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Mappack II Oddities

Mappack II Oddities

Any unanticipated wierdness on the Mappack II scenarios?  The southern Jap airfield on Cape Engano is weak.  The seas are really high on Engano also.  Often waves will wash over the decks of dds.  Old Vella Gulf had the 'shoot the hole' issue.  Mappack I had the island ships could pass through....

ijn1944
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Re: Mappack II Oddities

Wierd things in Map pack 2?

Does some of the AKs in Wolf Pack being crewed by Americans despite being Jap ships count?

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Re: Mappack II Oddities

These waves are created on purpose. Wolfpack waves are big too and they also wash over the decks of dds. But in fact i think it's not something wrong. I just get bored with standard light blue maps (i'm calling that - Coral Sea style) and smooth quiet ocean. Velcor (the creator of both) is a big supporter of every changes we discovered. In fact it was just enough to say that:
- hey Velcor - we can change this...
and there was an answer
- cool - let's change it.

So he easy agreed for these big waves.

And when mappack 1 was created we did not know all of this, what we know now. At this moment we know how to fix problem with ships entering islands (especially Operation Ten-Go) , but... we can't fix it. This would mean all guys with old version of map could nott play with guys using new versions. It would crash immediately.

Problems which i also know:
- Mod Map instead of correct map name in GameLobby for maps from Mappack 1
- Screen messages are hardcoded in mappack 1 - it means they can be displayed only in english.
- Yamato can enter big south island on Engano - but it happened once to me and i think it's game engine problem.
- Emilys dropping torps on the wrong height - but i think AI for Emily is written wrong by developpers
- Blinking textures on Raid on Truk - especially when you are on Bunker Hill.
- Zones forced emersion for subs are too big on Tokyo Express and Engano.
- Some screen messages are mispelled or mistyped in some languages.

During the tests we found many problems and bugs, but Modders really tried to find them and fix them. I remember also subs may pass under the islands on Tokyo, wrong avoid zoness, wrong zones for mountains (it means plane could fly through mountain), many problems with autolaunch planes and especially with these planes using multitextures. Truk Engano and Moresby contains more than one texture for the same type of plane. For example - 3 kates, 3 sbd 3 wildcat, 3 TBF textures on Engano. But we could not force these planes to autolaunch. Finally we located this and it was corrected/. Additional problem - the location of coastal guns and AA guns. Wrong values  means they are indestructible.

Take a look for Solomon japanese airfields, that island (with changed textures) is used for Moresby too. Easy to recognise. But on original map - Solomon - you can not destroy two of these AA guns on this island. On Moresby you can - it's fixed!

Last problem which I remember - shipyards. Especially on Kwajalein some PT boats could not exit the shipyard. But it's also fixed.

Interesting thing - we fixed mappack 1 a little. That what we could do and keep compatibility. But perhaps no one noticed that. Our fix - it was optimisation - remove unused files from maps. Before this operation Mappack 1 filesize - it was about 310 MB - after - it's about 198 MB. And these new versions are 100 % compatible with old versions. Some software servers, where mappacks are added, offering 1.1 version and it's written in ChangeNotes.

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EST_PL
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Re: Mappack II Oddities

Thanks for the info.  I think the strange stuff makes the game more interesting.

ijn1944
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Re: Mappack II Oddities

Triviaman wrote:

Does some of the AKs in Wolf Pack being crewed by Americans despite being Jap ships count?

And this was done by purpose too. It gives us greater diversity of used ships. Remember that we can't add new unit. So IMO it's good to see one more ship type in this map.

Another interesting fact about Wolfpack which i remembered now. The hulls numbers. Each sub (and also other ships) has his own hull number. Small detail but it was important for us to find it and change it ab

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Re: Mappack II Oddities

But Est, we have both Jap and US AKs models, for all three types of AKs availible to us.  I should know because I observe carfeully each level.  We SHOULD have Jap Cargo ships, Fleet Oilers and Troop Transports, as well as their American counterparts

Well, at least I THINK so anyway

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Re: Mappack II Oddities

Yes - you have right. There is japanese troop transport amd we used american troop transport. I don't know why ab Probably because noone reported this as problem or error.

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Re: Mappack II Oddities

Maybe some prisoners got loose and commandeered the ship?

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Re: Mappack II Oddities

Well that is a possibility... or maybe they are TRAITORS! ( lol )

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Re: Mappack II Oddities

What about the forts on truk? The northern ones and one of the lowers ones have a range of 1.8. I assume its left over from it being a sp map? I can sort of understand the ones to the north but I was caught off gaurd on the southern fort, I had no idea what was pounding my bb untill I watched the fort fire at 1.8 and hit me.

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Re: Mappack II Oddities

All installations on Truk were tested watched and discussed by team. We decided to lower power of northern fortress (it was Super Heavy, now its Heavy Fortress) and leave southern fortress as is (Super Heavy). It's additional task for Allied to eliminate or stay at safe distance from these installations. It's described in Screen Messages (when map is loading) and i also created article with map of installations here:

http://battlestations.eu/index.php/en/g … id-on-truk

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Re: Mappack II Oddities

forts is easy to destroy no problem

I only win   ----> My good old proverb  ab
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Re: Mappack II Oddities

I would think a whirpool that sucks ships to the bottom would be welcome....  Then there's that lame waterfall on Java Sea.

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Re: Mappack II Oddities

hooo !! what a nice job ijn1944 ! A full debriefing !
But it's too late for that. Where were you when we ask for betateam and testers ?

I remember when i was waiting for test maps, but there was nobody ... or only 1 or 2 beta tester.
and we almost ever test maps in 4/4 mode. Not enought beta tester. Difficult to test balancing ...

Some things you speak about are choice. Too late to have your opinion. Other are mistake we didn't saw. Too late to change some.

ao

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Re: Mappack II Oddities

Avoid zone in Ten-go can be fixed, yamato will stop to climb the montain.
US people on japanese ship too.
and other things.

but it's a job, not only ten minutes ! and need to be tested to be sure.

Ready for help IJN1944 ?

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