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Re: Naval Academy Mod

Posted: Wed Mar 13, 2013 3:21 pm
by GottaLove88s
Amaris wrote:
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 :?:
Towing sounds good to me. The damaged towed ship and the towing ship should both be extra vulnerable to attack (by air or sea)... then they become higher priority targets... It would be good to show an icon that a ship is under tow... So an opponent can identify and target them.
Amaris wrote:
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.
C'est la vie, lol... Am enjoying this regardless

:-)

Re: Naval Academy Mod

Posted: Wed Mar 13, 2013 5:34 pm
by Wiesiek
Hi Amaris,
I downloaded succesfully version1 on IPad but I can not download version2.
What could be the problem?

Re: Naval Academy Mod

Posted: Thu Mar 14, 2013 3:59 pm
by Amaris
Wiesiek wrote:Hi Amaris,
I downloaded succesfully version1 on IPad but I can not download version2.
What could be the problem?
Damned! I know why: it's my fault!

The .LST link on my webpage is actually a link to the .LST link :shock: (say that I am an administrator for over 20 years :oops: my specialty is the operating system and LANs... I really struggled with the world wide web :mrgreen:)

So here the 'true' LST link: http://amaris-games.com/wp-content/uplo ... NAM-V2.LST

copy it, launch BA, find the user content button (which is in mp screen on ipad) and past the link with + button.

Re: Naval Academy Mod

Posted: Thu Mar 14, 2013 4:04 pm
by Amaris
GottaLove88s wrote:Towing sounds good to me. The damaged towed ship and the towing ship should both be extra vulnerable to attack (by air or sea)... then they become higher priority targets... It would be good to show an icon that a ship is under tow... So an opponent can identify and target them.
Approved! Just code all this. :roll:
The ToDoList become endless.
But I like that!
Nobody has a machine to double my spare time? :lol:

Re: Naval Academy Mod

Posted: Thu Mar 14, 2013 4:15 pm
by Amaris
Another point for transport: you can load an infantry / artillery in a truck and load the truck to a ship. Therefore the ship carries a truck who transport itself a ground unit. 8)

Re: Naval Academy Mod

Posted: Thu Mar 14, 2013 4:17 pm
by morge4
Amaris wrote:Another point for transport: you can load an infantry / artillery in a truck and load the truck to a ship. Therefore the ship carries a truck who transport itself a ground unit. 8)
That's good to know, was going to try that but just never got around to asking. 8)

Re: Naval Academy Mod

Posted: Thu Mar 14, 2013 4:24 pm
by Amaris
morge4 wrote:That's good to know, was going to try that but just never got around to asking. 8)
I discovered this while playing.
I didn't think any of managing this case. :oops:
But it works! And in addition it is very well. BA is fantastic!

Re: Naval Academy Mod

Posted: Fri Mar 15, 2013 7:19 am
by GottaLove88s
Hey Amaris, I have an HMG in a truck next to forest, but it won't permit me to deploy the HMG into the forest. Will post a screenshot when I get back...

Re: Naval Academy Mod

Posted: Fri Mar 15, 2013 8:36 am
by Wiesiek
Hi Amaris,

Thanks, it works on IPad now:-)

Re: Naval Academy Mod

Posted: Fri Mar 15, 2013 11:31 am
by Amaris
GottaLove88s wrote:Hey Amaris, I have an HMG in a truck next to forest, but it won't permit me to deploy the HMG into the forest. Will post a screenshot when I get back...
No screenshoot need, I found the problem; as I reduced the AP of ground units, I didn't pay attention to the necessary AP to unload an unit (and who depends on the arrival tile).

:arrow: As usual :mrgreen: will be fixed on the next release.
Wiesiek wrote:Hi Amaris,

Thanks, it works on IPad now:-)
Sounds great! Now I understand how the %$*^£ iPad works. :mrgreen:

Re: Naval Academy Mod

Posted: Sun Mar 17, 2013 9:57 am
by GottaLove88s
Bringing this over to here, as you suggested...
Amaris wrote:
GottaLove88s wrote:Yeah, Merr has developed a lot of cunning MP code, that lets BA do things that it's really not supposed to be able to do (u'r not related to him ru? ;-)). We use most of it in GJS'44, so feel free to play n plunder...

Tbh the next version of ur Pacific series will go a long way towards the best aspects of Civ... Multiple ship types, aircraft, broad mix of land units, large scale maps, beach, jungle & fortress assaults and defences... If you ever feel u'd like some help, I'd be a happy collaborateur to work on some VERY large maps for this...
Um a volunteer? gladly. :P
I ask only little thing: your soul! :twisted:
Will speak on the topic dedicated.
GottaLove88s wrote:Is there a max map size in BA?
Yeah! 64x64. As the limit of 64 units per side. :roll:
Cool! Only my soul? ;-)

Hmmm, in seriousness, do you mind if I start to knock up a 64x64 land/ocean map with some large islands?

Right now, it can become frustrating that all land units only move 1 space (which is seriously limiting for assaults with any kind of defensive fire present). If I can create larger islands, it would make sense for trucks to move say 6, armoured transports 4, Jap tanks 4, US tanks 3, infantry/marines 2, HMGs & mortars 1? Would you mind if I experiment along those lines?

