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Re: Naval Academy Mod

Posted: Tue May 21, 2013 8:00 am
by GottaLove88s
Amaris wrote:
GottaLove88s wrote: Could you increase the scout LOS for recon 'planes? So that carriers aren't soooooo easy to hide (reduces an element of luck).
After redo the aerial part, I'll improve reco. I thought to increase the number of reco mission, rather than increasing the LOS. With separate reco of other air operations. So a CV will have X reco mission and Y squadron for attack or defense. May be add one or two reco mission for BB too.
That's a clever way to handle it... Also simulates history, where lots of scouts went in different directions... Should work!

Re: Naval Academy Mod

Posted: Tue May 21, 2013 8:22 am
by GottaLove88s
Amaris wrote:
GottaLove88s wrote: Did you manage to figure out how to add hidden subs? That would be another very useful way to hunt carriers (again, adding more strategy, and reducing the luck factor :wink: )
Unless I'm wrong, submarines have never fought in a direct confrontation between the two fleets during the Pacific war. Having said that they have effectively had an important role to detect enemy fleets.
So we need them. :P

If I can't make invisible submarines during their dive (I need to check/investigate the sneak action), I'm thinking about 'virtual submarines' that will 'illuminate' a small portion of the map. And to be able to sunk a single transport. To force player to escort their transport.
I believe you're exactly right... Submarines were solo hunters rather than attached to fleets... so your 'virtual submarine' is a perfect solution... That will totally work!... Don't limit their abilities to just killing merchantment tho... Remember, the USS Cavalla sank the IJN Shokaku (fleet carrier) with a single attack, and the USS Albacore took out the Taiho (another fleet carrier), despite a Japanese pilot deliberately crashing his aircraft into the path of one of a spread of six torps that he's seen in the water... US and Brit subs also sank a number of IJN light and heavy cruisers, and were occasionally used to land spies... (just hinting ;-))

http://www.combinedfleet.com/shoksink.htm
http://en.wikipedia.org/wiki/Japanese_a ... rier_Taihō

Re: Naval Academy Mod

Posted: Tue May 21, 2013 12:32 pm
by Amaris
leci wrote:Hi A - v2 downloaded fine, but v3 crashes the iPad2 app.

Gilles
Problem solved via PM. 8)

For all other user be sure to copy this link: http://amaris-games.com/wp-content/uplo ... NAM-V3.LST to the user content box.

Re: Naval Academy Mod

Posted: Tue May 21, 2013 1:02 pm
by Amaris
Well my virtual subs are for now just an idea. :oops: Not sure that'll work! :oops:

For the detection, I'm pretty confident. By cons for combat...

Well anyway, next step is the aircrafts. :P
This leaves me a little time to mature the idea.

But I'm afraid that I have no time for NAM for the month of May :x
Hope that June is quieter for me ; my dream is to be able to make that game development throughout the day. :oops:

Re: Naval Academy Mod

Posted: Tue May 21, 2013 2:27 pm
by GottaLove88s
Hehe, I know what you mean, Alex! Thanks for your help to get a workable version of Dieppe published (it's amazing how much you know!).

Have you noticed that our friendly Master Modeller, Richcat, has been looking at WW2 battleships and carriers... Interesting potential...
viewtopic.php?f=104&t=42529&p=402821#p402819
viewtopic.php?f=104&t=42674#p403253

Good luck for May monsieur... I'm grounded too, until mid-July, sigh...

Perhaps we shall have something interesting to work on over the summer?

Bon courage mon ami... :mrgreen: :mrgreen:

Re: Naval Academy Mod

Posted: Tue May 21, 2013 3:49 pm
by Amaris
GottaLove88s wrote:Hehe, I know what you mean, Alex! Thanks for your help to get a workable version of Dieppe published (it's amazing how much you know!).
I'll try to find time to test Dieppe. It's good anyway. :wink:
GottaLove88s wrote: Have you noticed that our friendly Master Modeller, Richcat, has been looking at WW2 battleships and carriers... Interesting potential...
viewtopic.php?f=104&t=42529&p=402821#p402819
viewtopic.php?f=104&t=42674#p403253
Oh yeah I noticed that. :P
I had seen beautiful 3D models made ​​with google sketch but I didn't know you could change to the BA.

I also retrieve the junk2drive Pacific campaign 3, with lots of beautiful things.
GottaLove88s wrote:Good luck for May monsieur... I'm grounded too, until mid-July, sigh...

Perhaps we shall have something interesting to work on over the summer?
Sure! I have six weeks of vacation from mid-July. :twisted:
The problem is that I have too many things planned: NAM-V4, a new 'secret' mini-campaign for BA, learn to fly my RC helicopter, AMACII, <<SECRET PROJECT X26>>, ... :roll:

Re: Naval Academy Mod

Posted: Tue May 21, 2013 11:28 pm
by LandMarine47
Going back to submarines they are basically "naval scouts" and hunted Japanese convoys and isolated warships. So make sure that your Battleship/Aircraft Carrier have a destroyer around them or a sub might torpedo you to the bottom of the sea...

Re: Naval Academy Mod

Posted: Wed May 22, 2013 3:49 pm
by Amaris
LandMarine47 wrote:Going back to submarines they are basically "naval scouts" and hunted Japanese convoys and isolated warships. So make sure that your Battleship/Aircraft Carrier have a destroyer around them or a sub might torpedo you to the bottom of the sea...
Here I think the trick: Japanese convoys and isolated warships. On paper :wink: it should work.

Re: Naval Academy Mod

Posted: Wed May 22, 2013 9:32 pm
by LandMarine47
Amaris wrote:
LandMarine47 wrote:Going back to submarines they are basically "naval scouts" and hunted Japanese convoys and isolated warships. So make sure that your Battleship/Aircraft Carrier have a destroyer around them or a sub might torpedo you to the bottom of the sea...
Here I think the trick: Japanese convoys and isolated warships. On paper :wink: it should work.
Easier said than done.....

Re: Naval Academy Mod

Posted: Thu May 23, 2013 9:19 am
by Amaris
Image

Re: Naval Academy Mod

Posted: Thu May 23, 2013 9:33 am
by GottaLove88s
Looking good, Admiral!

Do we toggle the mission type in the same way (left/right)?
Or choosing different icons with a carrier selected?

Re: Naval Academy Mod

Posted: Thu May 23, 2013 9:40 am
by Amaris
Just forgot them ;-)
Adding them to my no-end todolist :mrgreen:

Re: Naval Academy Mod

Posted: Thu May 23, 2013 12:57 pm
by LandMarine47
How will dogfighting work out :)

Re: Naval Academy Mod

Posted: Thu May 23, 2013 3:33 pm
by Amaris
Amaris wrote:Just forgot them ;-)
Adding them to my no-end todolist :mrgreen:
:shock: Oh god I wrote that. :o

Forget it right away.
Because there are only 2 or 3 perhaps type of mission (defense, attack and reco.)
So this is not a problem to have the left click to change the type of mission. :mrgreen:

Re: Naval Academy Mod

Posted: Thu May 23, 2013 3:37 pm
by Amaris
LandMarine47 wrote:How will dogfighting work out :)
As coder I answer: with Rand(). A lot. :mrgreen: (private joke).

Honestly I don't know. :oops:
Not that I have (a lot of) ideas for it. But it will mainly depend on what I can do with the constraints of BA. Essentially in relation to MP game constraints.

Re: Naval Academy Mod

Posted: Fri May 24, 2013 9:48 am
by GottaLove88s
Hey Alex,

Have you seen this? -> viewtopic.php?f=104&t=42674&p=404219#p404133

No, I don't mean my very poor effort. I mean Richcat's unbelievable creation...!! :D :shock:

Re: Naval Academy Mod

Posted: Fri May 24, 2013 2:28 pm
by Amaris
GottaLove88s wrote:Hey Alex,

Have you seen this? -> viewtopic.php?f=104&t=42674&p=404219#p404133

No, I don't mean my very poor effort. I mean Richcat's unbelievable creation...!! :D :shock:
Oh yeah: pretty impressive!

NAM in 3D will rocks! Really. :mrgreen:

Re: Naval Academy Mod

Posted: Fri May 31, 2013 4:54 pm
by Amaris
Well, well, well tests are clear: my custom ui carrier menu doesn't work with MP replay. :(

The problem is that during the replay of the opponent, the values selected with the menu (number of fighters/bombers) are always equal to 0...

So unless Pip, BA's guru has a brilliant idea,I'll go to 'plan B': forget the carrier's menu.

Each carrier has a number of aircraft: no more distinction between fighters and bombers. Each carrier will have a deck capacity. Which may decrease depending on the damage received.
We will always choose to place the squadrons in attack or defense.
But the loss of aircraft will be possible.

Re: Naval Academy Mod

Posted: Fri May 31, 2013 5:07 pm
by pipfromslitherine
Amaris wrote:Well, well, well tests are clear: my custom ui carrier menu doesn't work with MP replay. :(

The problem is that during the replay of the opponent, the values selected with the menu (number of fighters/bombers) are always equal to 0...

So unless Pip, BA's guru has a brilliant idea,I'll go to 'plan B': forget the carrier's menu.

Each carrier has a number of aircraft: no more distinction between fighters and bombers. Each carrier will have a deck capacity. Which may decrease depending on the damage received.
We will always choose to place the squadrons in attack or defense.
But the loss of aircraft will be possible.
Hmmmm - let me have a think. It might be possible to add a command to insert an generic order into the queue, so it would save the values from the UI panel.

Cheers

Pip

Re: Naval Academy Mod

Posted: Fri May 31, 2013 8:49 pm
by pipfromslitherine
Amaris, check your PM please for test EXE and details on how to try out the new script command. :)

Cheers

Pip