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Posted: Sat Feb 21, 2009 10:55 pm
by Peter Stauffenberg
The message_eng.txt is updated to have more info about all generals. I don't know why this file doesn't work on a MAC. Maybe you can use the original message_eng.txt file instead of the one provided with the mod? The mod won't be different if you use the original file. All you lose is the info about some generals, especially the Russian generals. But this is not important at all for the mod.

error message

Posted: Sun Feb 22, 2009 3:32 am
by rtamesis
The error message that pops up when the new message_eng.txt file is added to the CEAW 1.06 beta for the mac and the app is launched says:

Cannot launch Java application

Uncaught exception in main method:
java.lang.ArrayIndexOutOfBoundsException:Array
index out of range: 1301

Posted: Sun Feb 22, 2009 10:14 am
by firepowerjohan
Means the message_eng.txt script is too short, u can always fix this by adding new rows like

INDEX-1301| ""
INDEX-1302| ""


etc...

I do not know how much longer the Mac script is but a hunch is that if you incease this script to 1400 or 1500 indexes you will be fine and can run PC Mod on Mac. A warning is that each index must have exactly TWO " characters.

Thanks!

Posted: Thu Feb 26, 2009 3:41 am
by rtamesis
firepowerjohan wrote:Means the message_eng.txt script is too short, u can always fix this by adding new rows like

INDEX-1301| ""
INDEX-1302| ""


etc...

I do not know how much longer the Mac script is but a hunch is that if you incease this script to 1400 or 1500 indexes you will be fine and can run PC Mod on Mac. A warning is that each index must have exactly TWO " characters.

I modified the file as you suggested, and it now works without crashing. Thanks! :)

Posted: Thu Mar 05, 2009 6:28 pm
by Happycat
Stauffenberg wrote:
iainmcneil wrote:Sorry for confusion - BJR is Borgen :)
No it's not. BJR = Borger, Jim and Ronnie, i. e. the first letter of the name of each of us. Just like ABBA was Agneta, Benny, Bjørn and Annifrid. :wink:
And we can all sing like Benny and Bjørn too! :)

Jim (the "J" in BJR)

Posted: Tue Mar 10, 2009 11:33 pm
by rkr1958
Happycat wrote:
Stauffenberg wrote:
iainmcneil wrote:Sorry for confusion - BJR is Borgen :)
No it's not. BJR = Borger, Jim and Ronnie, i. e. the first letter of the name of each of us. Just like ABBA was Agneta, Benny, Bjørn and Annifrid. :wink:
And we can all sing like Benny and Bjørn too! :)

Jim (the "J" in BJR)
That's why I turn the sound off when I play these guys PBEM. :D

Small Rule Change

Posted: Sun Mar 15, 2009 5:51 pm
by joerock22
Hey guys. Just wanted to start by letting you know how much I've enjoyed your mod. In all 3 games played on it, however, my opponents and I have found the sub rules a little too restrictive. We've modified the rule slightly so surface ships can attack subs within 2 hexes of their starting position, instead of right next to it. This allows the Allied player to group his ships so attacking any one ship in a fleet is risky for a sub. With the original rule, no matter how you group your ships, a sub can always find a weak spot and attack a ship without any chance of counterattack by nearby ships.
I'm curious to hear what you think of this, and what your experience with the sub rules has been. Why did you go with the 1-hex rule?