Also, if max map size is 64x64, firing range of coastal guns might need to be toned down slightly? Perhaps to the same firing range as a heavy cruiser? Otherwise, one coastal gun is like a battleship! :oops:

Re: Naval Academy Mod

Posted: Sun Mar 17, 2013 10:03 am
by Amaris
The road to version 3 :!:

:arrow: the 'simple' version of aircraft carrier works well on MP. the 'complex' version is set aside for the moment. I prefer to add other elements first.

So the program:
- fix bugs.
- add harbor to repair ships. FFS, pump and engine. I don't know whether to allow repair turrets.
- I think towing a ship is too complicated... An easy solution is to allow the move of a single tile without engine. As the ship can hope to return to harbor for repairs. :?:
- add airfields.
- add improved engineer.
- revise existing values of unit: combat stats, movements, etc..
- ...

Re: Naval Academy Mod

Posted: Sun Mar 17, 2013 10:13 am
by GottaLove88s
Not many bugs to fix, Amaris!

Harbours - Essential. Yes please!
Turret repairs - Only in harbour
Pump and engine repairs - Also only in harbour?

Towing does sound complex. 1-2 space moves without engine makes sense. Perhaps add a single port to certain islands, so land forces have to fight over them? (in the same way they actually fought over key airfields, eg. Henderson)

Improved engineer - This will be perfect for big maps with fortresses and jungle! Nice mod.

On unit stats...
CV and BB movement could be increased - these were not slow ships (sometimes faster than their escorts)
Transports, however, were slow, so that's accurate (sadly) - Are you going to remove their torps?
Reduced firing range/power of coastal battery to match eg. Heavy Cruiser?

Re: Naval Academy Mod

Posted: Sun Mar 17, 2013 10:41 am
by GottaLove88s
You've used 17pdr and 88 icons for coastal batteries.

Do these have their usual direct fire AP ability also?

Perhaps you could use them in a more strategic 'bombardment type' mode, rather than direct fire (for land targets)?
(because off map arty won't make much sense on large-scale, multi-island Pacific maps).
Your direct fire against ships does make sense tho...

Maybe you could use the 6pdr and Stielgranate icons for direct fire ATGs?

Re: Naval Academy Mod

Posted: Sun Mar 17, 2013 6:16 pm
by GottaLove88s
Hey Amaris,

I've been playing around with your wonderful NAM engine for a couple of hours and have come up with this little taster... Sadly, I must stop now for "Real Life", lol, but will carry on next weekend... I believe that I should be able to complete the full scenario in about four weeks (hopefully to coincide with your NAM v3 release - inc. ports, airfields, Ha Go and Chi Ha tanks, improved engineers, mortars, etc - and probably most players upgrading to the next version of BA, if it's released as per forum schedule, March 20th I think?).

An American fleet lands a powerful marine force onto a beautiful Pacific ocean beach...

Image

The defenders remain quiet and stealthy, for now... But they're waiting and they're well prepared...

Image

The Japanese admiral has hidden his carrier group to the southwest of the island...

Image

Welcome to Hell gentlemen... This is Guadalcanal...

Image

A southwestern segment of a new 64x64 Eastern Solomon Islands map... currently in development for Amaris' superb Naval Academy campaign...

Image

Only one island worked up so far, and even Guadalcanal is pretty rough around the edges, but it feels like there's some interesting potential here... Do you mind if I continue...? :mrgreen:

Re: Naval Academy Mod

Posted: Sun Mar 17, 2013 7:16 pm
by GottaLove88s
What's the desert object equivalent of a BLOCKING_TREE? I haven't added those yet... :?

Re: Naval Academy Mod

Posted: Sun Mar 17, 2013 7:22 pm
by Amaris
Very nice! :shock: :P
GottaLove88s wrote:What's the desert object equivalent of a BLOCKING_TREE? I haven't added those yet... :?
Um try palmtree:

Code: Select all

[palmtree]
DAMAGE 100
BLOCKING
FADE
Height 40
RANDROT
RANDSCALE 0.2
this is the only one attribute BLOCKING.

Re: Naval Academy Mod

Posted: Sun Mar 17, 2013 7:23 pm
by GottaLove88s
If we go live with Guadalcanal... I'd like to use Merr's dual-side deploy, so that the Japs can deploy anywhere in The Slot, Guadalcanal, Savo, Tulagi, and any of the ocean to the western third of the map... The Americans can deploy anywhere within the eastern third of the map, with all of their forces sea born at the start of the scenario...

Re: Naval Academy Mod

Posted: Sun Mar 17, 2013 7:25 pm
by GottaLove88s
And maybe add a Midway to the top right... and a Rabaul to the bottom left... For when things go very wrong, and all of the on-map ports are held by your enemy...?

Re: Naval Academy Mod

Posted: Sun Mar 17, 2013 7:28 pm
by GottaLove88s
Amaris wrote:Very nice! :shock: :P
GottaLove88s wrote:What's the desert object equivalent of a BLOCKING_TREE? I haven't added those yet... :?
Um try palmtree:

this is the only one attribute BLOCKING.
DOH! merci A... j'ai dit que je suis très useless at coding... :oops: :mrgreen: