View Full Version : Custom Pacific Mission with 1.03 beta
FAdmiral
01-24-2009, 11:44 PM
I created a custom mission for the Pacific (before 1.03 was installed) but never ran
the mission. Since it was my first try at the editor, I probably went slightly overboard
in some of my set-ups. Then after the 1.03 beta was posted and I saw the read-me
saying that custom mission might not be good, I was not sure if my time creating it
would be wasted. I installed the patch and proceeded to play the mission as the USA.
Here are the statistics after the first turn which seemed to go OK.
Mission start date: January 1941
Total USA tonnage: 1,618,467 tons (1,334,587 naval) (283,880 cargo)
consisting of: 10 Battleships, 9 Carriers, 24 Cruisers, 163 Escorts, 12 Subs, 40 Cargo
Total Japan tonnage: 835,668 tons (712,188 naval) (123,480 Cargo)
consisting of: 4 Battleships, 10 Carriers, 8 Cruisers, 49 Escorts, 22 Subs, 18 Cargo
So far, after the first weekly turn, the only glaring issue that I could see was that
of placement of my ships. All Carriers were at Pearl, all Battleships & Cruisers were
at San Francisco, all Escorts were at Seattle and all Subs & Merchants were at
Brisbane. My question is this: How do I place all these ships at the game beginning
ports so I can get normal TFs of different ships?????????
JIM
PS. Could this have been a bug of the 1.03 patch vs. my custom mission???
Christian Schwietzke
01-24-2009, 11:52 PM
Chris and Tony said that custom scenarios created before 1.03 could act "weird" after 1.03 was applied.
Scott Chisholm
01-25-2009, 12:08 AM
Jim,
IF what you are seeing is not a "wierdness" associated with the 1.02->1.03 patch, you should be able to change things before you run Turn 1.... It's probably the result of San Francisco having a BB-capable build rating while Pearl Harbor did not.
Go to the Ship Manifest screen (you get there via the "Form Fleets Manually" option on the Theater Map), and in the top left panel select the port you want to shift from and in the top right panel the port you want to shift to.
In the lower left panel, select the ships you want to transfer, then click the ">" transfer button. That should put the ships in the ports you want them in.
From there, you should be able to form the fleets yourself, or go back to the Theater Map and let the 2IC do it.
If that doesn't work, then it is probably some "wierdness".
FAdmiral
01-25-2009, 02:20 AM
OK Scott, I will start over & see if I can do the ships placement before I start
running the game. If that doesn't work, I may just have to create the mission
all over again....
JIM
PS. I had to delete the old custom game and made myself a new one !!
Scott Chisholm
01-25-2009, 04:19 AM
PS. I had to delete the old custom game and made myself a new one !!
Sorry to hear that, Jim. :(
FAdmiral
01-25-2009, 09:48 PM
Perfectly OK !! My first attempt at the editor was overly ambitious anyway.
This 2nd custom mission is more of a realistic approach. I also see in the
editor that the start date of the custom mission has alot to do with which
aircraft are available and thats the way it should be. The picking of the ship
classes is somewhat lacking thought. Most of the early subs are not there &
I see no listing of the "Omaha" class among others. When I checked the reg.
Pacific stock mission, I have seen all those class of ships listed???
JIM
FAdmiral
01-26-2009, 03:32 AM
Here are the statistics after the first turn in the 2nd custom mission.
Mission start date: January 1941 (USA player) (Japan AI) Weekly turns
Total USA tonnage: 972,022 tons
with another 463,184 tons building in the next 8 weeks
consisting of: 6 Battleships, 3 Carriers, 23 Cruisers, 62 Escorts, 12 Subs, 30 Cargo
Total Aircraft: 2338
Total Japan tonnage: 929,474 tons
consisting of: 4 Battleships, 12 Carriers, 10 Cruisers, 73 Escorts, 28 Subs, 23 Cargo
Total Aircraft: 1585
The AI sure loves its Carriers & Subs.
JIM
tony_glazebrook
01-26-2009, 05:15 AM
Perfectly OK !! My first attempt at the editor was overly ambitious anyway.
This 2nd custom mission is more of a realistic approach. I also see in the
editor that the start date of the custom mission has alot to do with which
aircraft are available and thats the way it should be. The picking of the ship
classes is somewhat lacking thought. Most of the early subs are not there &
I see no listing of the "Omaha" class among others. When I checked the reg.
Pacific stock mission, I have seen all those class of ships listed???
JIM
Jim - some ship classes you find in the out-of-the-box scenarios were created by me during scenario creation time. I think the Omaha may be one of those. There are some German sub classes that also fit this bill. Down the road, I'll add in these to the stanadard suite. Until then you will have to create them yourself, like I did.
FAdmiral
01-26-2009, 05:45 AM
OK Tony, I can certainly check your work in a reg. stock mission, copy it and do
a creation in my custom mission. Second turn into my custom mission, a sub
sighting by my carrier aircraft paused the game & it would not resume after that. (35%)
Had to task manager out of it. BTW, I see storms moving accross the map.
Do they have any effect on sightings, storm damage to ships, etc. I'm not sure
if they are just eye candy or are programed to work like storms do??
JIM
tony_glazebrook
01-26-2009, 05:52 AM
OK Tony, I can certainly check your work in a reg. stock mission, copy it and do
a creation in my custom mission. Second turn into my custom mission, a sub
sighting by my carrier aircraft paused the game & it would not resume after that. (35%)
Had to task manager out of it. BTW, I see storms moving accross the map.
Do they have any effect on sightings, storm damage to ships, etc. I'm not sure
if they are just eye candy or are programed to work like storms do??
JIM
Jim - can you try to recreate the prob you had at the 35% mark, and send me what's in the SAS WW2 window?
Re the clouds and storms - they are much more than eye candy. The underlying weather generator creates cold fronts that fade or develop into storms or huricanes in a semi random way, affecting weathher in neighbouring hexes. Weather affect sea state and visibility. Sea states affect ship speed and torpedo laying; visibility affects sightings, launchings, accuracy of shell, torpedo and bomb hits etc - as you would expect.
With a little development I can also make weather affect ship fatigue and damage (this is something that will hopefully be in R1.1)
FAdmiral
01-26-2009, 07:37 PM
Tony, since this run was the largest I have done to date (only intro stuff before),
the 35% pause could be due to my Java settings. I had never checked them until
now (after the pause) and I see they are listed in the properties as:
Xms-512m Xmx-1024 (these may be too small for my custom mission)
Some of the posts from weeks ago listed them as: Xms-1024 Xmx-1440 being as
far as you could go and still get the game to load. Your recommendation please !!
I am using Vista64 with 4 gigs of DDR2 ram memory.....
Thanks,
JIM
FAdmiral
01-27-2009, 02:48 AM
Increased the Java to: Xms-1024 Xmx-1496. Game loaded OK. Memory during the
turn run has doubled to just under 1000meg. (was between 400-500meg.) Ran the
second turn again & stopped at 26% this time. Timer still showed a 4 sec. delay
but clock would not move. I TMed out of it again. I am going to try the stock mission
and see if that works any better....
JIM
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