Re: Small Rule Change

Posted: Sun Mar 15, 2009 6:33 pm
by Happycat
joerock22 wrote:Hey guys. Just wanted to start by letting you know how much I've enjoyed your mod. In all 3 games played on it, however, my opponents and I have found the sub rules a little too restrictive. We've modified the rule slightly so surface ships can attack subs within 2 hexes of their starting position, instead of right next to it. This allows the Allied player to group his ships so attacking any one ship in a fleet is risky for a sub. With the original rule, no matter how you group your ships, a sub can always find a weak spot and attack a ship without any chance of counterattack by nearby ships.
I'm curious to hear what you think of this, and what your experience with the sub rules has been. Why did you go with the 1-hex rule?
In my most recent game as the Allies, I have found what I finally think is the optimal configuration for escorting the more valuable convoys. So it would look something like this:

.....DD (empty hex)
DD convoy (empty hex) DD
.....DD (empty hex)

This way every hex is covered. Yes, subs can slip in, but theyw ill also be punished. With good asw tech, the punishment can be severe. When you have the CV's to spare, and their survivability is high enough, one or two can trail the convoy, using the rearmost DD's in the above diagram as their forward screen, and place more escorts behind them.

Generally, I find that u-boats take 2-4 steps of damage. If they don't go home to repair, they are easier to kill next time.

In 1939-42, you will find that you can't escort everything. That's realistic enough imo. But what you can do is build your first RAF strategic bomber in CANADA! They move it to the north so that it can bomb u-boats that show up in the Canadian north. Station another in Belfast.

When the USA joins, I like ferrying bombers through Greenland, but s-l-o-w-l-y. Let them hang around for a turn or two, and they can beat on any subs that attack the Murmansk convoys.

If you are interested in playing a game as Germany, I would be happy to play as Allies to demonstrate some of this. At the same time, I am sure I would learn some new tricks from you too. Of course I would play with the original house rules as they pertain to asw operations (i.e. no movement before attack by the escorts).

All of this having been said, there is nothing wrong with tinkering with the house rules. We did it for over a year, before releasing this thing :)

Posted: Sun Mar 15, 2009 10:03 pm
by joerock22
That would be great, Happycat. I can't seem to find your email address, so just send me one at joerock22@comcast.net and we can get started. There's nothing really wrong, per se, with your original sub rules. I like them a lot; it's one of many high points of the mod for me. But my Allied opponents wanted a change, and I was happy to make a small concession to keep them happy. I recently lost an opponent over a custom house rules disagreement for the vanilla game, and I don't want to go through that nasty breakup again :x And I didn't blame my opponents for having difficulties with the sub rules; they take a while to get used to, especially if you're trying to escort convoys early in the game.

Posted: Mon Mar 16, 2009 2:27 am
by Happycat
joerock22 wrote:That would be great, Happycat. I can't seem to find your email address, so just send me one at joerock22@comcast.net and we can get started. There's nothing really wrong, per se, with your original sub rules. I like them a lot; it's one of many high points of the mod for me. But my Allied opponents wanted a change, and I was happy to make a small concession to keep them happy. I recently lost an opponent over a custom house rules disagreement for the vanilla game, and I don't want to go through that nasty breakup again :x And I didn't blame my opponents for having difficulties with the sub rules; they take a while to get used to, especially if you're trying to escort convoys early in the game.
Hi Joe

I've sent it to you.

On behalf of the bjr team, thank you for the nice things you've said about the mod.

Jim

Re: Small Rule Change

Posted: Tue Mar 17, 2009 7:36 pm
by Peter Stauffenberg
joerock22 wrote:Hey guys. Just wanted to start by letting you know how much I've enjoyed your mod. In all 3 games played on it, however, my opponents and I have found the sub rules a little too restrictive. We've modified the rule slightly so surface ships can attack subs within 2 hexes of their starting position, instead of right next to it. This allows the Allied player to group his ships so attacking any one ship in a fleet is risky for a sub. With the original rule, no matter how you group your ships, a sub can always find a weak spot and attack a ship without any chance of counterattack by nearby ships.
I'm curious to hear what you think of this, and what your experience with the sub rules has been. Why did you go with the 1-hex rule?
I'm glad you like our mod and hope you will try to play against me as well. :)

One thing that your friends forget is that the subs can't see the convoys. So some subs will be used as scouts for the others to locate the convoys. Even after you successfully hit a convoy you don't know exactly where it will move next. So you need to rely upon scouts to be able to attack again (unless you're lucky when you move the attacking subs.

