Guadalcanal v1.0....an epic 1:1 ship scale, tactical mod

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Nginear
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Guadalcanal v1.0....an epic 1:1 ship scale, tactical mod

Post by Nginear »

Current version of the mod can always be downloaded from dropbox:
https://www.dropbox.com/scl/fi/bevpm3qx ... rhvsr&dl=0
Unzip the folder files into C:\Users\[USER NAME]\Documents\My Games\Strategic Command WWII - World at War\Campaigns

First time users make sure you read the Game Notes for important differences!

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Welcome to my mod of one of the greatest battles of the Pacific War! The fight for Henderson Field on Guadalcanal was, by any measurement, an epic struggle fought on land, sea, and in the air. Both sides had shortages, tough decisions, more or less equal forces in numbers, and an unforgiving environment. This mod tries to replicate that as much as possible within the limits of the game engine. The scale is very small - each hex is 2.7 miles. With a scale this small, I have modeled the historical firing ranges for different caliber guns. While ships did sail closer to one another than 2.7 miles, it was extremely common for naval engagements to happen between 2-15 miles (1-5 hex firing range).

Each side possessed unique advantages and you will need to use them accordingly. The Japanese had superior torpedo technology, naval visibility and LBA range, and closer ports. While few ships to start with, they receive reinforcements far quicker than the Americans. The Americans have radar but most captains did not trust it (you will need to research radar doctrines to increase its effectiveness). Once radar is understood better, the Americans will outmatch the Japanese. The Americans receive many reinforcements later in the campaign and they are generally much better equipped ships than the Japanese, especially the new Fletcher class destroyer. It is a race against the clock for the Japanese to recapture and fortify Guadalcanal!

You also need to change your traditional thinking for this mod. This is a tactical scenario covering a 6-month period of the war. As such, technology is used to represent specific things on units, with few opportunities to upgrade units. For example, the Japanese generally had 14" naval guns, but the American battleships had 16" guns. The technology "Naval Guns" is used to represent this difference, but it would not be historical if you could upgrade the Japanese (not to mention the time IRL it would take to do this, something the game engine cannot represent). Hence, most technologies are prohibitively expensive to upgrade units - this is on purpose. To keep the technology historical, this also forced me to research EACH naval ship and figure out what it was equipped with. If I allowed the user to design and build their own ships, then the mod would lose historical value. For these reasons, each ship (over 300 ships!!) has already been placed in the production que with its technology (or lack thereof), and the approximate date that it entered the area.

My goal was to keep it mostly historical, but enough "sandboxish" to not be forced into the same mistakes as the actual battle. I would rate this as 60% historical and 40% sandbox.

This mod has taken over a year of research, learning the nuances of the editor, and building the map from scratch (probably 200 hours alone just in the map) to bring to this point. I surely hope you enjoy it! I have many more ideas to add to the mod, but for now it is playable where it needs to be (still some scenery to add but it will not affect gameplay)...and plus I could go for some ego building feedback :D

ENJOY!
-Nginear
Last edited by Nginear on Mon Jan 20, 2025 8:44 pm, edited 3 times in total.
Nginear
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Re: Guadalcanal v1.0....an epic 1:1 ship scale, tactical mod

Post by Nginear »

Reserved for future version notes
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Elessar2
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Re: Guadalcanal v1.0....an epic 1:1 ship scale, tactical mod

Post by Elessar2 »

Intriguing. 8-) I know just how much of a time and brain sink these are. Lemme know if you need any help with scripts and such.
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PharaohVirgoCompy
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Re: Guadalcanal v1.0....an epic 1:1 ship scale, tactical mod

Post by PharaohVirgoCompy »

Ok since this is still very much a wip it hard to give feedback, but I will say Japan homeport does need way more ports to place new ships, by the end of August the Japanese get so many ships but it takes many turns to place them all. Also you misspelled Takao's name.
VirgoShelter (I can't figure out how to change my username so this works I guess)
Nginear
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Re: Guadalcanal v1.0....an epic 1:1 ship scale, tactical mod

Post by Nginear »

Sweet, first feedback!
How many ships do you have unplaced? Are you using the ports in Kure too? Both Truk and Kure get placements of all ships. Rabaul only gets specific ships placed there. It obviously is not tactically ideal to place in Kure over Truk, as you have to...ship the ships (sorry I had to).... with the turn delay.
One of my goals was to create an environment of prioritizing repairs vs placement of the ships in the ports. We are used to virtually unlimited and never ending supply in vanilla, so I realize this is tactically new. But limited ship fuel supply was also part of the difficulty of battling in Guadalcanal. I can only partially control the supply issues with the game engine (its ridiculous that a ship can draw supply 5 hexes away from a port).

