Mod: MEGA Pacific - Most Realistic Yet - v2.52

Strategic Command WWII: War in the Pacific is a turn-based strategy game. It offers a comprehensive experience of the Pacific Theater, challenging you to achieve victory in one of history's greatest conflicts.
Nginear
Posts: 171
Joined: Sun Sep 04, 2022 5:29 pm
Location: 'MERICA

Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by Nginear »

Welcome to MEGA Pacific - MRY (most realistic yet) Mod! Version 2.52 (April 8, 2025)

This is a MEGA map of Strategic Command: Pacific. This is a mod that focuses on improving the historical aspects of the Pacific War - airfields, ports, engineers, and air and naval battles. First, credit to where it is due: I combined Elessar2's WaW Pacific mod (a great mod BTW) with the Developer's Pac ideas, but have made many many enhancements. Some enhancements include building railroads, corruption in the KMT, building the Ledo Road, China worried about Communist influence, coastal artillery, the all important atom bomb, and many more.

This mod is designed to be hard - you must control airfields and ports to win (plus it helps with NM). Most ports have been removed leaving only historical refueling spots; hence watching supply on ships will be of the utmost importance. If you don't capture ports close to your front lines and use naval construction, then you will lose due to the distance to resupply and repair. Airfields add a second strike and increased naval visibility, making them ultra valuable in this expanded map. China has been completely reworked (China had 300 divisions but was plagued with corruption and lack of outside supplies; Japan +/-30 divisions, but was far more effective soldier vs soldier), with a t-o-n of research done on the historical paved roads and railroad lines throughout India and Asia. There are several new units and every unit has a specialty, no unit is pointless. Engineers do a lot more than build forts now! And of course, a completely redesigned technology tree with radar, fire control, nuclear bomb tech, and much more!

This is designed to be naval and LBA intensive (far more than generic SC:Pac), with careful planning and attention to details needed to win. And when able, to focus more on the historical strengths/weaknesses of each nation. For now, I have kept the victory conditions of SC:Pac, but time will tell whether this map is too big for that or not.

-Can I play the AI? Technically yes, BUT it's like playing an 8 year old who just clicks around. It will attack and do stuff, but without any larger strategy in mind. I have not converted the AI scripts; but I do hope to do that eventually. So the AI has its base code, but it has no goals (as Japan it would not perform PH and it unloaded the Amphibs in friendly territory without invading anything).

Download the zip file here (unzip and place in My Games SC:Pacific folder):
https://www.dropbox.com/scl/fi/5llvlo8v ... un9pg&dl=0

Hex Scale: 35-40 miles per hex
Ship Scale: Carriers, Light Carriers, and Battleships 1:1; Heavy Cruiser 2:1; Light Cruiser 3.5:1; Everything else 5:1.
Unit Scale: Think of it in terms of "groups of battalions" or "groups of divisions" or "groups of regiments". A Corps is the ultimate unit - slow, expensive, and hard hitting.
Planes: About 100 per unit.

PLEASE READ: (updated 4/8/25)
Player notes for major changes :
Most Important Changes:
-Rabaul and the Solomons are now a separate country from New Guinea Territory. NGT is limited to the big island. This has to do with future script writing for resource activity, plus getting all those little towns in the Solomons to flip without conquering Port Morseby.
-Use an engineer to "build" railroads and any ports/airfields/fortresses you see that are zero supply. Simply move an engineer next to it and a decision event will activate at the end of the turn, asking if you want to "build" the structures. With the proper research, engineers can be upgraded to de-entrench with notional flamethrowers.
-Airfields add +1 strike for each air unit, except fighters get +3/+1 escort/strike range, AND +1 interception/escort/strike. All air units get +2 Naval visibility when on an airfield. Capture and hold them!
-Convoys run in a big semi-circle. US -> Australia-> India -> China. Great Britian can send a convoy to India too. Capture Rangoon to shut down the convoy to China and force the inefficient airlift convoy.
-HQ, Garrison, and Battalion, and Sea Planes are not reformable. Everything requires a supply of 6 or greater to be reformable, except Light/Medium/Heavy Tanks which still require 5.
-Shutting down a convoy's primary start/end port may cause it to switch ports, but with reduced efficiency. Thus, less MPP will be received with each port blockade.
-Zone of Control is controlled more by escort ships (heavy cruiser and smaller). Battleships have a weak ZofC, and carriers have none.
- To keep the focus on Carrier vs Carrier, a ship's attack value vs Carrier is significantly less than other surface ships. However, a carrier has no defense value vs a ship, so it is not likely to damage a unit if attacked.
-Battleships and short range amphibious transport de-entrench. Destroyer Transports (LR Transports) do not en-entrench, but they do get two strikes. Destroyer Transports also cruise, have a 20% chance of damage evasion, have full ZoC and have a minimal naval defense value.
-Use a Battalion unit to capture an island with no port. Then disband the unit to get another unit in there. Sorry, it's a game engine limitation.

Changes to game code:
-The closer Jap bombers are to Australia, the more damage will occur.
-Coastwatchers' effectiveness has been increased from 5% to 10-30% chance. The more units gathered together, the greater the chance to be spotted.
-Port defenses: reduced from 100% trigger. Small port has 50% trigger, may damage 0-1 point. Major port has 75% chance, 0-2 points.
-Supply depot (Mobility) adds 10% evasion, +1 AP, +1 shell limit to artillery style units, and +1 interception on AA.
-Tech is 3/2/2/2/1 % per level.
-Tech sharing is US --> Great Britain and China. Great Britain --> US, British Raj, and Australia.
-You cannot starve the Japanese out of Iwo Jima simply by having a land unit next to it. You will need to bombard its supply.
-Communist China is much more apathetic. IRL they were content to let Nationalist China do the battles. They will not begin to automatically mobilize until 1943.

Misc Changes to Units: (this is not all inclusive to every stat change, but more of the things you can't see in game)
- The British fleet is tricky to get accurate. A large fleet was sent in '42, and then largely withdrawn by 1943. This is hard to represent since units can only be destroyed once on the map. My attempt was to have the ships that left IRL arrive at 3 HP. If GB can scrape the mpp to rebuild, then who knows?
-Submarines have 50% prepared attack bonus. Don't get caught next to one at the start of turn!
-Jap heavy cruisers have torpedoes, Allies have Fire Control. Torpedoes on ships do not add attack, instead they add evasion chances.
-Japs have lower fighter defense and bomber defense to represent lightly armored planes.
-Sea Planes are unique to each group of countries. See changelog 2.3.
-Most things have max experience of 5. Japanese pilots were very experienced at the start of the war.
-Most things have reduced "surprised" bonus.
-Naval retreat is between 3-6 hexes. The larger the ship, the less retreat distance.
-Communist China can build Guerillas. This represents their focus on guerilla tactics.
-Japanese Superheavy Battleship (SBB) is stronger than USA SBB (Yamato had bigger guns and more armor than Iowa). All SBB get two strikes.
-The US's domestic industry (MPPs) will gradually activate over time. Full mobilization won't be achieved until the end of 1943.
-PT Boat scripts have been updated, but are turned off. Auxiliary ships represent anything from minesweepers to old destroyers.
- Prewar Battleships cannot be built. They are also more expensive to upgrade than a fast battleship. You go to war with what you got, not what you want!


