WitP War in Russia MOD
Moderators: wdolson, Don Bowen, mogami
- Historiker
- Posts: 4742
- Joined: Wed Jul 04, 2007 8:11 pm
- Location: Deutschland
RE: WitP War in Russia MOD
You may also use one of my inventions for the oil industry: You simply divide the oil production of a base to all it's free slots. It will still produce the same number of oil, but damage can be repaired easier. It will still cost 1000 supply each, but for every slot you use, one oilcenter can be repared per day.
Without any doubt: I am the spawn of evil - and the Bavarian Beer Monster (BBM)!
There's only one bad word and that's taxes. If any other word is good enough for sailors; it's good enough for you. - Ron Swanson
There's only one bad word and that's taxes. If any other word is good enough for sailors; it's good enough for you. - Ron Swanson
- HerzKaraya
- Posts: 195
- Joined: Wed Jan 19, 2005 3:26 pm
- Location: Madrid, Spain
RE: WitP War in Russia MOD
Thanks for the tip!
I´ve divided oil, hvy industry and resources into smaller "factories" for version 1.3
I´ve divided oil, hvy industry and resources into smaller "factories" for version 1.3
Vista, suerte y al toro!
RE: WitP War in Russia MOD
[:)] Superb work. Testing...
- HerzKaraya
- Posts: 195
- Joined: Wed Jan 19, 2005 3:26 pm
- Location: Madrid, Spain
Version 1.3 out this week!!!
This is the version 1.3 (February, 27th 2009) information, it will be available for download from the Matrix Member's Area today or tomorrow!
IMPORTANT!!!!!
THIS MOD INCLUDES A MODIFIED "WAR IN THE PACIFIC.EXE FILE" FOR USE ONLY WITH THIS MOD. PLEASE BACK UP YOUR ORIGINAL FIRST! DO NOT DISTRIBUTE OR
SHARE THIS .EXE FILE WITH ANYBODY ELSE, IT CAN AND MUST ONLY BE DOWNLOADED FROM THE MATRIX MEMBERS AREA!!!
This modified file will substitute ALL Japanese and IJA mentions by German, all IJN by Axis, all Allies by Soviet.
IJA pilots now GERMAN names, IJN have either Fin, Hun, Rum or Ita names.
Some LCU formations now are in German. (Panzerdivision, Abteilung,...)
The NEW 1.3 version scenario is in position 31 (scenario 31)
1) increased pilot pool IJN by 50 pilots, IJA by 200 pilots to allow filling of understrength units
2) Spotter and Radar devices added both sides, Spotters added all base forces, Russian Radar added to Leningrad and Mockba, German Radar added to Helsinki,
Ploesti and all Industrial German cities. To increase chances of Air-to-air Combat happening not only in the base hex, but in a 2-hex radius around
it, Spotter´s ranges increased to 120 miles (really 60NM in WiRMod).
3) increased accuracy and effect of all AAGuns to stock values
4) Urals location (148/86) moved to slot 413 in database to work as Chungking for Chinese unit rebuild
5) Lend-Lease Location moved to (148/63)
6) Gomel moved from slot 342 to 310
7) Berlin moved from slot 435 to 342 (Tokio)
8) base force increased engineers to 100 and vehicles to 50 for faster base repairs
9) Axis Mot.Inf.Div. and PzGr.Div now considered "Armored" units for speed considerations
10) Schlusselburg fort increased to level 4
11) added 2 Fin AA Rgts for Helsinki defence
12) added device 139 (Axis) 15.0cm CD Gun, updated TOE for Finn and Rum Forts, created new Fort in Constanta
13) 16 LW base forces available from the start instead of as reinforcements (these were arriving severely understrength)
14) Axis starting airgroup leaders stats increased (they were much inferior to stats from any other pilot in the same airgroup)
15) Axis and Russian units rearranged in Karelia to avoid LCU stuck/surrounded from the beginning
16) enlarged map and reworked pwhex.dat to include Central Finland and Arkhangelskii
17) Added new units in Nothern Finland both sides, added new bases
18) revised all aircraft, increased MVR to all biplanes and agile prewar planes, max MVR now 35, increased MVR of end of war Russian aircraft.
As a result all low performance aircraft (pre-war fighters, bombers,recon,...) now get higher MVR ratings. In WitP air combat is
resolved in a "one-dimensional way". Revised Ranges.
19) some soviet aircraft types not assigned and no replacements - fixed! New aircraft ART. Revised Specifications
20) increased starting Political Points Axis to allow asignement of O.K.H. units to different Heeresgruppen, increased rate for Russian to 750/day
21) Russian device 344 "Fort" now mobile, as giving load cost 9999 for static was giving the Fortified regions 100.000+ support troops (casualties)
22) increased slightly Axis manpower/vehicle/armament factories to be able to produce the increased required support/engineer squads
23) increased production of supports squads Russian for same reason
24) increased Axis Oil production for a surplus of 820/day
25) 5 new pwhex.dat files: (IMPORTANT-!!!-delete name in brackets for WitP to be able to use it)
- (summer): - forrest hexes now treated as road to increase speed and make them more suitable for defence
- (mud) used october,april: - rail becomes trail, all other road/trail benefits changed to cross-country
- (snow) used november-march: - rail becomes road, road becomes trail, trail becomes x-country
THE DEFAULT PWHEX.DAT FILE IS THE SUMMER VERSION
26) corrected error in database, Russian base forces arriving with 44Rifle Squads before 01/44
27) added base forces to Lend-lease and Urals bases, allowing training and fighter cover (beware House Rule axis player should not bomb this hexes, as they
are an abstract representation of many industries far in the hinterland)
28) Increased AAG in Axis industrial areas, Base forces start with higher AAG allotment than established TOE, if you use these base forces offensively
or they suffer losses due to combat, they will only reinforce to standard levels.
- Berlin, Ploesti, Dresden, Vienna, Koenigsberg Base Force LtAAG increased X3, HvyAAG increased X10
- Stettin, Bukharest, Budapest, Danzig, Breslau, Prague Base Force AAG increased X3
- Belgrade, Dubrovnik, Zagreb, Sofia, Constanta, Memel, Krakow Base Force AAG increased by X2
29) divided big (200+) Hvy Industry, Resources and Oil into smaller factories to reduce effects of bombing and fasten up repairs
30) Il-4 plant in Voronezh removed, now Il-4 has built rate 40
31) changed default bomb load all aircraft, now carrying same payload but more quantity of smaller bombs (not historical, but the idea is to increase
damage to ground units and decrease effectivity against ships). Patrol, torpedo and float planes not changed, K.Fl.Gr. now get heavier AP bombs
for antishipping. 6./KG26, 1./K.Fl.506 and 3./K.Fl.506 appear now with unique torpedo-armed planes. The first equipped with He-111 (2 torps),
the second and third with Ju-88 (2 torps, ventral turret removed).
32) reworked ship class and ship database, added some new art files.
33) added artfiles to interface
34) Base forces in ports have CD guns removed, separate CD Rgts formed at those bases (avoid base forces inmobile and support troops in excess of 100.000)
35) Increased Portsize Velkhov and Schlusselburg to 3
36) Increased Fortsize Hanko
37) Reduced accuracy of aircraft mg/guns by 10% to reduce bloodiness of air combat now that intercepts are more likely
38) added 10 Construction Bdes Russian from 410701-411201
39) added R.A.D. Rgts for Axis (Construction-Repair)
40) added small airfields to both sides with small base forces
41) fixed screen UV1024.bmp
42) corrected discrepancies fatigue/disabled Rusian units
43) added German JG and ZG Stabsstaffeln as they played an important role even though they only had 4 planes assigned
44) some German NJG Stafeln added, flying UNIQUE Bf110Gs with FuG radars (device 232) and Schraege Musik guns (due to slot limitations no more options avail)
45) Parnu base changed to Tartu
46) Added new plane types Ar-2, Yak-9UT, UT-2VM, Pe-4, Catalina Soviet side
47) added Majachkala base on Caspian Sea, used to ships OIL from Grozny and Baku up the Volga. (pwhex.dat altered to allow ships up to Stalingrad)
48) revised availability dates German planes in R/D, they were arriving too late
49) added German Naval HQ in Stettin responsible for Ostsee and Baltic Area
50) cavalry units now have Cavlary Icon
51) Airborne units now have Airborne Icon (and hopefully also functionality)
52) German Ocean AKs were in Allied Ship Class Slot - fixed
IMPORTANT!!!!!
THIS MOD INCLUDES A MODIFIED "WAR IN THE PACIFIC.EXE FILE" FOR USE ONLY WITH THIS MOD. PLEASE BACK UP YOUR ORIGINAL FIRST! DO NOT DISTRIBUTE OR
SHARE THIS .EXE FILE WITH ANYBODY ELSE, IT CAN AND MUST ONLY BE DOWNLOADED FROM THE MATRIX MEMBERS AREA!!!
This modified file will substitute ALL Japanese and IJA mentions by German, all IJN by Axis, all Allies by Soviet.
IJA pilots now GERMAN names, IJN have either Fin, Hun, Rum or Ita names.
Some LCU formations now are in German. (Panzerdivision, Abteilung,...)
The NEW 1.3 version scenario is in position 31 (scenario 31)
1) increased pilot pool IJN by 50 pilots, IJA by 200 pilots to allow filling of understrength units
2) Spotter and Radar devices added both sides, Spotters added all base forces, Russian Radar added to Leningrad and Mockba, German Radar added to Helsinki,
Ploesti and all Industrial German cities. To increase chances of Air-to-air Combat happening not only in the base hex, but in a 2-hex radius around
it, Spotter´s ranges increased to 120 miles (really 60NM in WiRMod).
3) increased accuracy and effect of all AAGuns to stock values
4) Urals location (148/86) moved to slot 413 in database to work as Chungking for Chinese unit rebuild
5) Lend-Lease Location moved to (148/63)
6) Gomel moved from slot 342 to 310
7) Berlin moved from slot 435 to 342 (Tokio)
8) base force increased engineers to 100 and vehicles to 50 for faster base repairs
9) Axis Mot.Inf.Div. and PzGr.Div now considered "Armored" units for speed considerations
10) Schlusselburg fort increased to level 4
11) added 2 Fin AA Rgts for Helsinki defence
12) added device 139 (Axis) 15.0cm CD Gun, updated TOE for Finn and Rum Forts, created new Fort in Constanta
13) 16 LW base forces available from the start instead of as reinforcements (these were arriving severely understrength)
14) Axis starting airgroup leaders stats increased (they were much inferior to stats from any other pilot in the same airgroup)
15) Axis and Russian units rearranged in Karelia to avoid LCU stuck/surrounded from the beginning
16) enlarged map and reworked pwhex.dat to include Central Finland and Arkhangelskii
17) Added new units in Nothern Finland both sides, added new bases
18) revised all aircraft, increased MVR to all biplanes and agile prewar planes, max MVR now 35, increased MVR of end of war Russian aircraft.
As a result all low performance aircraft (pre-war fighters, bombers,recon,...) now get higher MVR ratings. In WitP air combat is
resolved in a "one-dimensional way". Revised Ranges.
19) some soviet aircraft types not assigned and no replacements - fixed! New aircraft ART. Revised Specifications
20) increased starting Political Points Axis to allow asignement of O.K.H. units to different Heeresgruppen, increased rate for Russian to 750/day
21) Russian device 344 "Fort" now mobile, as giving load cost 9999 for static was giving the Fortified regions 100.000+ support troops (casualties)
22) increased slightly Axis manpower/vehicle/armament factories to be able to produce the increased required support/engineer squads
23) increased production of supports squads Russian for same reason
24) increased Axis Oil production for a surplus of 820/day
25) 5 new pwhex.dat files: (IMPORTANT-!!!-delete name in brackets for WitP to be able to use it)
- (summer): - forrest hexes now treated as road to increase speed and make them more suitable for defence
- (mud) used october,april: - rail becomes trail, all other road/trail benefits changed to cross-country
- (snow) used november-march: - rail becomes road, road becomes trail, trail becomes x-country
THE DEFAULT PWHEX.DAT FILE IS THE SUMMER VERSION
26) corrected error in database, Russian base forces arriving with 44Rifle Squads before 01/44
27) added base forces to Lend-lease and Urals bases, allowing training and fighter cover (beware House Rule axis player should not bomb this hexes, as they
are an abstract representation of many industries far in the hinterland)
28) Increased AAG in Axis industrial areas, Base forces start with higher AAG allotment than established TOE, if you use these base forces offensively
or they suffer losses due to combat, they will only reinforce to standard levels.
- Berlin, Ploesti, Dresden, Vienna, Koenigsberg Base Force LtAAG increased X3, HvyAAG increased X10
- Stettin, Bukharest, Budapest, Danzig, Breslau, Prague Base Force AAG increased X3
- Belgrade, Dubrovnik, Zagreb, Sofia, Constanta, Memel, Krakow Base Force AAG increased by X2
29) divided big (200+) Hvy Industry, Resources and Oil into smaller factories to reduce effects of bombing and fasten up repairs
30) Il-4 plant in Voronezh removed, now Il-4 has built rate 40
31) changed default bomb load all aircraft, now carrying same payload but more quantity of smaller bombs (not historical, but the idea is to increase
damage to ground units and decrease effectivity against ships). Patrol, torpedo and float planes not changed, K.Fl.Gr. now get heavier AP bombs
for antishipping. 6./KG26, 1./K.Fl.506 and 3./K.Fl.506 appear now with unique torpedo-armed planes. The first equipped with He-111 (2 torps),
the second and third with Ju-88 (2 torps, ventral turret removed).
32) reworked ship class and ship database, added some new art files.
33) added artfiles to interface
34) Base forces in ports have CD guns removed, separate CD Rgts formed at those bases (avoid base forces inmobile and support troops in excess of 100.000)
35) Increased Portsize Velkhov and Schlusselburg to 3
36) Increased Fortsize Hanko
37) Reduced accuracy of aircraft mg/guns by 10% to reduce bloodiness of air combat now that intercepts are more likely
38) added 10 Construction Bdes Russian from 410701-411201
39) added R.A.D. Rgts for Axis (Construction-Repair)
40) added small airfields to both sides with small base forces
41) fixed screen UV1024.bmp
42) corrected discrepancies fatigue/disabled Rusian units
43) added German JG and ZG Stabsstaffeln as they played an important role even though they only had 4 planes assigned
44) some German NJG Stafeln added, flying UNIQUE Bf110Gs with FuG radars (device 232) and Schraege Musik guns (due to slot limitations no more options avail)
45) Parnu base changed to Tartu
46) Added new plane types Ar-2, Yak-9UT, UT-2VM, Pe-4, Catalina Soviet side
47) added Majachkala base on Caspian Sea, used to ships OIL from Grozny and Baku up the Volga. (pwhex.dat altered to allow ships up to Stalingrad)
48) revised availability dates German planes in R/D, they were arriving too late
49) added German Naval HQ in Stettin responsible for Ostsee and Baltic Area
50) cavalry units now have Cavlary Icon
51) Airborne units now have Airborne Icon (and hopefully also functionality)
52) German Ocean AKs were in Allied Ship Class Slot - fixed
Vista, suerte y al toro!
RE: Version 1.3 out this week!!!
super works Dani !!
very thanks !
very thanks !
- HerzKaraya
- Posts: 195
- Joined: Wed Jan 19, 2005 3:26 pm
- Location: Madrid, Spain
RE: Version 1.3 out this week!!!
I just checked and the MOD is avalable for download in the Matrix Member´s Area
under War in the Pacific - Digital
Obviusly, you must have registered your legal copy of the game first!
I hope you enjoy it!
under War in the Pacific - Digital
Obviusly, you must have registered your legal copy of the game first!
I hope you enjoy it!
Vista, suerte y al toro!
- HerzKaraya
- Posts: 195
- Joined: Wed Jan 19, 2005 3:26 pm
- Location: Madrid, Spain
Version 1.4 out this week!!!
Hi everybody!
Unfortunately during the last games we've noticed that some Russian units would "disappear" just one turn after entering the fray as reinforcements...
after testing and more testing, it seems that ALL the units assigned to RVGK (all Russian reinforcements) were subject to this problem. The final solution was assigning RVGK another slot, and voila - no more units disappear.
As this was a mayor bug, we had to release v1.4 - some new plane Art added, too.
Here the Readme:
version 1.4 (April 2009)
*** THERE WAS A MAJOR BUG IN VERSION 1.2 AND 1.3, ALL UNITS ASSIGNED TO HQ RVGK (SLOT 105) - THIS MEANS ALL RUSSIAN GROUND REINFORCEMENTS - WERE ARRIVING AT THEIR ASSIGNED DATE, BE ON THE MAP FOR ONE TURN, THEN DISAPPEAR AGAIN INTO THE REINFORCEMENT QUEUE WITH A DELAY OF 60 DAYS AND SO ON... DON'T ASK ME WHY, BUT AFTER MANY TESTS AND FAILURES THE SOLUTION WAS AS EASY AS CHANGING RVGK TO SLOT 107, AND VOILA! SORRY FOR THIS INCONVENIENCE, I HOPE THIS IS THE LAST GAME-BREAKING BUG WE ENCOUNTER *** RUSSIAN STRENGTH HAS THEREFORE INCREASED SUBSTANTIALLY (AS IT WAS MEANT TO BE)
1) corrected ship armor
2) new Allied plane Art thanks to Dali
3) corrected some discrepancies in Fatigue/Disabled Russian army, 4109 units now have 30% fatigue, 4110 have 20% fatigue, 4111 have 10% fatigue
4) Re-2000 Mvr increased 1 point to value 28, ceiling corrected to value 34450fts
5) SB-2 now has range 8/10, endurance 580
6) Duplicate Russian AA Divs renamed 11-20
7) reduced Russian Infantry replacements by 10%
8) increased Axis Naval Shipyards by 30 points at the expense of Merchant Shipyard
9) reduced Political Points by 10% both sides
10) increased experience German units by 5%-10% (many will start much below strength and experience will drop fast)
I will send the FULL v1.4 to matrix tomorrow, if you already have v1.3 installed - send me a PM with your email and I'll send you a small patch to upgrade to v1.4
Sorry for the inconvenience and thanks for giving this Mod a try!
Unfortunately during the last games we've noticed that some Russian units would "disappear" just one turn after entering the fray as reinforcements...
after testing and more testing, it seems that ALL the units assigned to RVGK (all Russian reinforcements) were subject to this problem. The final solution was assigning RVGK another slot, and voila - no more units disappear.
As this was a mayor bug, we had to release v1.4 - some new plane Art added, too.
