Naval Academy Mod

PC : Battle Academy is a turn based tactical WWII game with almost limitless modding opportnuities.

Moderators: Slitherine Core, BA Moderators

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Amaris
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Re: Naval Academy Mod

Post by Amaris »

pipfromslitherine wrote:Ahhhh. Makes more sense I guess, but maybe I'll see if The Final Countdown is on Netflix for tonight... :)

Cheers

Pip
Great movie! In french it is 'Nimitz retour vers l'enfer (Nimitz back to hell.)

Image

It gives me somes ideas. :P

There are still some small bugs with air interception. Playing as US player, when one of my raid is intercepted I see two zeros shooting themselves. :roll:
“Take care, my friend; watch your six, and do one more roll… just for me.”
Amaris
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Re: Naval Academy Mod

Post by Amaris »

Warning:

there is a big bug with transport vessels! They can shoot torpedoes unrestricted. :shock:

Image

Thanks to Dugueslin who found this!

The good new is that I know where it comes from: it is a remnant of my tests for submarines. :roll:
“Take care, my friend; watch your six, and do one more roll… just for me.”
GottaLove88s
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Re: Naval Academy Mod

Post by GottaLove88s »

Armed merchantmen, like it!

Just sank my first BB :-)
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
GottaLove88s
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Re: Naval Academy Mod

Post by GottaLove88s »

Are units suppressed with morale <50, like regular BA?
Is morale calculated independent of damage? Or is morale related to damage?

I'm in a real surface skirmish between BBs, CAs and DDs...
The enemy BB has 2 fires and 2 hull leaks but still has morale of 92
The enemy DD has 6 fires and 2 hull leaks, but they're valiant for sure, with a morale of 70

Call that a great big gaping hole in my side, nay two great big gaping holes, letting the ocean come hither... enjoined by three, nay six, large fires to provide warmth and comfort for my crew topside... 'Tis but a flesh wound, Sir! :shock:
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
GottaLove88s
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Re: Naval Academy Mod

Post by GottaLove88s »

Actually, the 2 squadrons per carrier, approximately equal numbers of squadrons on various carriers works REALLY well... Quite a dilemma... Do I protect my fleet? Or do I go for that BB that is looking pretty wounded... Argh!! Wrong choice...
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
GottaLove88s
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Re: Naval Academy Mod

Post by GottaLove88s »

Could you add "home ports"?... So Yanks could put in for faster repairs at Pearl or Midway... Japs can do faster repairs at Truk or Rabaul, etc...
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
GottaLove88s
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Re: Naval Academy Mod

Post by GottaLove88s »

How long does it take for engines to repair? Or am I stranded for good?
Don't suppose I can pull my dead in the water cruiser with 2-3 destroyers, could I?
(See siege of Malta and the SS Ohio :-))
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
GottaLove88s
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Re: Naval Academy Mod

Post by GottaLove88s »

Do Air Strikes impact morale as well as inflict damage?
I just hit a DD with an Air Attack, caused 3 fire... but morale is still 100...
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
GottaLove88s
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Re: Naval Academy Mod

Post by GottaLove88s »

If I have a fire on board and the red FFS (fire fighting system?) is damaged (has a red X through the icon), how do I put the fire out?
Will the FFS repair itself over time?

I have a Cruiser taking on water and with multiple fires, the FFS is broken, but the AP was zero at the beginning of its turn (so no repair options available).
Not looking good for the ship's captain...
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
GottaLove88s
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Re: Naval Academy Mod

Post by GottaLove88s »

Still figuring my way around this, so I haven't quite understood the morale system for warships yet (feels like ships can sustain a lot of fires and leaking without affecting morale or ability to fight), but it's normal BA morale for land units (that I can understand! :-))... One direct hit from a destroyer will reduce a 5/5 Infantry grunt to 2/5... Medic would be REALLY handy for island assaults...
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Amaris
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Re: Naval Academy Mod