Recommended House Rules:
1) Fleet Carriers are used in Mix or Bomber mode only
2) LBA only operates to airfields, but can use action points to move around. Sea Planes can operate to airfields or any sea side resource.
3) Soft Limits off

Optional House Rules for extra realism and difficulty:
1) All ships except Destroyers and Light Cruisers repair at major ports.
2) Destroyer Transports can only carry Battalion and Regiment units.
3) Carriers and Battleships can only repair at Homeland major ports (Japan, USA, Australia). This does not apply to reinforcing aircrews. Extensive repairs were only done at the shipyards at home. Even Pearl Harbor's dry dock would only exact temporary-ish repairs on the capital ships, to allow them to safely travel home.
4) USA cannot operate aircraft directly into British Raj. It must first be operated into Australia or a Pacific Island.
5) If using these realism rules, it would be better to lower the number of days each turn represents inside the editor.


*****************************Version 2.52 Change Log******************************
-(Bug) Truk land readjusted to allow access to the north side port. Truk CDB health reduced (-5) to reflect the poor state of Truk's defenses in 1941.
-Anti-air now has 10% demoralization
-Japan's Auxiliary Ships (3) around the home islands now arrive by script at the end of the first turn. This is to allow some more breathing room for the subs in the Philippines (historically only 1 of 30 subs were sunk while escaping).
-Evasion chances for Large Naval Guns and Coastal Defense Battery adjusted. CDB now has naval spotting range of 2 (+1).
-Fleet Carrier CV Hornet now arrives with an airwing of 8/10 instead of 0. I thought the carrier ditched its planes to carry the B-25s for the Doolittle Raid, but that was not the case. Instead they stowed them below deck and picked up any missing upon return to Pearl Harbor. NOTE: There appears to be a bug in the editor here about setting the ship/aircraft health. Something will arrive with 8 health, it keeps resetting.
-USA Pre-war Battleship New Mexico now arrives by script instead of the production que. This is so I can make the build limit for that unit type at 0, so the USA (or Japanese) player cannot choose to build those ships. Japan's Pre-war Battleship build limit adjusted as well. Only modern battleships may be built!
-USA Spying & Intel tech increased to two starting chits (+1), max of 3.
-Removed Australian guerilla units since they cannot move around in another country. I'm a bit disappointed in the engine limitation!

*****************************Version 2.5 Change Log******************************
Tech:
-Allied Aerial Warfare tech lowered in cost with two maximum chits (three for USA).
-All Tech % research speed increased to 3/2/2/2(+1)/1 per level.
-Lowered cost of Advanced Torpedoes
-All countries start with Infantry Weapons at level 1, USA starts level 2.
-Several other tweeks to many countries.
-Supply Dump now gives +1 shell limit to artillery style units, and +1 interception on AA.

Units:
-Destroyers and Light Cruisers lose 2 supply when defending to represent their limited fuel capacity. Auxiliary ships lose 2 supply when attacking.
-Artillery changed to 2min/2max shells each turn. Coastal and Large Naval Guns no longer de-entrench. LNG gets +1 range.
-Large Naval Guns and Coastal Defense Battery completely redesigned and buffed. LNG were often retired WWI battleship guns, and CDB were usually 5" or 6" in size. Their attack stats reflect this. LNG are strictly fixed fortifications with their guns aimed at the sea; CDB represent those units that set up defenses near a port after being transported. CDB can be upgraded to attack ground units.
-Hawaiian AA unit that arrives after PH is now full health and research.
-Added AA upgrade on Malayan units.
-China gets two half strength Divisions deploying in April and October 1942
-Australia naval units start with their level of researched torpedoes.
-Guerilla stats redesigned to be better "hit and run" style when attacking support units (e.g. artillery, anti-air, non-infantry). They now have 40% damage evasion chance when attacking, 20% when defending. MPP cost changed too.

Map:
-Fixed railroad issue in China at Tuyan.
-Fixed broken railroads in eastern Australia.
-USA subs in Philippines have been spread around throughout the Philippines.
-Complete redesign of Pearl Harbor/Honolulu. While it is not to scale, is about the same size footprint as the old design. It should make for a far more interesting/realistic attack. The Pearl Harbor escort ships no longer arrive by script on Turn 2, they are now in port on Turn 1. The Fighter was moved to MCAS Ewa so it will have only one intercept. A second fighter unit ("salvaged aircraft") unit at 4 strength will have a 50% of arriving each turn.
-Fortification now has Naval Defense bonus.
-Japan gains NM continually from holding CINCPAC HQ. USA loses NM continually from Japan holding Honolulu (USA cares more for civilians, Japan wants military targets).

Countries:
-Country specific perks: China can purchase Corp for 20mpp fewer than the rest. Japan can build forts 10 days faster. USA can upgrade infantry weapons 5% cheaper.
-Small improvements to various Chinese Armies.
-USSR units added (don't know why I didn't think of this sooner!). Vladivostok redesigned. Naval units will be added upon declaration of war. Expanded the Soviet Navy to CA, CL, DD, Aux-2, SS.

Scripts:
-The major port in Perth, Australia is now activated via script in March 1942. The US built a submarine base there.
-Changed China Civil War to be an ongoing 5% chance of firing, as long as Xi'an and Yan'an have no Japanese units within 2 hexes. They call a truce when the Japanese get close enough to shoot at them.
-Fixed bug in Chinese Corruption and Desertion script. It has a 10% chance of firing.
-Bumped up USA's 1943 resource mobilizations scripts by a few a months, to be fully mobilized by end of 1943.


*****************************Version 2.3 Change Log******************************
Bugs:
-Diplomacy reset to Pacific default, with minor changes to the number of chits for each Major.
-Fixed Quit India script that fired every turn. It has a 9% chance of firing throughout the game.
-Fixed Engineer tech for Ground Attack upgrades.

Map:
-Rerouted Burma Railroad, it is now 3 hexes instead of 2 that need "building." Kawkareik Pass reworked.
-Marcus Island changed from settlement to airfield.
-Moved USA airfields around and historically named them.
-Philippines: Davao now an Alternate Capital.
-Fighters are good at strafing aircraft on airfields (aircraft receive no defensive bonus from the airfield against them).

Units:
-Sea Planes completely redesigned. They are now unique to each group of countries.*
-Revised Engineer stats. They now have little offensive/defensive ability without upgrades, and no AA.
-Disabled script placing a Fighter in Hawaii after Pearl Harbor. Instead, the Fighter is now permanent at start, but it is in grounded status. It will be up to the Jap player whether to attack it.
-Jap: removed Marcus Island Seaplane unit (none historically).
-Jap/Indochina: removed garrison at Lang Son, moved Division there from Hanoi. Moved Pakse's Garrison to Hanoi.
-Jap: Medium bomber on Eniwetok moved to Truk. Obsolete destroyer from home islands to Truk.
-Jap: Added a battalion to invasion force near Peleliu.
-Jap: removed Infantry weapons upgrade from several units not on the front lines.
-Jap: Changed Fighter near Tokyo to "1 Air Training" and adjusted it represent a cadre of trainees. This represents Japan's last batch of trained pilots.
-Jap: Added partial Fighter unit near Tokyo.
-USA: Added Regiment, Fighter, Medium Bomber in USA.
-USA: Added one experienced Fighter unit in 1943 and 1944 production que.
-USA: Production que Fleet Carriers experience lowered to 1.0 from 1.5.
-All aircraft have a flat 10 AP, except Seaplanes which have 20 AP. No AP is gained from technology anymore.

Countries:
-Military Mission to China: Everything is more expensive to represent the difficulty of resupply.
-Large Naval Guns cheaper for Japan and USA to build. India and Australia build limit lowered to 1. Production Tech increases build limits for all nations by 0.5 (USA is 1).
-USA/Japan/GB each gain a chit invested in Supply Depot (same as Pacific).
-Britain gains a level of Amphibious Warfare.
-Australia gains a chit invested in Industry.

*Designer Notes
Seaplane: Japan, Great Britain, and Commonwealth have 4 engine; US, DEI, USSR, and China have 2 engine Seaplanes. Each type has unique stats.
Japan - Monstrously long range, excellent defense, and high bomb load. No evasion. Expensive and 5 months to produce.
GB and Commonwealth: Short range, good defense, excellent ASW. Medium Cost and 4 months to produce. Upgrade adds evasion.
US and others: Medium range, upgradable capabilities, low defense, high evasion chance. Cheap and 3 months to produce.


*****************************Version 2.1 Change Log******************************
Change log v2.1
-Readjusted national morale numbers for resource values. I had significantly increased these at launch, but have toned them down because it was causing unanticipated issues. Resources' NM are higher than Pacific, reflecting the importance of ports and airfields.
-Fixed/updated scripts to clarify that Chinese units in Qingyang, Yinchuan, Shizuishan are only needed when Xi'an is allied control.
-Fixed scripts regarding Communist China annexing Shijiazhuang.
-Naval damage from storms increased. The larger the ship, the less likely to be affected. All transports are the most prone to damage: up to -2 HP with an 8% trigger. A SBB has a 3% chance for up to 1 HP damage. Leave your ships in the clear or near a harbor to prevent a chance of damage.
-USA: added 3xFleet Carriers to production que, so all Essex class carriers that were under construction before or soon after Pearl Harbor are in the que. They also start with 1.5 XP, reflecting USA's better training.
-Moved some of China's factories around slightly. Small HP adjustments to Jap/China units.
-China loses a level of Production tech, but gains a level of Single Engine Aircraft. Cost of aircraft tech increased.
-Burma: 1st Burma moved to Rangoon. 17th Indian arrives at Meiktil.
-Indochina: removed one Japanese garrison, reduced Corp to Division in Hanoi.


*****************************Version 2.0 Change Log******************************
Major Changes:
- Rabaul and the Solomons are now a separate country from New Guinea Territory. NGT is limited to the big island. This is to work around game engine limitations.
-A Japanese engineer is required to "build" Iwo Jima (port, airfield, and fortress). An Allied engineer is required to "build" Espiritu Santo.
-There are now differences in % MPPs to repair a ship based on country. USA: 10%; other Allies: 13%; Axis: 16%.
-Repairing units is no longer a flat 5%. Infantry: 7%; Special units: 8%; Aircraft 9%.
-Single-Engine Aircraft upgrades costs are now different for countries. USA and GB: 30%; Australia: 35%; Japan: 40%; other Allied: 45%. This represents the dependency on Allied nations to import aircraft from USA or GB. Australia had some limited capabilities to produce aircraft of their own design. Japan could produce in quantity, but was slow to upgrade the equipment lines.
-All carriers no longer lose a supply point when defending. Since they cannot defend anyway, it prevents them from being mass attacked into no supply (similar to subs).
-Advanced Subs now only provides +3 AP (-1), per level.
-Troop transport AP lowered to 15.
-Auxiliary Ship AP increased to 15, removed AP increases from tech upgrades.
-Japanese Auxiliary Ship no longer carry torpedoes (historical), but have +1 AP and are slightly cheaper to build (-10 MPP).
-Auxiliary Ships use 2 supply when attacking.
-Added a one time event that boosts Chinese national morale when Ledo Road is completed.

Unit Changes:
-New Zealand gains additional ground units, loses some garrisons. Build limits altered.
-Removed garrison on Espiritu Santo.
-Japanese home based destroyers reduced in strength to 3 to represent obsolete status. Three others changed to Auxiliary ships. Several of these home ships moved around.
-Jap: home based sub lowered in value to coastal submarine (fewer upgrades).
-Jap: Lowered value of CL Kiso in northern waters.
-Jap: Medium Bomber in Saipan replaced with Sea Plane.
-Jap: Battalion added in Saipan.
-Jap: HQ added in Tokyo.
-Jap: CVLs in game and in production receive air experience. The CVLs later in production receive far less experience to show fewer trained pilots left in reserve.
-Jap: Super Battleship AP lowered to 19 (-1)
-Jap: Build limits -2 Destroyers, +2 for Auxiliary Ship
-Chinese Corp changed to Division in Chongqing. China had almost no strategic reserves left.
-Chinese 6 Army Group moved slightly east to Tsuyung.
-Both American carrier groups shifted slightly west. Both set at supply of 8, instead of 10.
-Flying Tigers experience raised to 2.0
-Japanese land based air now have varied experience levels.
-Increased US carriers experience to around 0.5.
-US: added Large Naval Gun at entrance to San Francisco
-Added experience to British carriers. CVL Hermes now appears in Africa, not Great Britain.
-Switched two Japanese HQ commanders in SE Asia for accuracy, added some experience.
-Thailand building limits adjusted for several units, aligned to historical capabilities.
-British Raj loses a level in Single-Engine Aircraft, but gains one chit in research of it.
-British Raj can build paratroopers starting in 1943.
-Australia gains an AA unit in mid-December.
-US received a couple of chits invested in Industry and AA. Some tech limits adjusted for nations.

Map Changes:
-Completely redesigned Saipan. Ushi Point Airfield upgraded to Secondary Supply. (Saipan was second only to Truk for importance to the Marshalls).
-San Francisco Harbor has been redesigned.
-HQ is now an acceptable unit to keep on the required hexes along the Soviet Border.
-After researching, I decided to complete Chiang Mai's road into Burma. The British thought Japan would attack this way, not Moulmein.
-Chiang Mai is now a town with an airfield nearby, since airfields are not drop off points for railroads.
-Mandalay (Burma), Manado II (DEI), Peleiu (Japan), Karachi (British Raj): upgraded to Secondary Supply.
-Hakimpet Field (British Raj) added near Hyderabad.
-Road changes near Akyab
-Terrain changes in northern Thailand
-Deleted harbor near Tokyo (125,54) since it was not connected to land.
-Calcutta Aerodome renamed RAF Dum Dum

Misc Changes:
-Fixed error where not all Fire Control error bombardment increases were 15%, per level.
-All carriers at start of game start as "Mixed" combat setting.
-Clarified Torpedo Tech description. Fixed error on Torpedo Tech and convoy raiding.


*****************************Version 1.5 Change Log******************************
Lots of improvements and bugs squashed! This version has been updated with many of the patch improvements for Pacific, more of my own ideas, improved some realism, and fixed some issues. Unfortunately I still have not been able to get the engineer building existing airfields and ports working :( I get the DE to pop up, but the resource is not activating. Hopefully I'll figure it out soon! I highly recommend updating.

Here is the changelog:
-Added scripts requiring two Manchukuo Airfields to have fighters or bombers in them.
-HQ is now an acceptable unit to keep on the Manchukuo frontier to deter Soviet aggression.
-Dutch East Indies is no longer in a state of war with Japan. They are 95% mobilized.
-Revised Japanese units in Manchukuo
-Fixed supply script error for Fiji hex 141,147
-KuKum removed and replaced with airfield.
-Added a half strength engineer to US production que for April 1, 1942
-Increased US engineer limit to 2
-Readjusted some airfields into secondary supply (Henderson Field, Lorengau Airfield (Admiral Islands)
-LBA that is sitting on a settlement and town now receive negative defense bonuses.
-Added Japanese 2xCVL (Hosho, Taiyo)
-Changed several build limits for Japan.
-Corp +1/Division +0.5 to Transport Defense
-Battalion, Anti-air, and Artillery no longer have any Zone of Control
-Tarawa made secondary supply
-Fixed popup error for directions on building the atomic bomb.
-Lowered the value of Philippines convoy to both USA and Japan.
-Lowered Indochina convoy value to Japan by 10%
-Increased cost of Logistics, Production, and Industry for Japan
-Build limits for Transports, Amphibious, and Destroyer Transport adjusted for several nations.
-British Raj will gain 222 Fighter Group in March '42, no longer a starting unit.
-Japan gains a level in researched Production Tech.
-Japan loses a level of Amphibious Tech.
-Great Britain gains a chit invested in ASW Tech and Command & Control.
-Added battle experience to all Chinese and Japanese units in China.
-Entrenched all units in China and gave some experience to most units.
-Lowered -1 Defense Bonus of Major Port against naval attack.
-China and Communist China starting MPPs increased to match Pacific.
-British Fleet Carriers now have +1 Carrier Defense to represent armored decks, but -3 AP.
-Buka Airfield changed to Kahili Airfield
-British Raj regiment unit moved to center of India, and strength lowered since it is in training.
-Deleted Sonbong (Korea) as a town.
-Slight bumps in starting MPPs for most majors.
-Some changes to Production and Industry/Manpower.
-Added some names for various units
-Truk and Guadalcanal now have two airfields instead of a settlement/airfield.

-DE 100 amended so now the fall in US National Morale will be spread over 10 turns rather than all at once. (patch)
-China gains a chit invested in Command & Control. (patch)
-China NM increased. (patch)
-China Chengdu made Industrial Center. (patch)
-Increased Nanjing and Mengjiang's Division build limit by 1. (patch)
-Increased starting US MPPs to 100. (patch)
-Japan will now receive 25 National Morale points per turn, rising to +50 from 1943; +75 from 1944; +100 from 1945 for holding each of Hong Kong, Henderson Field, Midway, Port Moresby, Rangoon and Singapore. (patch)
Last edited by Nginear on Wed Apr 09, 2025 4:20 am, edited 37 times in total.
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OldCrowBalthazor
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by OldCrowBalthazor »

Wow!
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Elessar2
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by Elessar2 »

Hearty thumbs-up from me, for sure.
Nginear
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by Nginear »

OldCrowBalthazor wrote: Tue Dec 31, 2024 5:07 am Wow!
Old Crow...make sure you check out that "random" unit in Alaska....its just a funny easter egg I threw in there. "You'll spend the rest of your career manning a radar station in Alaska you incompetent imbecile!" Who knows, maybe he will save the day and turn the tide of the war!
Umeu
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by Umeu »

looks great.

I know this map is huge, but what's the reason behind keeping Long Range Amphibious Transports? I felt that their removal made WitP much more realistic compared to WaW. If they need to be kept due to map size and for example giving the US a chance to retake Hawaii if it is ever lost, then I would say LRATS should have no attack, and only be able to land without attacking. Also probably shouldn't be able to land on the same turn they cruise.

Also, do any amphibious transports take damage when they attack, or is it still a free attack?
Nginear
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by Nginear »

Umeu wrote: Tue Dec 31, 2024 8:18 pm looks great.

I know this map is huge, but what's the reason behind keeping Long Range Amphibious Transports? I felt that their removal made WitP much more realistic compared to WaW. If they need to be kept due to map size and for example giving the US a chance to retake Hawaii if it is ever lost, then I would say LRATS should have no attack, and only be able to land without attacking. Also probably shouldn't be able to land on the same turn they cruise.

Also, do any amphibious transports take damage when they attack, or is it still a free attack?
DD Transports played an important role, more so in the early years. Their numbers are limited, so you have to use them wisely. It's mostly a realism feature, but I felt I could make them different enough to be useful in certain situations (they can return fire when naval atttacked). Most majors do not get them. This map has 12,000 more hexes than Pac, so getting a unit somewhere quick will be needed at points. But you will not be able to build 10 of them and take a mega army into Japan.

If I recall, defending against amphib comes with Inf Weapons upgrades in regular SC ( I think 0.5 each lvl). I think Division and Corp units have an inherent defense number... I'd have to double check that.
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OldCrowBalthazor
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by OldCrowBalthazor »

Nginear wrote: Tue Dec 31, 2024 6:32 pm
OldCrowBalthazor wrote: Tue Dec 31, 2024 5:07 am Wow!
Old Crow...make sure you check out that "random" unit in Alaska....its just a funny easter egg I threw in there. "You'll spend the rest of your career manning a radar station in Alaska you incompetent imbecile!" Who knows, maybe he will save the day and turn the tide of the war!
'IncompetentSupplyGuy HQ (USA)' lol
If only you knew how close to reality this is to me except you need that HQ on Shemya Island and not Ruby Alaska.
$hit hits the fan when the crew is supposed to search out suspected Spetznaz caches and instead report glowing reddish disks the size of buses flying out of the water and zig-zagging into space.
They lean in closer and tell you you never saw them and never talk about it again................. :shock:

Included an image of an original print of an Alaskan Scout. They patrolled out of Nome and the Priblof Islands. Got it from an old mentor who served during the Aleutian Campaign and further.
Happy New Years!
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by Platoonist »

OldCrowBalthazor wrote: Wed Jan 01, 2025 4:24 am If only you knew how close to reality this is to me except you need that HQ on Shemya Island and not Ruby Alaska.
$hit hits the fan when the crew is supposed to search out suspected Spetznaz caches and instead report glowing reddish disks the size of buses flying out of the water and zig-zagging into space.
They lean in closer and tell you you never saw them and never talk about it again................. :shock:
Given this information I'm putting you charge of the Alaska Defense Command in my next game of War in the Pacific, Admirals Edition. If you can handle glowing red disks, then the spectre of the Rising Sun in the Arctic is no stranger to you. We might have to find you a cap better befitting your new rank though. :mrgreen:

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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by OldCrowBalthazor »

Platoonist wrote: Wed Jan 01, 2025 9:13 pm
OldCrowBalthazor wrote: Wed Jan 01, 2025 4:24 am If only you knew how close to reality this is to me except you need that HQ on Shemya Island and not Ruby Alaska.
$hit hits the fan when the crew is supposed to search out suspected Spetznaz caches and instead report glowing reddish disks the size of buses flying out of the water and zig-zagging into space.
They lean in closer and tell you you never saw them and never talk about it again................. :shock:
Given this information I'm putting you charge of the Alaska Defense Command in my next game of War in the Pacific, Admirals Edition. If you can handle glowing red disks, then the spectre of the Rising Sun in the Arctic is no stranger to you. We might have to find you a cap better befitting your new rank though. :mrgreen:


Alaska-Defense-Command.jpg
LoL
Alas that cap was burned about 2 weeks later. I contracted Giardiasis aka Beaver Fever and had to find another use for it..you know, on the opposite end.😬
I got flown out to Anchorage as I got real sick.
The boys were ribbing me and were going about that they knew I had a different kind of beaver Fever and the whole thing was a ruse for nookie. 😁
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by OldCrowBalthazor »

Digging deeper into this mod and I am really impressed.

Manchukuo:
So I like this change requiring the Japanese to maintain strong forces in Manchukuo/Manchuria. In vanilla WaW and Pacific, the meta is to move in mere garrisons into the trigger towns and move elements of what was the Kwangtung Army elsewhere into China or beyond.

Siberia: Found an anomaly (green arrow) specifying Japanese bombers can be placed there (Fiji) to interdict. Must be a duplicate because I checked an the proper location is covered.
Side note: Early in the Beta, I saw the road (The Kolyma Highway 'Road of Bones', 'Highway of Death' etc) from Magadan to Yakutsk but no mines. I asked if the Gold Mines could be placed there (The reason for the gulag build road) and Bill said he could with out impacting the balance. Could be a side show but if the Japanese did elect to go for the Soviets and try to create their planned 'Northern Prosperity Zone', well there is now a secondary objective. You never know where a Nippon rampage could go........
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by Nginear »

OldCrowBalthazor wrote: Sat Jan 04, 2025 12:44 am Digging deeper into this mod and I am really impressed.

Manchukuo:
So I like this change requiring the Japanese to maintain strong forces in Manchukuo/Manchuria. In vanilla WaW and Pacific, the meta is to move in mere garrisons into the trigger towns and move elements of what was the Kwangtung Army elsewhere into China or beyond.

Siberia: Found an anomaly (green arrow) specifying Japanese bombers can be placed there (Fiji) to interdict. Must be a duplicate because I checked an the proper location is covered.
Side note: Early in the Beta, I saw the road (The Kolyma Highway 'Road of Bones', 'Highway of Death' etc) from Magadan to Yakutsk but no mines. I asked if the Gold Mines could be placed there (The reason for the gulag build road) and Bill said he could with out impacting the balance. Could be a side show but if the Japanese did elect to go for the Soviets and try to create their planned 'Northern Prosperity Zone', well there is now a secondary objective. You never know where a Nippon rampage could go........

Glad you are liking it! I have made a note to delete the random script.
Admittedly, I have not done much with USSR balance outside of porting the scripts. This is partly due to this AE map not having the west portion of Russia behind China like Pac does, and partly because USSR hasn't played any role in any Pacific games I've played, hence I don't have any experience to draw from. I did port the scripts and make some geographical adjustments to keep all of the dev's ideas from Pacific.
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by Tanaka »

Nginear wrote: Sun Dec 29, 2024 9:57 pm Welcome to MEGA Pacific - MRY (most realistic yet) Mod! Version 1.0 (December 29, 2024)

This is a MEGA map of Strategic Command: Pacific. This is a mod that focuses on improving the historical aspects of the Pacific War - airfields, ports, engineers, and air and naval battles. First, credit to where it is due: I combined Elessar2's WaW Pacific mod (a great mod BTW) with the Developer's Pac ideas, but have made many many enhancements. Some enhancements include building railroads, corruption in the KMT, building the Ledo Road, China worried about Communist influence, coastal artillery, the all important atom bomb, and many more.

This mod is designed to be hard - you must control airfields and ports to win (plus it helps with NM). Most ports have been removed leaving only historical refueling spots; hence watching supply on ships will be of the utmost importance. If you don't capture ports close to your front lines and use naval construction, then you will lose due to the distance to resupply and repair. Airfields add a second strike and increased naval visibility, making them ultra valuable in this expanded map. China has been completely reworked (China had 300 divisions but was plagued with corruption and lack of outside supplies; Japan +/-30 divisions, but was far more effective soldier vs soldier), with a t-o-n of research done on the historical paved roads and railroad lines throughout India and Asia. There are several new units and every unit has a specialty, no unit is pointless. Engineers do a lot more than build forts now! And of course, an all new technology tree!

This is designed to be naval and LBA intensive (far more than generic SC:Pac), with careful planning and attention to details needed to win. And when able, to focus more on the historical strengths/weaknesses of each nation. For now, I have kept the victory conditions of SC:Pac, but time will tell whether this map is too big for that or not.

Sorry - no ported AI right now! That is an animal all on its own.

Download the zip file here (unzip and place in My Games SC:Pacific folder):
https://www.dropbox.com/scl/fi/wvzcww4h ... 6q181&dl=0

Hex Scale: 35-40 miles per hex
Ship Scale: Carriers, Light Carriers, and Battleships 1:1; Heavy Cruiser 2:1; Light Cruiser 3.5:1; Everything else 5:1.
Unit Scale: Think of it in terms of "groups of battalions" or "groups of divisions" or "groups of regiments". A Corps is the ultimate unit - slow, expensive, and hard hitting.
Planes: About 100 per unit.

PLEASE READ:
Player notes for major changes :
Most Important Changes:
-Airfields add +1 strike for each air unit, except fighters get +3/+1 escort/strike range, AND +1 interception/escort/strike. All air units get +2 Naval visibility when on an airfield. Capture and hold them!
-Convoys run in a big semi-circle. US -> Australia-> India -> China. Great Britian can send a convoy to India too.
-HQ, Garrison, and Battalion, and Sea Planes are not reformable. Everything requires a supply of 6 or greater to be reformable, except Light/Medium/Heavy Tanks which still require 5.
-Shutting down a convoy's primary start/end port may cause it to switch ports, but with reduced efficiency. Thus, less MPP will be received with each port blockade.
-Zone of Control is controlled more by escort ships (heavy cruiser and smaller). Battleships have a weak ZofC, and carriers have none.
- To keep the focus on Carrier vs Carrier, a ship's attack value vs Carrier is significantly less than other surface ships. However, a carrier has no defense value vs a ship, so it is not likely to damage a unit if attacked.
-Battleships and short range amphibious transport de-entrench. Destroyer Transports (LR Transports) do not en-entrench, but they do get two strikes. Destroyer Transports also cruise, have a 20% chance of damage evasion, have full ZoC and have a minimal naval defense value.
-Use a Battalion unit to capture an island with no port. Then disband the unit to get another unit in there. Sorry, it's a game engine limitation.

Changes to game code:
-The closer Jap bombers are to Australia, the more damage will occur.
-Coastwatchers' effectiveness has been increased from 5% to 10-30% chance. The more units gathered together, the greater the chance to be spotted.
-Port defenses: reduced from 100% trigger. Small port has 50% trigger, may damage 0-1 point. Major port has 75% chance, 0-2 points.
-Supply depot (Mobility) adds 10% evasion, +1 AP.
-Tech is 3/2/2/1/1 % per level.
-You cannot starve the Japanese out of Iwo Jima simply by having a land unit next to it. You will need to bombard its supply.
-Communist China is much more apathetic. IRL they were content let Nationalist China do the battles. They will not begin to automatically mobilize until 1943.

Misc Changes to Units: (this is not all inclusive to every stat change, but more of the things you can't see in game)
- The British fleet is tricky. A large fleet was sent in '42, and then largely withdrawn by 1943. This is hard to represent since units can only be destroyed once on the map. My attempt was to have the ships that left IRL arrive at 3 HP. If GB can scrape the mpp to rebuild, then who knows?
-Submarines have 50% prepared attack bonus. Don't get caught next to one at the start of turn!
-Jap heavy cruisers have torpedoes, Allies have Fire Control.
-Japs have lower fighter defense and bomber defense to represent lightly armored planes.
-Sea Planes have a 25% chance of damage evasion.
-Most things have max experience of 5. Japanese pilots were very experienced at the start of the war.
-Most things have reduced "surprised" bonus.
-Naval retreat is between 3-6 hexes. The larger the ship, the less retreat distance.
-Australia has two partisan units waiting on LR amphib transports that can be landed anywhere. This represents the fact that many defeated units turned to guerilla warfare in the early war. They are not replaceable if destroyed.
-Communist China can build Guerillas. This represents their focus on guerilla tactics.
-Japanese Superheavy Battleship (SBB) is stronger than USA SBB (Yamato had bigger guns and more armor than Iowa). All SBB get two strikes.
-The US's domestic industry (MPPs) will gradually activate over time. Full mobilization won't be achieved until the end of 1943.
-PT Boat scripts have been updated, but are turned off. Auxiliary ships represent anything from minesweepers to old destroyers.



Recommended House Rules:
1) Fleet Carriers are used in Mix or Bomber mode only
2) LBA only operates to airfields, but can use action points to move around.
3) Soft Limits off

Optional House Rules for extra realism and difficulty:
1) All ships except Destroyers and Light Cruisers repair at major ports.
2) Destroyer Transports can only carry Battalion and Regiment units.
3) Carriers and Battleships can only repair at Homeland major ports (Japan, USA, Australia).
Wow very impressive and lots of interesting ideas here! Great work!
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by OldCrowBalthazor »

Tanaka wrote: Tue Jan 07, 2025 1:16 am
Wow very impressive and lots of interesting ideas here! Great work!
Tanaka. Maybe this could be our next huckleberry. Soon as I down loaded this I thought of you.
Imagine the MEGA-Tsunami rampage you could unleash on me! :D

We should talk..........
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by mdsmall »

Very impressive! I like everything you are doing in this mod. Just a couple of questions:

- did you consider limiting the ability of carriers to reinforce with new aircraft outside of major ports or home ports? My understanding was that new air crew had to be trained to land on carriers and that could only happen close to where they arrive as reinforcements. Obliging carriers to return to Japan or Hawai'i to reinforce their air crew would increase the impact of carrier vs carrier battles. This could be done via a house rule.

- do you think that ports (of any size) give too much of a defensive advantage to carriers? My understanding was that carriers could usually only launch air crew at sea. In this game, it seems standard for carriers to retreat to ports (even small forward bases) and go onto CAP until they spot a naval target at sea. As a result, a lot of the carrier action I have seen is attacking fighters vs CAP, rather than trying to bomb carriers in ports, which seems to yield limited results. Can something be done to reduce the defensive advantage of ports at least for carriers?

- why do you recommend the house rule that fleet carriers operate only on Mixed or Bombers, and not on CAP? I appreciate that escort carriers were intended for CAP duty. But given the above, I usually keep my fleet carriers on CAP unless I am ready to attack.

I look forward to trying to mod.

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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by Platoonist »

mdsmall wrote: Fri Jan 10, 2025 4:33 pm My understanding was that new air crew had to be trained to land on carriers and that could only happen close to where they arrive as reinforcements. Obliging carriers to return to Japan or Hawai'i to reinforce their air crew would increase the impact of carrier vs carrier battles. This could be done via a house rule.
New US naval aviators usually didn't get their carrier qualifications on active fleet carriers during the war. Big carriers were at a premium and admirals didn't want the newly minted nuggets crashing into their decks. Instead, the escort carrier USS Charger spent most of the war chugging around Chesapeake Bay training new pilots in landings and takeoffs. In 1942, two former paddle steamers were converted to training flattops and trained pilots at basic carrier ops at the Great Lakes Naval Station on Lake Michigan. By 1945 the aging USS Ranger and Saratoga were designated as training carriers as they couldn't accommodate the larger and more modern naval aircraft in their elevators.

Unless they were being assigned to a new naval squadron being formed at home, replacement naval aviators were usually shipped abroad as needed and sent overseas in the same manner as replacement Army or Marine pilots. By troopships, escort carriers, transport planes or by ferrying replacement aircraft to the front.

The Japanese used the small carriers Hosho and sometimes the Ryuho in the Inland Sea for pilot training. Which is likely why those two carriers survived the war.
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by OldCrowBalthazor »

mdsmall wrote: Fri Jan 10, 2025 4:33 pm
- why do you recommend the house rule that fleet carriers operate only on Mixed or Bombers, and not on CAP? I appreciate that escort carriers were intended for CAP duty. But given the above, I usually keep my fleet carriers on CAP unless I am ready to attack.

I look forward to trying to mod.

Michael
Hi Michael. I can answer the above question. It was a house-rule that Elessar and I came up with while testing for over a year his SC-WaW War in the Pacific mod. First strike carrier attacks had NO chance of doing much damage against a carrier All Fighter air capped enemy fleet. Elessar struggled to find a solution, as did I. We finally came up with this house-rule and tested it. The discussion about 'Mixed' and its merits came up, as we knew no Carrier had all fighters on board, and no dive/torpedo bombers. So after much testing, the 'Mixed' mode rule for CVs turned out to work great. First strikes in Mixed Mode could get through. Before, a first strike bombing mission against a enemy fleet that had all its CVs on Fighter Mode would get decimated, with hardly any hits at all.

I strongly urge that this house-rule be used in a multiplayer match.

btw..I am planning to do an introduction vid covering this mod. I just came here to PM Nginear to ask for some talking points, like I did for you and your brilliant Icarus Mod. :)
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by Nginear »

Hi Michael and thank you so much for trying the mod and asking these questions! I have not written a comprehensive "designer's notes" but taking questions is a great equivalent.
mdsmall wrote: Fri Jan 10, 2025 4:33 pm - did you consider limiting the ability of carriers to reinforce with new aircraft outside of major ports or home ports? My understanding was that new air crew had to be trained to land on carriers and that could only happen close to where they arrive as reinforcements. Obliging carriers to return to Japan or Hawai'i to reinforce their air crew would increase the impact of carrier vs carrier battles. This could be done via a house rule.
-Excellent point and one I need to clarify. My original idea for this house rule would apply to the hull only, not reinforcing aircraft crews. I did not specify this very well and will correct it. What sounds good in my head is not what others interpret! As a side note, you will notice that US aircraft carriers in the production que start with 1.0 experience (represents their better training) and Japanese with none (in place Japanese carriers start with 3.0 to represent their highly experienced crews at war's start, but limited training program).
mdsmall wrote: Fri Jan 10, 2025 4:33 pm - do you think that ports (of any size) give too much of a defensive advantage to carriers? My understanding was that carriers could usually only launch air crew at sea. In this game, it seems standard for carriers to retreat to ports (even small forward bases) and go onto CAP until they spot a naval target at sea. As a result, a lot of the carrier action I have seen is attacking fighters vs CAP, rather than trying to bomb carriers in ports, which seems to yield limited results. Can something be done to reduce the defensive advantage of ports at least for carriers?
-I recently saw a thread about this, but for the life of me and I cannot find it now. Yes, the numbers can be changed, and I think the devs agreed they would change the numbers in the patch due to the problem you mentioned. I tried to use the numbers from Pac, but there were some problems with porting things in the editor, so their may be differences sometimes.
UPDATE: The thread was on the Matrix SC:Pac Discord channel.
mdsmall wrote: Fri Jan 10, 2025 4:33 pm - why do you recommend the house rule that fleet carriers operate only on Mixed or Bombers, and not on CAP? I appreciate that escort carriers were intended for CAP duty. But given the above, I usually keep my fleet carriers on CAP unless I am ready to attack.
-As OldCrowB mentioned, this has its basis in Elessar2's mod for WaW. Elessar determined, after discussing with the devs, there were unwritten combat rules that affected gameplay. I played an entire game against Feinder in the WaW pacific mod, and we agreed that mixed worked pretty well through out the game.
You can read Feinder's entertaining AAR here: https://www.matrixgames.com/forums/view ... 0&t=396378
You can read Elessar2's analysis of the CAP vs Mixed vs Bomber here: https://www.matrixgames.com/forums/view ... 4#p4926004 Look for the lengthy post 4th from bottom.


Let me know how the mod play goes! I am working on getting the scripts working so engineers build airfields and ports (think Guadalcanal).
Last edited by Nginear on Wed Jan 15, 2025 2:36 am, edited 1 time in total.
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by jjdenver »

Ty for the mod - looks interesting. I have a few immediate questions:
1) The notes in-game that pop up on turn 1 seem to refer to some designer's notes. I looked in the mod folders and see a small player notes.txt file which seems similar to the brief notes you posted already on this thread. Is there another document or pdf with designer's notes?
2) There are many red hashed hexes on the map - a line of them south of Truk, some around Japan, and I think others - what are all of these?
3) It looks from your notes like HQ's cannot be replaced. This seems pretty harsh. Destruction of an HQ doesn't necessarily have to mean death of the one guy in charge, he can ride away in a staff car or fly out. And even if he is killed there are other commanders that will rise to succeed him. Having a nation's HQ's be permanently gone losing overall ability to provide HQ's for the rest of the war seems pretty tough. I'm saying this without playing the game at all but this just stood out to me.

Thanks again
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by Nginear »

Thanks for trying it! It's encouraging to see others take an interest.
jjdenver wrote: Tue Jan 14, 2025 2:57 am 1) The notes in-game that pop up on turn 1 seem to refer to some designer's notes. I looked in the mod folders and see a small player notes.txt file which seems similar to the brief notes you posted already on this thread. Is there another document or pdf with designer's notes?
I kept many of the developer's ideas and popups, editing as needed. For things that are uniquely mine, I would create a new popup (such as the atomic bomb). So you might see switches in personality from "My emperor" to "you" and references to the official SC strategy guide. The document you mentioned is the original version of what is posted in the forum and obviously not edited. When I release an updated mod, I will update those notes as well.
jjdenver wrote: Tue Jan 14, 2025 2:57 am 2) There are many red hashed hexes on the map - a line of them south of Truk, some around Japan, and I think others - what are all of these?
Good question! The sporadic red hexes around Japan were my markings for the original launch range for Doolittle to get the bomber's successfully to China (the bombers were supposed to join the fight in China). My original idea was to have two launch lines - the "oh crap, we are spotted" historical launch range; and the red line would initiate the raid + provide a medium bomber unit to China. Buuut I decided it was going to be too complex to work out the scripts and so I shelved the idea for now. BTW the launch points in this mod are the historic range, Pacific is a little beyond the historic range.
The long line of red hexes is the equator. As my mod traces has roots to Elessar2's mod, he had an extra weather zone around the equator that was more volatile. My mod does not have that specific weather affect (the porting feature was not compatible), but I kept the hexes.
jjdenver wrote: Tue Jan 14, 2025 2:57 am 3) It looks from your notes like HQ's cannot be replaced. This seems pretty harsh. Destruction of an HQ doesn't necessarily have to mean death of the one guy in charge, he can ride away in a staff car or fly out. And even if he is killed there are other commanders that will rise to succeed him. Having a nation's HQ's be permanently gone losing overall ability to provide HQ's for the rest of the war seems pretty tough. I'm saying this without playing the game at all but this just stood out to me.
I tend to think of HQs as the leader + equipment. Sure, the leader may or may not escape, but the equipment seldom does. MacArthur escaped with some staff, but everything was left behind. HQ's #1 use is for boosting supply - jeeps, trucks, fuel, food, ammo, etc. Leadership is a bonus. Part of my decision to raise the minimum supply to reform to 6+ is based off the island warfare. The limited game mechanics mix it all together - a random town in China is the same as a backwater island with a port.
However, because I do want HQs to play a bigger role, placing them at strategic operating points like Truk or Hollandia, I lowered the cost significantly from Pacific (300 down to 215).