After some time you will see that the DD's do a lot of damage upon the subs and that means the subs will effectively have to stop their convoy hunting if the DD's can move even 2 hexes before attacking. You can then use only 1-2 DD's per convoy escort group to get a shot at one sub per DD you commit. This means ALL convoys can already in 1941 be escorted by the British.

If you don't allow naval units who move even a single hex to attack any subs then you will see that you need 3 DD's to be sure to attack a sub that attacks your convoy. Then you will notice you can't possibly escort all convoys in 1940-1941. With max effort on escorts and US entry then you can maybe escort all convoys in 1942, but you may decide to escort your transports for Torch instead.

The subs were a big nuisance for the Allies for most of the war. Churchill said that the only Axis weapon he really feared was the wolfpacks.They were almost starving Britain to death.

Remember that the subs would quickly dive and get away from a convoy attack in the real war. So the escort would have to be very close to be able to interfere with the attack. Air units being able to attack simulate the constant sub scouting missions they were sent on. So many air units covered an area so some sometimes spotted a sub and attacked. Not necessarily when the sub attacked a convoy, but also when subs were moving at the surface. Subs didn't move quickly when they were surmerged so they surfaced to be able to move faster. The Allies also knew every second the location of their convoys so they could send their sub scouts to the area close to the convoys and make them stay on top of the convoys for awhile before returning to base. That increased the likelyhood of being alerted to a sub attack when they were nearby.

Jim, Ronnie and I have playtested the sub warfare for a long time and refined the rules many times. I feel now that the sub warfare feels good now. The latest houserules make the subs a nuisance as they really were and force the Allied player to invest heavily in escorts. Usually I send 4-5 escorts per convoy (1 is a CV). I make sure all hexes around the CV and convoy are covered by ZOC or an escort. This way you can always retaliate when the subs attack. You will notice that in 1942 the subs have to attack even while knowing the escorts are nearby. If you attack cleverly then you can maybe get away with 1 naval and 1 air attack. It means you survive and can retreat to base for repairs.

Allowing the escorts to move before attacking will simply make the sub warfare end in 1941. Then the Allies will be too strong at sea and the subs will shift role into becoming spies on the upcoming Allied invasions. That's a bit too early to my taste. Now the subs can even deplete several convoys through 1942 and partly through 1943. It's only after the Allies don't need their navy in the Med to deal with the Italians the subs can give up attacking completely.That's usually in 1944. The the Allies get so many PP's so they're not worried about convoy losses.

It's very fun and frustrating to play the British in 1940 and 1941 against a good German player. He can almost starve you at sea and you need to pick carefully the convoys you want to escort and just ignore the others. You need some PP's coming home so you can build new naval units to grab the initiative in the Atlantic. You also need some PP's for new units in Egypt and more labs. I think your friends just got frustrated because the subs attacked and got away with it every turn in 1940. Well, that happened in the real war too until the Allies could muster so many destroyers so they could escort the important convoys. You need to play in a very clever way as the British to get some convoys through that early. You even have to defend against wolfpacks going after your CV's.

So I suggest you use the sub house rules as is. Just tell your friends that things will get better in the Atlantic for the British. They just need to give priority to building more DD's before good leaders, tanks etc.

Re: Small Rule Change

Posted: Tue Mar 17, 2009 9:22 pm
by joerock22
Stauffenberg wrote:I'm glad you like our mod and hope you will try to play against me as well. :)

Allowing the escorts to move before attacking will simply make the sub warfare end in 1941. Then the Allies will be too strong at sea and the subs will shift role into becoming spies on the upcoming Allied invasions. That's a bit too early to my taste. Now the subs can even deplete several convoys through 1942 and partly through 1943. It's only after the Allies don't need their navy in the Med to deal with the Italians the subs can give up attacking completely.That's usually in 1944. The the Allies get so many PP's so they're not worried about convoy losses.
Ah, so you're the one rkr1958 says is undefeated... I'd love to try my hand against you. I'm playing Happycat as the Axis, so I'd prefer the Allies if you don't mind. My email is joerock22@comcast.net. :)

