Page 2 of 3
Re: US Naval Campaign delta test
Posted: Mon Dec 21, 2020 4:22 pm
by Erik2
The unmodded version is simply your original OOB.
Re: US Naval Campaign delta test
Posted: Mon Dec 21, 2020 4:48 pm
by robertahyuk
Erik2 wrote: ↑Mon Dec 21, 2020 4:22 pm
The unmodded version is simply your original OOB.
I only had Battle of Britain and removed it also to no avail. Still no workee!
Re: US Naval Campaign delta test
Posted: Mon Dec 21, 2020 6:44 pm
by Mascarenhas
Hi Erik,
Something similar is also happening here. I'm trying the mod under Steam platform, on a Mac, 1T HD, 16G RAM, regular HD 26'' monitor. 1) First Scenario takes unusual long time to load; 2) Initial mission screen (briefing) works fine; 3) Initial play screen freezes, I can't move through the map and can't place the air units I suppose to have in order to try and defend my ships; 4) I started the game anyway, the Japanese AI thinks a looong time, its air units start bombing and torpedoing and, as my first BB goes under, boooom!, the game crashes and I'm back to my computer screen. No OoB active anymore.
Re: US Naval Campaign delta test
Posted: Tue Dec 22, 2020 1:21 am
by Bobster66
Wake:
I changed Set up difficulty to Captain. Do the carriers sunk at Pearl Harbor reduce the number of carriers that show up in this scenario?
One suggestion is to maybe auto place the San Fransisco. There is no incentive for the player to actually deploy that ship since the objective can be achieved without even using it.
The Primary Objective still had a question mark after destroying the transports so it was unclear if it had been completed. Since the objective also pointed to the Sea Flag next to Wake island I then assumed it had to be retaken, but again the objective still had a question mark until the end of the scenario before the check mark appeared. Perhaps some clarification as to what needs to be done with this objective would help.
In the end, all of the objectives worked except for the "Do not lose any Carriers". I didn't lose any but it ended with a question mark and therefore a Draw.
Coral Sea:
Perhaps the Air Base at Port Moresby should be moved inland one hex? The small IJN squadron that speeds directly there shelled the entire Aussie and British Air Force to oblivion. Except for one indecisive Aussie Blenheim that kept turning around and flying back to Australia every few turns. It at least provided an ongoing source of amusement.
The Aussie naval escorts for the oilers abandoned their wards and made a B-line for the exit hex. The US forces were overwhelmed at the start of the scenario and can't do anything to prevent the destruction of the oilers.
All the transports were destroyed before reaching Port Moresby but the Primary Objective still had a question mark at scenario end so the final result was a draw.
Re: US Naval Campaign delta test
Posted: Tue Dec 22, 2020 1:29 am
by Bobster66
I started playing on my regular gaming computer which is pretty old, with Windows 7. It uses the GOG version of OOB and it's the PC I have played all the custom campaigns. It had no technical issues but, yes, turns were really long. So, I started playing on my workstation with Win 10 and using the Steam version of OOB so that the turns were somewhat faster. Again, no technical issues with that one either.
Re: US Naval Campaign delta test
Posted: Tue Dec 22, 2020 2:32 am
by GabeKnight
robertahyuk wrote: ↑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.
Well, you know, this is something of a "standard procedure" with OoB, like recommending someone to restart the PC... it
could've worked, but if not...
I would take a quick look at the mod, maybe there's something obvious; but can not find a link.
Re: US Naval Campaign delta test
Posted: Tue Dec 22, 2020 10:16 am
by Erik2
The scenario maps are all quite large, often using the max 120 hexes in at least one direction. This explains the loading time.
The long AI thinking time is usually related to the large radius used for air/naval search combined with a large number of units. That means brute force, a powerful PC/graphic combo , is needed to speed up the AI turns.
So this campaign will not work optimally on ie a laptop.
GabeKnight; I've PM'd you the link to the mod.
Re: US Naval Campaign delta test
Posted: Tue Dec 22, 2020 11:25 am
by Mascarenhas
My stuff is a miniMac, not a laptop; and the monitor is standard 26 inches HD. It's been working for any other regular or custom mission before this one.