Here the Readme:
version 1.4 (April 2009)
*** THERE WAS A MAJOR BUG IN VERSION 1.2 AND 1.3, ALL UNITS ASSIGNED TO HQ RVGK (SLOT 105) - THIS MEANS ALL RUSSIAN GROUND REINFORCEMENTS - WERE ARRIVING AT THEIR ASSIGNED DATE, BE ON THE MAP FOR ONE TURN, THEN DISAPPEAR AGAIN INTO THE REINFORCEMENT QUEUE WITH A DELAY OF 60 DAYS AND SO ON... DON'T ASK ME WHY, BUT AFTER MANY TESTS AND FAILURES THE SOLUTION WAS AS EASY AS CHANGING RVGK TO SLOT 107, AND VOILA! SORRY FOR THIS INCONVENIENCE, I HOPE THIS IS THE LAST GAME-BREAKING BUG WE ENCOUNTER *** RUSSIAN STRENGTH HAS THEREFORE INCREASED SUBSTANTIALLY (AS IT WAS MEANT TO BE)
1) corrected ship armor
2) new Allied plane Art thanks to Dali
3) corrected some discrepancies in Fatigue/Disabled Russian army, 4109 units now have 30% fatigue, 4110 have 20% fatigue, 4111 have 10% fatigue
4) Re-2000 Mvr increased 1 point to value 28, ceiling corrected to value 34450fts
5) SB-2 now has range 8/10, endurance 580
6) Duplicate Russian AA Divs renamed 11-20
7) reduced Russian Infantry replacements by 10%
8) increased Axis Naval Shipyards by 30 points at the expense of Merchant Shipyard
9) reduced Political Points by 10% both sides
10) increased experience German units by 5%-10% (many will start much below strength and experience will drop fast)
I will send the FULL v1.4 to matrix tomorrow, if you already have v1.3 installed - send me a PM with your email and I'll send you a small patch to upgrade to v1.4
Sorry for the inconvenience and thanks for giving this Mod a try!
Vista, suerte y al toro!
RE: Version 1.4 out this week!!!
thank you for sending me the latest update.
ggm
ggm
Alas, poor Yorick!--I knew him, Horatio; a fellow of infinite jest, of most excellent fancy: he hath borne me on his back a thousand times; and now, how abhorred in my imagination it is! my gorge rises at it.
William Shakespeare Hamlet
William Shakespeare Hamlet
- Historiker
- Posts: 4742
- Joined: Wed Jul 04, 2007 8:11 pm
- Location: Deutschland
RE: Version 1.4 out this week!!!
Where can one download the mod?
Without any doubt: I am the spawn of evil - and the Bavarian Beer Monster (BBM)!
There's only one bad word and that's taxes. If any other word is good enough for sailors; it's good enough for you. - Ron Swanson
There's only one bad word and that's taxes. If any other word is good enough for sailors; it's good enough for you. - Ron Swanson
download mod
go to the digital download area in the members area of matrix games and youll find 1.3 of the mod. for the 1.4 patch pm bubi and he ll send it to you.
ggm
ggm
Alas, poor Yorick!--I knew him, Horatio; a fellow of infinite jest, of most excellent fancy: he hath borne me on his back a thousand times; and now, how abhorred in my imagination it is! my gorge rises at it.
William Shakespeare Hamlet
William Shakespeare Hamlet
- Chijohnaok2
- Posts: 554
- Joined: Mon Jul 29, 2002 2:32 am
- Location: Florida, USA (formerly Chicago)
RE: download mod
Is this mod playable vs the AI?
- HerzKaraya
- Posts: 195
- Joined: Wed Jan 19, 2005 3:26 pm
- Location: Madrid, Spain
RE: download mod
No, it does not have an AI!
But you can play it PBEM, send me a private message and I can assist you in finding other human players.
But you can play it PBEM, send me a private message and I can assist you in finding other human players.
Vista, suerte y al toro!
- moonraker65
- Posts: 565
- Joined: Wed Jul 14, 2004 3:11 pm
- Location: Swindon,Wilts. UK
RE: download mod
Any chance of an AI playable version Bubi ?
intel i9 13900k 128 GB RAM, RTX 4070 ti GFx card
- HerzKaraya
- Posts: 195
- Joined: Wed Jan 19, 2005 3:26 pm
- Location: Madrid, Spain
RE: download mod
With 2 kids, lot´s of real life work going on and AE around the corner,
unfortunately that will be difficult!!!
unfortunately that will be difficult!!!
Vista, suerte y al toro!