1939 Naval Mod

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nats
Posts: 91
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Location: York

RE: 1939 Naval Mod

Post by nats »

Going to give this mod a try tonight, thank you very much, hope it sorts out the dire naval warfare in the vanilla game. But can it be used without the counters ie with the 3d icons? Yes I second that this mod should be added to the main game, as an option, and made compatible with all campaign starts. That would be awesome. Can it be done devs? The present naval part of the game just does not work well at all.

Can I ask the modder though what is the Storm over Europe 'seasonal turn' campaign? How does that vary from the normal 1939 campaign? If it is 'seasonal turns' does that mean you only get four turns per year as opposed to two turns a month? So the whole war will be over in around 18 turns?
"Its life Jim, but not as we know it"
GeneraloberstYukariAkiyama
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Re: RE: 1939 Naval Mod

Post by GeneraloberstYukariAkiyama »

Hairog wrote: Fri Feb 21, 2020 11:13 pm 1939 Storm Over Europe Naval Mod 3.3

HERE


Went back to 7z.

Image
Hello, for some reason I can't seem to be able to launch the campaign with the 3.3 mod, on the other hand the one bundled with the Community Pack launches perfectly and as a matter of fact I played a whole campaign on it, however that's listed as 3.1.
GeneraloberstYukariAkiyama
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Re: 1939 Naval Mod

Post by GeneraloberstYukariAkiyama »

I also have another question about the mod. You stated that: The amount of capital ships has been reduced by half representing two ships of the same class in the same TF, ie. 2 BB in a Strike Task Force or 2 CV in a Fast Carrier Task Force.

However when I run the game with the naval mod on I notice that the amount of available capital ships is the same as in base game with no reduction whatsoever. Is this intended?
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Platoonist
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Re: 1939 Naval Mod

Post by Platoonist »

GeneraloberstYukariAkiyama wrote: Sat Mar 16, 2024 12:59 pm Is this intended?
Yes...in a way. The naval mod renames the standard game naval units as various task force types (Screen, Strike, Fast CV, etc.) and changes the naval rules on Zones of Control, retreat and defensive evasion to try and reflect these changes. So, basically the task forces are replacing the naval units that were already there.
Image
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MrFury
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Re: 1939 Naval Mod

Post by MrFury »

I had an odd thing happen last night when playing the Mod. As the Allies, I attacked the Japanese fleet after their attack on Pearl Harbor. One of their carriers showed as Shattered and retreated away 5 times with a NM score each time. The HP of the carrier didn't reduce, but it's planes reduced to zero. In playing the base game, I remember being able to kill carriers, so it was pretty frustrating to have the carrier "die" and then just retreat away again and again. Did I discover a bug or is something else going on? I'd rather not restart the vanilla game, but if I can't kill carriers...
MoromirI
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Re: 1939 Naval Mod

Post by MoromirI »

The mod works very well, but in my case when I zoom out there are some task forces that do not appear well named. I have modified some images that replace the originals and it has been solved. I share them in case they may be useful to someone.

https://www.mediafire.com/file/1j4odq0o ... s.rar/file
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CaesarAug
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Re: 1939 Naval Mod

Post by CaesarAug »

MoromirI wrote: Thu May 09, 2024 10:17 am The mod works very well, but in my case when I zoom out there are some task forces that do not appear well named. I have modified some images that replace the originals and it has been solved. I share them in case they may be useful to someone.

https://www.mediafire.com/file/1j4odq0o ... s.rar/file
Thank you. :-)
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CaesarAug
Posts: 431
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Re: 1939 Naval Mod

Post by CaesarAug »

MrFury wrote: Sun Mar 31, 2024 3:13 pm I had an odd thing happen last night when playing the Mod. As the Allies, I attacked the Japanese fleet after their attack on Pearl Harbor. One of their carriers showed as Shattered and retreated away 5 times with a NM score each time. The HP of the carrier didn't reduce, but it's planes reduced to zero. In playing the base game, I remember being able to kill carriers, so it was pretty frustrating to have the carrier "die" and then just retreat away again and again. Did I discover a bug or is something else going on? I'd rather not restart the vanilla game, but if I can't kill carriers...
In the Naval Mod, carriers are practically immune to sinking by surface units in order to simulate how hard it was to catch them by surprise. So to attack and sink carriers, other carrier air strikes, land-based air strikes and submarines will have to do the job.
MoromirI
Posts: 5
Joined: Fri Oct 21, 2022 7:30 am

Re: 1939 Naval Mod

Post by MoromirI »

MoromirI wrote: Thu May 09, 2024 10:17 am The mod works very well, but in my case when I zoom out there are some task forces that do not appear well named. I have modified some images that replace the originals and it has been solved. I share them in case they may be useful to someone.

https://www.mediafire.com/file/1j4odq0o ... s.rar/file
Two other modified bitmaps to solve the same problem with other units:

https://www.mediafire.com/file/q6gcvdwh ... s.rar/file
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steevodeevo
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Re: 1939 Naval Mod

Post by steevodeevo »

Probably dumb questions.

I like the idea of fleets and the refinements to the naval warfare of the naval mod, but I am also a big fan of the meta mods such as TRP and Fall Weiss etc. I assume that the naval mod will prohibit the use of these two? If so, do I assume the naval mod runs on the latest version of the vanilla ai I have installed?

Also, if I have (or want to have) land graphical mods such as 'Unfortunate Son's active it seems they don't appear with the naval mod activated, is this the case or am I combining stuff wrongly?

Thanks in advance for your advice!

Steevo
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