Re: US Naval Campaign delta test
Posted: Tue Dec 22, 2020 12:10 pm
by robertahyuk
I also run an ASUS gaming PC and have never had a problem with any of Eric's campaign except this particular one. Reckon I'll just wait until someone can go through it and maybe find a problem or a new download.
Re: US Naval Campaign delta test
Posted: Tue Dec 22, 2020 1:05 pm
by Admiral_Horthy
I had some difficult days but I'll return soon. Excuse me
Re: US Naval Campaign delta test
Posted: Tue Dec 22, 2020 11:40 pm
by GabeKnight
Erik2 wrote: ↑Tue Dec 22, 2020 10:16 am
The scenario maps are all quite large, often using the max 120 hexes in at least one direction. This explains the loading time.
[...]
GabeKnight; I've PM'd you the link to the mod.
OK, got it, thanks. Yeah, long AI thinking times are to be expected. And yeah, more CPU power helps...
Admiral_Horthy wrote: ↑Tue Dec 22, 2020 1:05 pm
I had some difficult days but I'll return soon. Excuse me
Take your time, Admiral, eagerly awaiting the update of your AAA mod!
robertahyuk wrote: ↑Tue Dec 22, 2020 12:10 pm
Reckon I'll just wait until someone can go through it and maybe find a problem or a new download.
I see now, there are too many unneeded files inside the mod that may mess it up for some players, I guess. As only the units.csv file has been modded and the campaign added, here's my suggestion for a fix for those who have problems running the mod:

Delete all folders inside the mod folder
EXCEPT \campaigns and \data

Delete all files inside the mod\data folder
EXCEPT the units.csv file
PS: Erik, you should do the same with your dropbox-file. A mod should only include files that have been changed. Deleting all unneeded files inside the naval-mod will additionally reduce download size from 300 to 30MB...
Re: US Naval Campaign delta test
Posted: Wed Dec 23, 2020 10:01 am
by Erik2
Thanks, GabeKnight. Will do. I added the additional files when my mod wouldn't work properly, it was a quick-fix.
Edit: mod updated
Re: US Naval Campaign delta test
Posted: Wed Dec 23, 2020 11:33 am
by Mascarenhas
Now it's working fine, after Gabe's suggestions.
Re: US Naval Campaign delta test
Posted: Wed Dec 23, 2020 12:27 pm
by robertahyuk
Will there be a new link or is the original one fixed up OK? As I already deleted it out of frustration. Sorry.
Re: US Naval Campaign delta test
Posted: Wed Dec 23, 2020 5:58 pm
by Erik2
Re: US Naval Campaign delta test
Posted: Fri Dec 25, 2020 7:18 pm
by Mascarenhas
After Pearl's hell, this one ran quite well. Except for the annoyance of the Recon Catalinas (that I corrected with a few stimpacks), the mission was accomplished with no issues, relatively easily. Still, Japanese Navy behavior is a bit kamikaze. E.g.: after losing all its planes the flattops should be ordered to withdrawal immediately; instead, they keep advancing towards Wake island, which only made them more vulnerable to torpedoes and bombs. The victory trigger is incorrect: I wiped out the entire Japanese fleet by turn 15 and got only a draw.
Regards!
Re: US Naval Campaign delta test
Posted: Fri Dec 25, 2020 8:57 pm
by Mascarenhas
Coral Sea - 1
Again, AI taking a long, long, long long time "thinking". It bores and bores a lot. For those who don't have an SSD, the suffering is enlarged. The scenario is challenging, but feasible under the new rules.
Re: US Naval Campaign delta test
Posted: Sat Dec 26, 2020 12:31 pm
by Mascarenhas
Coral Sea - 2
It seems that the problem of laggard AI thinking resides on the Brit faction, which is the one that sticks every turn, on and on. The game does not freeze, but let it be patience...
Re: US Naval Campaign delta test
Posted: Sat Dec 26, 2020 3:25 pm
by Erik2
Mascarenhas wrote: ↑Sat Dec 26, 2020 12:31 pm
Coral Sea - 2
It seems that the problem of laggard AI thinking resides on the Brit faction, which is the one that sticks every turn, on and on. The game does not freeze, but let it be patience...
I don't think there are any Brits in Coral Sea.
Do you mean the Australians?
Re: US Naval Campaign delta test
Posted: Sat Dec 26, 2020 4:07 pm
by Mascarenhas
Yes, I mean Australians, sorry.