Post by Amaris »

Dead under an avalanche of topics. :P I'll try to forget anything.
GottaLove88s wrote:Are units suppressed with morale <50, like regular BA?
Units are suppressed with morale <50 like regular BA. Change is that a demoralized ship will not automatically move under fire.
GottaLove88s wrote:Is morale calculated independent of damage? Or is morale related to damage?
For ship, loss of moral is linked to damage. But not linear: fire can lose five moral points maximum, hull leaks seven points maximum and a critical hit (turret hit, pump hit, ...) ten points maximum.
GottaLove88s wrote:Call that a great big gaping hole in my side, nay two great big gaping holes, letting the ocean come hither... enjoined by three, nay six, large fires to provide warmth and comfort for my crew topside... 'Tis but a flesh wound, Sir!
As there is an element of randomness, the crew of a ship may have different reactions. :P
“Take care, my friend; watch your six, and do one more roll… just for me.”
GottaLove88s
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Re: Naval Academy Mod

Post by GottaLove88s »

The light fortifications at the top of the central hill (Mount Suribachi? ;-)) in the Big MP map have reduced cover of 30% (same as grass)
Looks like a BA map bug (it does that to me all the time; am sure you could fix by deleting the fort and putting back again)
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
GottaLove88s
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Re: Naval Academy Mod

Post by GottaLove88s »

Aha, light of understanding predawns, possibly (my brain is slow in the morning, lol)

Sooo... is a ship's morale linked to reductions WHEN the damage was inflicted? Or is morale linked to CURRENT damage on the ship (ie. recalculated each turn to take note of continued poor condition)?
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
GottaLove88s
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Re: Naval Academy Mod

Post by GottaLove88s »

I'm guessing Big MP is a long game? How many turns does it run for? Could you add a countdown counter?
eg. XX turns remaining
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
GottaLove88s
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Re: Naval Academy Mod

Post by GottaLove88s »

Big MP feels kinda like real Pacific, lose a BB, kill a CA and some DDs... Tit for tat... Stay aware of where your enemy are... Move your transports up... It's a long game (in a good way) so it forces players to use long game strategy...

The way it works right now, it feels like the best strategy is to concentrate on killing all of your opponent's capital ships, then go for the flags once it's safe, right?

Could you reward the tactical player who goes for the early flag wins? Perhaps by giving each player a rolling score, each VP flag held +1 point per turn; each home island VP flag held +2 points per turn.

That would ensure that players protect their HQ's properly, rather than only going for the 4 flag cluster on the home island. And players would fight for flags early...
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Amaris
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Re: Naval Academy Mod

Post by Amaris »

GottaLove88s wrote:Actually, the 2 squadrons per carrier, approximately equal numbers of squadrons on various carriers works REALLY well... Quite a dilemma... Do I protect my fleet? Or do I go for that BB that is looking pretty wounded... Argh!! Wrong choice...
This is a simplified version of one of my very old system for naval battles with figurine. :P
GottaLove88s wrote:uld you add "home ports"?... So Yanks could put in for faster repairs at Pearl or Midway... Japs can do faster repairs at Truk or Rabaul, etc...
Is already planned. :P To repair engines, anti-fire, etc..
I want just such a repair takes at least 2 turns. So I need to test this before to be sure that it will work.
GottaLove88s wrote:How long does it take for engines to repair? Or am I stranded for good?
For now engines, and other elements can not be repaired.
I think of the opportunity to pull a engine damaged ship.
And perhaps also add the ability to fight fires and hull leaking to an another damaged ship. :idea:
GottaLove88s wrote:Do Air Strikes impact morale as well as inflict damage?
It should. But I think I had forgotten it for the ships. :oops: Fixed for the next release.
GottaLove88s wrote:If I have a fire on board and the red FFS (fire fighting system?) is damaged (has a red X through the icon), how do I put the fire out?
See the rules: When a ship is on fire, it is possible to fight the fire. This costs action points (1/3 of max AP.) This will reduce the number of fire counter the ship. Note that it is still possible to fight a fire even if the FFS is destroyed. It simply becomes less effective. This action can only be done once per turn and per ship (if it has enough action points.)
GottaLove88s wrote:Will the FFS repair itself over time?
No. It should be repaired in port.
GottaLove88s wrote:have a Cruiser taking on water and with multiple fires, the FFS is broken, but the AP was zero at the beginning of its turn (so no repair options available).
Not looking good for the ship's captain...
This is a half bug. :wink:
Your cruiser still have engines? If not the your cruiser have 0 AP at the start of turn and no repair is available.
I forgot the case where the ship has no engine... Even without engine repair actions should be possible. Fixed for the next release.
“Take care, my friend; watch your six, and do one more roll… just for me.”
Amaris
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Re: Naval Academy Mod