As for what you said, I am discovering that all of it is true. It's 1942 in one of my games, and the Allies are starting to take back control of the sea. I built 8+ subs, but now it's difficult to attack transports or convoys. It's a lot easier for my opponent to protect them. So after seeing this and hearing your and Happycat's responses, I think you guys got the sub rules right. I guess my opponents and I overcompensated for the 1940-41 dominance of the German submarine fleet. We shouldn't have changed anything mid-game like that without seeing what the ramifications would be in 1943-45. Oh, well. I don't think it will hurt me that much in the long run.

Re: Small Rule Change

Posted: Tue Mar 17, 2009 9:36 pm
by Happycat
joerock22 wrote: Ah, so you're the one rkr1958 says is undefeated... I'd love to try my hand against you. I'm playing Happycat as the Axis, so I'd prefer the Allies if you don't mind. My email is joerock22@comcast.net. :)
Good luck! :)

Re: Small Rule Change

Posted: Sat Mar 21, 2009 9:03 pm
by rkr1958
joerock22 wrote:
Stauffenberg wrote:I'm glad you like our mod and hope you will try to play against me as well. :)

Allowing the escorts to move before attacking will simply make the sub warfare end in 1941. Then the Allies will be too strong at sea and the subs will shift role into becoming spies on the upcoming Allied invasions. That's a bit too early to my taste. Now the subs can even deplete several convoys through 1942 and partly through 1943. It's only after the Allies don't need their navy in the Med to deal with the Italians the subs can give up attacking completely.That's usually in 1944. The the Allies get so many PP's so they're not worried about convoy losses.
Ah, so you're the one rkr1958 says is undefeated... I'd love to try my hand against you. I'm playing Happycat as the Axis, so I'd prefer the Allies if you don't mind. My email is joerock22@comcast.net. :)

As for what you said, I am discovering that all of it is true. It's 1942 in one of my games, and the Allies are starting to take back control of the sea. I built 8+ subs, but now it's difficult to attack transports or convoys. It's a lot easier for my opponent to protect them. So after seeing this and hearing your and Happycat's responses, I think you guys got the sub rules right. I guess my opponents and I overcompensated for the 1940-41 dominance of the German submarine fleet. We shouldn't have changed anything mid-game like that without seeing what the ramifications would be in 1943-45. Oh, well. I don't think it will hurt me that much in the long run.
Just got from vacation. It looks like a lot's been going on with the mod. If you would also like to play a less challenging game with the mod I'm available. I'd be willing to play either side.

Posted: Sun Mar 22, 2009 3:51 pm
by rkr1958
joerock22 wrote:That would be great, Happycat. I can't seem to find your email address, so just send me one at joerock22@comcast.net and we can get started. There's nothing really wrong, per se, with your original sub rules. I like them a lot; it's one of many high points of the mod for me. But my Allied opponents wanted a change, and I was happy to make a small concession to keep them happy. I recently lost an opponent over a custom house rules disagreement for the vanilla game, and I don't want to go through that nasty breakup again :x And I didn't blame my opponents for having difficulties with the sub rules; they take a while to get used to, especially if you're trying to escort convoys early in the game.
One tactic I find when I play the Allies that's very effective against subs is the use of strategic bombers in ASW and to place priority on Naval -> ASW research for both the UK & UK. I've found that strategic bombers are very effective against u-boats; especially when combined with normal DD/CV escorts. I've also found that three or four bombers can cover the North Atlantic and the Russian convoys fairly well. In the case of the Russian convoy I rebase these bombers to follow and cover the convoy by initially basing in Greenland (or even northern Canada) and then rebase to Iceland and Scapa Flow / Scotland as the convoy moves. Now for the Mid Atlantic a strategic bomber based in the Azores can also be effective. The airbases in Greenland and Iceland become available after the US enters the war. In 1942 two strategic bombers can seriously depleted and even sink a 10-step u-boat fleet. Even a 3 or 4-step reduction by a single bomber unit seriously reduces the effectiveness of a u-boat fleet. Another benefit of depleting a u-boat fleet is that it takes several turn for the Axis player to move the damaged fleet to a "friendly" port, repair it and get it back out into the convoy lanes.

