Search found 82 matches

by ajarnlance
Mon Aug 25, 2025 8:10 am
Forum: Scenario Design and Modding
Topic: RISING SUN MOD
Replies: 10
Views: 614

Re: RISING SUN MOD

All great suggestions, thanks! I like your idea of fading from color to B & W. I'll have to see how realistic that is in terms of coding it, but it would look really cool!
by ajarnlance
Sun Aug 24, 2025 7:11 am
Forum: Scenario Design and Modding
Topic: RISING SUN MOD
Replies: 10
Views: 614

Re: RISING SUN MOD

Zacktar wrote: Sat Aug 23, 2025 5:31 pm An Intel overlay would be amazing, especially if it could optionally pull in the intel reports from previous turns
I really like that idea. I'm adding it to my todo list. A cumulative intel perspective sounds intriguing. Like an evolving landscape...
by ajarnlance
Sat Aug 23, 2025 12:43 pm
Forum: Scenario Design and Modding
Topic: RISING SUN MOD
Replies: 10
Views: 614

Re: RISING SUN MOD

Thanks!! Working on overlays for Terrain type and bonuses etc../ VPs fortification levels/ Facility types and level/ Resources/ any idesas on other useful overlays? i know i need to do weather eventually...
by ajarnlance
Wed Aug 20, 2025 5:02 am
Forum: Scenario Design and Modding
Topic: Easier to see TF map Icons............
Replies: 11
Views: 3137

Re: Easier to see TF map Icons............

These look great! Can I have your permission to use these icons in the Rising Sun mod I am currently developing? I have one question: how do I separate these icon 'strips' into individual unit 'counters' that the game can use? Am I missing something, because they all appear to be joined together.... ?
by ajarnlance
Tue Aug 19, 2025 4:01 am
Forum: Scenario Design and Modding
Topic: UNIT COUNTERS
Replies: 3
Views: 209

Re: UNIT COUNTERS

Thanks for the tip. That line comes from the Patton movie so it may not be exactly what was said, although it definitely sounds like the man. Have you ever been to the Patton museum in the California desert? It's where he trained his men for the North Africa campaign.
by ajarnlance
Mon Aug 18, 2025 7:00 pm
Forum: Scenario Design and Modding
Topic: UNIT COUNTERS
Replies: 3
Views: 209

UNIT COUNTERS

I found a mod someone has contributed with cool unit counters. Excuse my ignorance, but I see that the counters appear to be in large 'strips'. How can I separate individual units out for my Rising Sun mod?
by ajarnlance
Mon Aug 18, 2025 8:46 am
Forum: Scenario Design and Modding
Topic: RISING SUN MOD
Replies: 10
Views: 614

Re: RISING SUN MOD

Thanks! Using gigglebottom's awesome hybrid map, which is itself built on map contributions of others!!!
by ajarnlance
Mon Aug 18, 2025 4:48 am
Forum: Scenario Design and Modding
Topic: RISING SUN MOD
Replies: 10
Views: 614

RISING SUN MOD

Started a mod to improve the map/ screen interface. Game now fills the full screen of most modern monitors. Also added ability to zoom in closer and further out. Added 3D tilt to screen: direct overhead view still available. Busy working on map overlays to convey data (Ports/Airfields/Garrisons etc ...
by ajarnlance
Sun Aug 17, 2025 12:13 pm
Forum: Scenario Design and Modding
Topic: A hybrid map mod
Replies: 45
Views: 3568

Re: A hybrid map mod

Your map is looking good! No more messing around to get the game to fit a modern monitor: this fits every modern screen seamlessly!

Image

Image
Screenshot 2025-08-17 at 15.09.57.png
Screenshot 2025-08-17 at 15.09.57.png (4.59 MiB) Viewed 242 times
by ajarnlance
Sun Aug 17, 2025 10:19 am
Forum: Scenario Design and Modding
Topic: A hybrid map mod
Replies: 45
Views: 3568

Re: A hybrid map mod

I don't want to make it look like an arcade game because this is a serious wargame, as you say. But when I realised how easy it was to make it 3D I thought the ability to tilt might be something players might like, as well as being able to zoom in closer. Currently upscaling your map so it looks ...
by ajarnlance
Sun Aug 17, 2025 4:51 am
Forum: Scenario Design and Modding
Topic: A hybrid map mod
Replies: 45
Views: 3568

Re: A hybrid map mod

Thanks so much for the useful tips!!! I am doing my own mod of the game (it will be able to use modern screen sizes and allow the player to zoom in and out much further, while also tilting the map in 3D). Could I use your wondeful map as the base map for my mod? I would give you credit of course ...
by ajarnlance
Sat Aug 16, 2025 7:04 pm
Forum: Scenario Design and Modding
Topic: A hybrid map mod
Replies: 45
Views: 3568

Re: A hybrid map mod

I love your map and it has got me wanting to do my own tinkering. I tried to find layers in the bmp file of the standard map using GIMP but it looks like it's all one layer. You mentioned adding layers in your post. Would you mind telling me how to do that, I would really appreciate it! Thanks, Lance
by ajarnlance
Sat Jul 23, 2022 12:01 pm
Forum: War in the Pacific: Admiral's Edition
Topic: Best protection for transports
Replies: 13
Views: 942

Re: Best protection for transports

Great tips thanks. Sounds like the answer is both an embedded and a dedicated separate DD TF. Will a DD TF set to ASW also engage in surface combat to protect the transports??
by ajarnlance
Sat Jul 23, 2022 11:57 am
Forum: War in the Pacific: Admiral's Edition
Topic: Upgrading planes
Replies: 6
Views: 577

Re: Upgrading planes

LargeSlowTarget wrote: Sat Jul 23, 2022 10:38 am Supplies? Airbase Size? IIRC minimum 20k and size7.
Thanks! So much to learn...
by ajarnlance
Sat Jul 23, 2022 8:59 am
Forum: War in the Pacific: Admiral's Edition
Topic: Ship repair using AR/ ARD
Replies: 16
Views: 1319

Re: Ship repair using AR/ ARD



If you are playing Japan, the options for using an ARD are limited as you only have small ones, unlike the Allied player. I believe the max lift is 3000 tons for the Japanese player. Thus only small ships and subs are able to use this system. But both ARs and ARDs are important as they can ...
by ajarnlance
Sat Jul 23, 2022 8:57 am
Forum: War in the Pacific: Admiral's Edition
Topic: Ship repair using AR/ ARD
Replies: 16
Views: 1319

Re: Ship repair using AR/ ARD



Get system damage and any other minor damage fixed before you try to sail home....GP


+1, and use only cruise speed to reduce pressure on flooded compartments. Even beyond that, I use Absolute threat tolerance and Direct routing to ensure the ship does not try to run away from some patrol ...
by ajarnlance
Sat Jul 23, 2022 8:52 am
Forum: War in the Pacific: Admiral's Edition
Topic: Best protection for transports
Replies: 13
Views: 942

Best protection for transports

Am I better off placing my destroyers in the same TF with my transports? Or should I place my destroyers in a separate TF with an ASW duty and order it follow in the same hex?
by ajarnlance
Sat Jul 23, 2022 8:50 am
Forum: War in the Pacific: Admiral's Edition
Topic: Upgrading planes
Replies: 6
Views: 577

Upgrading planes

I have a squadron of Claudes in Truk that I am trying to upgrade to Zeros. The unit card says I can upgrade and I have 27 Zeros in the pool. Two turns later and they still haven't upgraded. Am I missing a step or some other requirement?
by ajarnlance
Tue Jul 19, 2022 11:05 am
Forum: War in the Pacific: Admiral's Edition
Topic: Ship repair using AR/ ARD
Replies: 16
Views: 1319

Re: Ship repair using AR/ ARD


You need to disband them to port.

ARD works for flotation damage (BUT it has to have capacity equal or bigger than ship it repairs..otherwise ship won't fit into floating dock), AR helps with other damage and minor flotation.

Disband the CV to port and select Repair Ship option from repair menu ...
by ajarnlance
Tue Jul 19, 2022 7:06 am
Forum: War in the Pacific: Admiral's Edition
Topic: Ship repair using AR/ ARD
Replies: 16
Views: 1319

Ship repair using AR/ ARD

One of my carriers got hit hard and I need to conduct emergency repairs. I am sending an AR and an ARD in a support TF to Rabaul to repair her. Do I need to disband the AR and ARD that I'm sending when they arrive at the port in order for them to begin repairs? My biggest problem is with flotation ...

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