cruiser can carry cargo now (it was missing)
// : Ships cost rebalanced. Mainly japanese, the carriers and the Brooklyn.
// : Fixes to subs armor.
// : "maxAirPerSide":50 it was 24
// : "commandPoints":[300,1000] 50 point increase to the human player to compensate the new ship cost.
// : "campDifficultyPreset2":[1,1,1,1,0.5,0.5,0,0,0,0,1,1,1,1] Now AI gets the same amount CP as the player for ships sunk.
// : "defaultNavigationSpeed":0.7 it was 0.514 :Needs testing.
// : "maxLightAAADistance":1500.0,"maxHeavyAAADistance":8700.0 it was 200/500
// : "magazineExplosionProbability":0.1 it was 0.01 (now 10%)
// : Start date on the campaign changed to 5/8/42 to give time to the players reach Guadalcanal by 7.
// : BETA STATUS v0.6
Thank you , i am glad i could improve your game experience. If you notice some strange AI behavior in the campaign please report so i can improve.
i think not. He probaly also uses the config and setup file so a conflict would happen. And then there is other problems. As an example, i created a new formation system and my AI fleet missions are all design using this new system , he must be using the stock values so you would see the ships in bad positions,