How is LBA working for you?
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PharaohVirgoCompy
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Re: Guadalcanal v1.0....an epic 1:1 ship scale, tactical mod

Post by PharaohVirgoCompy »

Nginear wrote: Fri Jan 26, 2024 3:52 pm Sweet, first feedback!
How many ships do you have unplaced? Are you using the ports in Kure too? Both Truk and Kure get placements of all ships. Rabaul only gets specific ships placed there. It obviously is not tactically ideal to place in Kure over Truk, as you have to...ship the ships (sorry I had to).... with the turn delay.
One of my goals was to create an environment of prioritizing repairs vs placement of the ships in the ports. We are used to virtually unlimited and never ending supply in vanilla, so I realize this is tactically new. But limited ship fuel supply was also part of the difficulty of battling in Guadalcanal. I can only partially control the supply issues with the game engine (its ridiculous that a ship can draw supply 5 hexes away from a port).

How is LBA working for you?
I still have around 38 ships to place by August 27
VirgoShelter (I can't figure out how to change my username so this works I guess)
Nginear
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Re: Guadalcanal v1.0....an epic 1:1 ship scale, tactical mod

Post by Nginear »

PharaohVirgoCompy wrote: Tue Jan 30, 2024 4:56 pm
I still have around 38 ships to place by August 27
Yes the Japanese ships do get backlogged around late August. Moving ships in/out every deployable port every single turn I did reach a backlog of about 30 ships late August; but the backlog is completely gone within a couple more turns - approx September ~10. At this time the Japanese have a 30 ship advantage too - 99:129 ships, and they get very few ships after that.

I'll revise the ports in Kure to allow for more deployment there. Truk is trickier in keeping the looks vs use, so I'll see what I can do.

I hate to say it because it ruins my whole theme, but the thought has occurred to me that it may better to make destroyers a 2:1 ratio :shock: I'm hoping I'll get some feedback...on the one hand this scenario is about epic naval battles, but the DDs do clutter it up a bit.
PAWMatrix
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Re: Guadalcanal v1.0....an epic 1:1 ship scale, tactical mod

Post by PAWMatrix »

Hello,

Loving the map & detail of the ships. I started to play Japs, but it keep sitting on Strategic Bombing for ever, more than 1/2 hour, so I killed it. Now trying Americans. Was able to move ships & landed on Guadacanal. Let's see if I can get the 1st turn to run.

Americans working fine. Will play a few more turns & then see if I can get Japs to work.

PAW
Paul Wakeman
PAWMatrix
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Re: Guadalcanal v1.0....an epic 1:1 ship scale, tactical mod

Post by PAWMatrix »

Hello again,

Seems both sides for me lock up on the Bombers during AI turn, both Japs or USA.

It gets to this part for the AI, then is just gets stuck.

Is there some way I can debug this?

Kind Regards,
PAW
Paul Wakeman
Nginear
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Re: Guadalcanal v1.0....an epic 1:1 ship scale, tactical mod

Post by Nginear »

PAWMatrix wrote: Wed Aug 28, 2024 8:52 am Hello again,

Seems both sides for me lock up on the Bombers during AI turn, both Japs or USA.

It gets to this part for the AI, then is just gets stuck.

Is there some way I can debug this?

Kind Regards,
PAW
Thanks for checking out the mod! I ported this mod onto the Europe and the new Pacific engine for testing, and they all continue to freeze for LBA. It seems the practical limit is about 100 hexes. There doesn't seem much that can be done on the user end, and the devs pretty much told me it's exceeding the game engine's design. The part I cannot figure out is the first LBA run of the game usually works, but then subsequent strikes will not. Sounds like a memory dump issue or something to me, but I'm not a programmer.

The only option that I can think of is to move the Rabaul aircraft to Shortland to close the distance. Have you played the new Pacific engine? The devs actually installed working airfields.
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BillRunacre
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Re: Guadalcanal v1.0....an epic 1:1 ship scale, tactical mod

Post by BillRunacre »

We have hopefully fixed the freezes in the forthcoming patch.
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Nginear
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Re: Guadalcanal v1.0....an epic 1:1 ship scale, tactical mod

Post by Nginear »

BillRunacre wrote: Thu Aug 29, 2024 3:33 pm We have hopefully fixed the freezes in the forthcoming patch.
That would be great!!!
PAWMatrix
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Re: Guadalcanal v1.0....an epic 1:1 ship scale, tactical mod

Post by PAWMatrix »

Awesome - I am on v1.19.00 - will test it out on next patch.
Paul Wakeman
Nginear
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Re: Guadalcanal v1.0....an epic 1:1 ship scale, tactical mod

Post by Nginear »

PAWMatrix wrote: Mon Sep 02, 2024 8:42 am Awesome - I am on v1.19.00 - will test it out on next patch.
With the 1.20 patch, everything seems to be working now. It can take "a few seconds slow," but whatever the devs did has fixed the airplane issues!! I tried it and was able to do multiple bomber attacks complete with escorts. The airfields also have icons now (though they have no bonus functions at the moment).
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