Staffenberg and Happycat generally use their strategic bombers in their more historical role of bombing Germany production and (sync) oil facilities. Based on an episode that I recently saw of the 1974 BBC World at War series, the use of strategic bombers for ASW was considered and was seen to be effective. However; the US/UK chose to employ them as Saffenberg and Happycat do. But, their use for ASW is historically feasible and is a viable and effective tactic when playing our mod. The trade off is that German Sync oil production and PP production goes (mostly) untouched.

Uh ... I'm currently playing the Allies against both Happycat and Staffenberg ... I hope I've haven't given too much away. Oh well ... :lol:

Posted: Thu Mar 26, 2009 12:41 pm
by Happycat
Initial indications are that the mod works just fine with CEAW Gold. There is one minor cosmetic issue that RKR1958 discovered with the selection menu "Standard Play, Fast Play" at the beginning of the game. He has fixed that with a new "message_eng.txt" file, which I have emailed to Iain. He will insert it into the zip file for future downloads.

Anyone who has already downloaded and just wants the new "message_eng.txt" file, email me at happycats@rogers.com and I will send it to you.

Cheers!

Posted: Thu Mar 26, 2009 6:38 pm
by Forwarn45
Hi guys, thanks for an interesting mod. I usually use the matrix site but thought I'd join to comment on it here. I am in the very early stages of a PBEM game with someone that I have several times before with the vanilla version of 1.06.

One comment on the sub rules. We are giving them a go - but it occurred to me as Axis, that one technique is try to predict where a convoy will be headed and then set up a couple subs in its path that it will hit. It seems potentially effective at getting around a well-escorted convoy and making the war at sea even more frustrating for the Allies - since they don't control where the convoys will move. Any comments on this strategy/technique?

Posted: Thu Mar 26, 2009 7:38 pm
by Peter Stauffenberg
Forwarn45 wrote:One comment on the sub rules. We are giving them a go - but it occurred to me as Axis, that one technique is try to predict where a convoy will be headed and then set up a couple subs in its path that it will hit. It seems potentially effective at getting around a well-escorted convoy and making the war at sea even more frustrating for the Allies - since they don't control where the convoys will move. Any comments on this strategy/technique?
We've heard the comment from a few guys that the sub warfare is very frustrating for the Allies in our mod. Usually they use the experience from the sub warfare in 1940-1941 to make sure a conclusion.

The sub warfare is actually the area we (the mod designers) have spent the most time on trying a lot of different options. We feel that the one we ended up with is the one that is the one closest to simulate the real war sub warfare.

It's actually GOOD that the Allies feel very frustrated about the sub attacks early in the war. The subs nearly starved Britain to death in 1940-1941 in the real war. It was not until 1943 and later the Allies finally got the warfare against the wolfpacks pretty much under control. Churchill once said that the only Axis weapon he really feared was the wolfpacks. At some stage almost no resources got through and the subs sunk muc more ships than the British could replace.

The vanilla game failed to simulate this situation. The British got the Atlantic pretty much under control after build 1-2 new DD's and maybe a CV. It was normal to place a naval group in the central Atlantic that could strike at any German subs daring to attack a convoy. The combat results were so devastating that it was easy to sink the subs or at least deplete them so much so they had to get to port for repairs and stay out of action for several turns. It was simply not economically smart for the Axis player to invest in subs. You lost more PP's than the British did. And it got only worse and worse with the years.

The real war escorts had to start escorting from the starting ports in USA, Canada etc. and escort the convoys all the way to Glasgow or Murmansk. They didn't lurk in the central Atlantic waiting for subs to attack a convoy within movement range of the DD's.

