US Naval Campaign delta test

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Erik2
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US Naval Campaign delta test

Post by Erik2 » Mon Dec 14, 2020 6:15 pm

(delta actually means participate in Norwegian...)

Download link:
https://www.dropbox.com/s/ucugc224yaygz ... 4.zip?dl=0

This campaign is now part of a naval mod. It basically replaces generic ship movements with their historical values. This means many ships now have larger movement rates. I think it makes for more fluid and faster scenarios. Transports etc are using their old values. Basically, 3 movement points equals about 12 knots.

Removed scenarios where the sheer number of air/naval units were simply too many. Note that the remaining scenarios are still large and the AI will take some time running its turns.. I've triedaii scenarios are brand new and quite different from the old ones. Bru lent me his excellent Oahu scenario which I used as a template.
Cleaned up campaign branching and specialisations.
Consolidated Japanes factions.
US army faction (land-based air etc) is AI-controlled in all scenarios.
Reworked some scenario objectives.
The scenarios now include all ships down to destroyers.
Added additional Japanese commanders.
Added US commanders as rewards for secondary objectives.
Better handling of core units.
Killed Japanese carriers (and their air units) will not appear in later scenarios.

PM me if you'd like to test it and I'll send you a link.
Please add any comments in this thread.

Admiral_Horthy
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Re: US Naval Campaign delta test

Post by Admiral_Horthy » Mon Dec 14, 2020 8:30 pm

This means you have created US Navy as a faction, to accompany Army and Marines?

If you want I can join. I need some distraction from my modding - grinding TBD list - but no playing

Erik2
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Re: US Naval Campaign delta test

Post by Erik2 » Tue Dec 15, 2020 11:49 am

I've used the standard US faction for US Naval core units.
The US Army faction (controlled by the AI) is used for everything land-based.
I thought this split would increase the difficulty a bit and also allow for brewing a cup of tea or downing a beer while you wait for the AI to finish.
I believe there was a certain branch rivalry in the US forces (including the Marine Corps of course), something similar to Wehrmacht and Waffen SS.

Borkospas
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Re: US Naval Campaign delta test

Post by Borkospas » Wed Dec 16, 2020 6:21 pm

Hi Erik - are you referring to your custom made US. Navy campaign? Played it all the way till the end, although had a lot of tech difficulties, sometimes it took almost an hour for AI to finish its turn. Also - could not play Midway scenario, would get minor victory info as soon as I start. But it was fun overall.
P.S. - sorry for missing your DM, totally slipped my radar. Willing to play it if you are up for it still.

Erik2
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Re: US Naval Campaign delta test

Post by Erik2 » Thu Dec 17, 2020 9:58 am

Borkospas

I am working on adding increased air movement ranges to the mod. This to make air more comparable to the new naval movements. I'll PM you when I've got it working.

robertahyuk
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Re: US Naval Campaign delta test

Post by robertahyuk » Thu Dec 17, 2020 12:26 pm

I sure would like to give your newest Naval campaign a try. I went ahead and PMed you. Let me know when it's ready to try if you would. THANKS

Erik2
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Re: US Naval Campaign delta test

Post by Erik2 » Thu Dec 17, 2020 1:31 pm

The latest mod includes doubled air unit movement ranges and halved fuel values (number of turns in the air).

Bobster66
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Re: US Naval Campaign delta test

Post by Bobster66 » Fri Dec 18, 2020 3:22 am

Got through the first scenario.

There were a few things right off the bat that had me confused, then I figured out it was different preference settings. It was in window mode, had 2 button control and no mouse scroll. I guess some people may play with these settings but I'd never experienced them before. The first turn I played without any units deployed because I didn't think it was possible, and then I couldn't move, or shoot at enemy planes. It was a real head scratcher for awhile. I also noticed the default difficulty was Lieutenant, but decided to leave it that way since Erik does have a reputation for difficult scenarios. :-)

The Catalina's that become available have zero fuel and begin losing 3 points after the first turn. It also seemed strange that I couldn't land at an allied airfield if there were allied planes already there.

The extra movement for air units is nice, but it is a large map and by the time you got anywhere you need to return to base to refuel. It greatly reduce the utility of air units. Even the Japanese attack on Pearl Harbor only lasted three turns.

We can see a fleet patiently sitting north of Kahuku point because of radar, so it was odd that all the carriers made a dash to the southern part of the map all alone, without escorts. That allowed three carrier kills. Unfortunately, the Secondary Objective to sink a carrier did not register. I could only shoot down two aircraft on my own because the allied air units swept in for most of the kills. I did sink a carrier that had just landed three planes but it doesn't look like we get credit for those.