Post by Amaris »

GottaLove88s wrote:The light fortifications at the top of the central hill (Mount Suribachi? ;-)) in the Big MP map have reduced cover of 30% (same as grass)
Looks like a BA map bug (it does that to me all the time; am sure you could fix by deleting the fort and putting back again)
I'll look at it.
GottaLove88s wrote: is a ship's morale linked to reductions WHEN the damage was inflicted? Or is morale linked to CURRENT damage on the ship (ie. recalculated each turn to take note of continued poor condition)?
For now only when the ship is hit.
I could add a loss of morale at the beginning of each turn if the damage (fire and/or hull leaking) extends.
GottaLove88s wrote:I'm guessing Big MP is a long game? How many turns does it run for? Could you add a countdown counter?
Yes a very long game. No countdown counter for now, just a turn counter display on UI.
I wanted to allow time for the players.There are many different strategy. And rush is not necessarily the best. :wink:
Victory is achieved by controlling five VPs. So you need to protect your home island and conquer all the VP in the middle island.
Anyway this is just a test. To find bugs.
“Take care, my friend; watch your six, and do one more roll… just for me.”
GottaLove88s
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Re: Naval Academy Mod

Post by GottaLove88s »

Amaris wrote:
GottaLove88s wrote:uld you add "home ports"?... So Yanks could put in for faster repairs at Pearl or Midway... Japs can do faster repairs at Truk or Rabaul, etc...
Is already planned. :P To repair engines, anti-fire, etc..
I want just such a repair takes at least 2 turns. So I need to test this before to be sure that it will work.
GottaLove88s wrote:How long does it take for engines to repair? Or am I stranded for good?
For now engines, and other elements can not be repaired.
I think of the opportunity to pull a engine damaged ship.
And perhaps also add the ability to fight fires and hull leaking to an another damaged ship. :idea:
Catch 22? Great book btw.
You have to allow ships to repair their engines at sea (or be towed by other ships). Simulated in BA by "loading" one into the other?
Otherwise they can't get to port to get their engines repaired...

Do we have ports in this version? If I go back to home island will my fires/hull damage be repaired?
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
GottaLove88s
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Re: Naval Academy Mod

Post by GottaLove88s »

Amazing work Amaris... Forgive the heaps of foolish questions!! :-)
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Amaris
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Re: Naval Academy Mod

Post by Amaris »

GottaLove88s wrote:You have to allow ships to repair their engines at sea (or be towed by other ships). Simulated in BA by "loading" one into the other?
I prefer that damaged ship must be towed by other ships. This other ships who can't fight in this case. May be only the destroyer :?:
GottaLove88s wrote:Do we have ports in this version? If I go back to home island will my fires/hull damage be repaired?
It's not yet implented, sorry for your ships.
GottaLove88s wrote:Amazing work Amaris... Forgive the heaps of foolish questions!!
I prefer an avalanche of questions rather than having no return. :wink:
“Take care, my friend; watch your six, and do one more roll… just for me.”
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