With the changed sub rules we made sure the Allied player must invest in naval tech and also build a lot more new escorts (mainly DD's and CV's). Strategic bombers is also a good idea to build because they can be placed in strategic locations like the Azores, Northern Ireland, Hebrides, Iceland, northern Canada or Greenland. Then they can help depleting subs that attack convoys.

Initially you can't escort all 3 convoys. You can maybe escort 1-2 convoys and if you follow one then you will not
be able to escort the next one because they spawn too far from you. But you decide WHICH convoys to escort and normally you pick the most valuable ones. Since you want to escort more convoys you have a good reason to build even more escorts and invest in naval tech. If you fail to do this then the wolfpacks will harass you for the rest of the game.

If you have 3-4 DD's and BB's in each escort group and maybe a CV as well then you can defend the convoy well and get a shot at each subs attacking this convoy. You just make sure you have ZOC into every hex adjacent to the convoy.

Also remember that the Axis player doesn't know the location of the convoys so he much search for them. The convoys move and you have to search again. So you need several subs just as scouts in order to find some convoys to attack. Even if the convoy was not escorted you have to worry about long range bombers hitting you from the key locations mentioned above.

Sometimes the subs can be located in the path of the convoy, but it doesn't happen often you can force the convoy to "ram" the hidden sub.

Our playing experience shows that a bigger and bigger percentage of the convoy PP's get home the later in the war you get. The subs will continue to be a nuisance all the way into 1943. It's frustrating yes, but the subs won't be able to starve the British into submission unless you neglect to build more escorts.

Our mod is made in such a way the Axis player often will see his "empire"crumble in 1942-1943 and there willl be a struggle to avoid losing Berlin before May 1945. That would have been impossible if the subs were too powerful.

So my suggestion is to continue to play as the Allied playing knowing that investing in more DD's, CV's and strategic bombers will pay off. Eventually you will get the subs pretty much under control and even more PP's will get home to fund e. g. more strategic bombers to bombard German cities.

Our experience is that the sub warfare finally works now. It's very frustrating in 1940 when most of the convoys are sunk and you can't reach the subs before they dive and hide again. But that happened in the real war until the Allies learnt how to escort convoys properly.

The sub warfare is much more fun now for the Axis player and it can actually be worth getting more subs. You know you won't risk getting surrounded by the lurking escorts each time you attack a convoy. With the house rules you know that an unescorted convoy is asking to be attacked, just like in the real war.

Posted: Thu Mar 26, 2009 11:02 pm
by Forwarn45
["Sometimes the subs can be located in the path of the convoy, but it doesn't happen often you can force the convoy to "ram" the hidden sub.
Thanks for the response. I'm just not sure about this part. It seems that if you have 2 or 3 subs, you can usually guess within a hex or two where the convoy will pass through and block it by positioning the subs together. But on the other hand, I guess this would be a limited use of the subs in the sense that you are using 2 or 3 subs to make 1 attack. Further, if you did this regularly then the Allies could try to run into one of the still-hidden subs (with a destroyer) by trying to move it adjacent to the "spotted" sub that the convoy ran into.

Posted: Thu Mar 26, 2009 11:16 pm
by rkr1958
Forwarn45 wrote:
["Sometimes the subs can be located in the path of the convoy, but it doesn't happen often you can force the convoy to "ram" the hidden sub.
Thanks for the response. I'm just not sure about this part. It seems that if you have 2 or 3 subs, you can usually guess within a hex or two where the convoy will pass through and block it by positioning the subs together. But on the other hand, I guess this would be a limited use of the subs in the sense that you are using 2 or 3 subs to make 1 attack. Further, if you did this regularly then the Allies could try to run into one of the still-hidden subs (with a destroyer) by trying to move it adjacent to the "spotted" sub that the convoy ran into.
That's a strategy I try to employ.