The increased naval speed worked well, and I really liked that some of the destroyers had flexible pathing. It's a pretty good variation of the historical Pearl Harbor attack, it was good fun. Looking forward to play Wake tomorrow.

Erik2
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Re: US Naval Campaign delta test

Post by Erik2 » Fri Dec 18, 2020 9:58 am

I'll collect all feedback in a new list.

I've also seen some odd air recon behavior. They should act like like other air units so there's something mod-wise that is not kosher.
i'll check the Japanese naval group that stays put (?). In my game i had a strong cruiser grp heading for my carriers.
The Japanese carrier grps currently travels too close to the coast, it is supposed to move to the central-east to shorten the air unit's fuel route.
Maybe the air unit's double range/halved fuel is not optimal for the specific Pearl attack where the air units need more turns to finish of a battleship or three.
This can be rectified by reducing inital BB strength by another point.

robertahyuk
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Re: US Naval Campaign delta test

Post by robertahyuk » Sun Dec 20, 2020 12:22 pm

Must just be me as I downloaded the Mod and that went well but when I start the game, I can't make any movements or purchase more units. It just freezes up and I can't move my cursor anywhere on the screen. Very strange!

Erik2
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Re: US Naval Campaign delta test

Post by Erik2 » Sun Dec 20, 2020 5:24 pm

robertahyuk wrote:
Sun Dec 20, 2020 12:22 pm
Must just be me as I downloaded the Mod and that went well but when I start the game, I can't make any movements or purchase more units. It just freezes up and I can't move my cursor anywhere on the screen. Very strange!
Did you select the mod before starting the campaign?
There's no purchase of units, you have a bunch of historical core units in the reserve list waiting to be deployed.

robertahyuk
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Re: US Naval Campaign delta test

Post by robertahyuk » Mon Dec 21, 2020 12:06 pm

Yes, I selected the Mod with no problem and it loads up just fine. It's after everything is set and I'm supposed to select units for deployment that it just stops working. I'm stuck on the deployment area and the screen doesn't move again nor select the units. It just stops there and doesn't move. ????

Erik2
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Re: US Naval Campaign delta test

Post by Erik2 » Mon Dec 21, 2020 12:13 pm

After the mod has loaded, can you open the editor and do things there?
Maybe you've got a corrupted mod install.

robertahyuk
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Re: US Naval Campaign delta test

Post by robertahyuk » Mon Dec 21, 2020 12:54 pm

Yes, I can open the Editor to scenario and campaigns with no problem. I uninstalled it once and reinstalled it from your link but still have the same problem.

GabeKnight
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Re: US Naval Campaign delta test

Post by GabeKnight » Mon Dec 21, 2020 1:47 pm

Try deleting the \settings folder from the \mod (!) folder.

robertahyuk
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Re: US Naval Campaign delta test

Post by robertahyuk » Mon Dec 21, 2020 2:20 pm

GabeKnight wrote:
Mon Dec 21, 2020 1:47 pm
Try deleting the \settings folder from the \mod (!) folder.
Tried that also but to no avail. Thanks Gabe.

Erik2
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Re: US Naval Campaign delta test

Post by Erik2 » Mon Dec 21, 2020 3:14 pm

Do you use Steam or Slitherine version of OOB?
Maybe install the 'other' one and test this with the mod.
You could also try to move the campaign from the mod to the standard Campaigns folder to check if it is the mod or scenario that causes the issue.
Finally, try #igotnukes to move to and test the next scenario.

robertahyuk
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Re: US Naval Campaign delta test

Post by robertahyuk » Mon Dec 21, 2020 3:32 pm

I use the Slitherine version from your link.
Have also installed it in "campaigns" and it doesn't show up at all then.
Other one?
When I get time, I'll uninstall it again and reinstall although I've done that three times.
I'll try the #igotnukes first to see if it moves on and works but I doubt it.

Erik2
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Re: US Naval Campaign delta test

Post by Erik2 » Mon Dec 21, 2020 3:56 pm

Also, try to download the mod once more. Something may be corrupt in your original download.
(If you install the campaign itself under the Campaigns folder you need to run the unmodded OOB).

robertahyuk
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Re: US Naval Campaign delta test

Post by robertahyuk » Mon Dec 21, 2020 4:17 pm

Erik2 wrote:
Mon Dec 21, 2020 3:56 pm
Also, try to download the mod once more. Something may be corrupt in your original download.
(If you install the campaign itself under the Campaigns folder you need to run the unmodded OOB).
Just tried again downloading your Mod and it still doesn't work.
Nukes got me to the Wake scenario but it didn't work either.
Don't know about the "unmodded" version. Never messed with it before.

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