Hope that helps and let me know about the results of your game!
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by scout1 »

Nginear wrote: Sun Dec 29, 2024 9:57 pm Welcome to MEGA Pacific - MRY (most realistic yet) Mod! Version 1.0 (December 29, 2024)

This is a MEGA map of Strategic Command: Pacific. This is a mod that focuses on improving the historical aspects of the Pacific War - airfields, ports, engineers, and air and naval battles. First, credit to where it is due: I combined Elessar2's WaW Pacific mod (a great mod BTW) with the Developer's Pac ideas, but have made many many enhancements. Some enhancements include building railroads, corruption in the KMT, building the Ledo Road, China worried about Communist influence, coastal artillery, the all important atom bomb, and many more.

This mod is designed to be hard - you must control airfields and ports to win (plus it helps with NM). Most ports have been removed leaving only historical refueling spots; hence watching supply on ships will be of the utmost importance. If you don't capture ports close to your front lines and use naval construction, then you will lose due to the distance to resupply and repair. Airfields add a second strike and increased naval visibility, making them ultra valuable in this expanded map. China has been completely reworked (China had 300 divisions but was plagued with corruption and lack of outside supplies; Japan +/-30 divisions, but was far more effective soldier vs soldier), with a t-o-n of research done on the historical paved roads and railroad lines throughout India and Asia. There are several new units and every unit has a specialty, no unit is pointless. Engineers do a lot more than build forts now! And of course, an all new technology tree!

This is designed to be naval and LBA intensive (far more than generic SC:Pac), with careful planning and attention to details needed to win. And when able, to focus more on the historical strengths/weaknesses of each nation. For now, I have kept the victory conditions of SC:Pac, but time will tell whether this map is too big for that or not.

Sorry - no ported AI right now! That is an animal all on its own.

Download the zip file here (unzip and place in My Games SC:Pacific folder):
https://www.dropbox.com/scl/fi/wvzcww4h ... 6q181&dl=0

Hex Scale: 35-40 miles per hex
Ship Scale: Carriers, Light Carriers, and Battleships 1:1; Heavy Cruiser 2:1; Light Cruiser 3.5:1; Everything else 5:1.
Unit Scale: Think of it in terms of "groups of battalions" or "groups of divisions" or "groups of regiments". A Corps is the ultimate unit - slow, expensive, and hard hitting.
Planes: About 100 per unit.

PLEASE READ: (updated 1/13/25)
Player notes for major changes :
Most Important Changes:
-Airfields add +1 strike for each air unit, except fighters get +3/+1 escort/strike range, AND +1 interception/escort/strike. All air units get +2 Naval visibility when on an airfield. Capture and hold them!
-Convoys run in a big semi-circle. US -> Australia-> India -> China. Great Britian can send a convoy to India too.
-HQ, Garrison, and Battalion, and Sea Planes are not reformable. Everything requires a supply of 6 or greater to be reformable, except Light/Medium/Heavy Tanks which still require 5.
-Shutting down a convoy's primary start/end port may cause it to switch ports, but with reduced efficiency. Thus, less MPP will be received with each port blockade.
-Zone of Control is controlled more by escort ships (heavy cruiser and smaller). Battleships have a weak ZofC, and carriers have none.
- To keep the focus on Carrier vs Carrier, a ship's attack value vs Carrier is significantly less than other surface ships. However, a carrier has no defense value vs a ship, so it is not likely to damage a unit if attacked.
-Battleships and short range amphibious transport de-entrench. Destroyer Transports (LR Transports) do not en-entrench, but they do get two strikes. Destroyer Transports also cruise, have a 20% chance of damage evasion, have full ZoC and have a minimal naval defense value.
-Use a Battalion unit to capture an island with no port. Then disband the unit to get another unit in there. Sorry, it's a game engine limitation.

Changes to game code:
-The closer Jap bombers are to Australia, the more damage will occur.
-Coastwatchers' effectiveness has been increased from 5% to 10-30% chance. The more units gathered together, the greater the chance to be spotted.
-Port defenses: reduced from 100% trigger. Small port has 50% trigger, may damage 0-1 point. Major port has 75% chance, 0-2 points.
-Supply depot (Mobility) adds 10% evasion, +1 AP.
-Tech is 3/2/2/1/1 % per level.
-You cannot starve the Japanese out of Iwo Jima simply by having a land unit next to it. You will need to bombard its supply.
-Communist China is much more apathetic. IRL they were content let Nationalist China do the battles. They will not begin to automatically mobilize until 1943.

Misc Changes to Units: (this is not all inclusive to every stat change, but more of the things you can't see in game)
- The British fleet is tricky. A large fleet was sent in '42, and then largely withdrawn by 1943. This is hard to represent since units can only be destroyed once on the map. My attempt was to have the ships that left IRL arrive at 3 HP. If GB can scrape the mpp to rebuild, then who knows?
-Submarines have 50% prepared attack bonus. Don't get caught next to one at the start of turn!
-Jap heavy cruisers have torpedoes, Allies have Fire Control.
-Japs have lower fighter defense and bomber defense to represent lightly armored planes.
-Sea Planes have a 25% chance of damage evasion.
-Most things have max experience of 5. Japanese pilots were very experienced at the start of the war.
-Most things have reduced "surprised" bonus.
-Naval retreat is between 3-6 hexes. The larger the ship, the less retreat distance.
-Australia has two partisan units waiting on LR amphib transports that can be landed anywhere. This represents the fact that many defeated units turned to guerilla warfare in the early war. They are not replaceable if destroyed.
-Communist China can build Guerillas. This represents their focus on guerilla tactics.
-Japanese Superheavy Battleship (SBB) is stronger than USA SBB (Yamato had bigger guns and more armor than Iowa). All SBB get two strikes.
-The US's domestic industry (MPPs) will gradually activate over time. Full mobilization won't be achieved until the end of 1943.
-PT Boat scripts have been updated, but are turned off. Auxiliary ships represent anything from minesweepers to old destroyers.
- (NEW) - Prewar Battleships cannot be built. They are also more expensive to upgrade than a fast battleship. You go to war with what you got, not what you want!



Recommended House Rules:
1) Fleet Carriers are used in Mix or Bomber mode only
2) (NEW) - LBA only operates to airfields, but can use action points to move around. Sea Planes can operate to airfields or any sea side resource.
3) Soft Limits off

Optional House Rules for extra realism and difficulty:
1) All ships except Destroyers and Light Cruisers repair at major ports.
2) Destroyer Transports can only carry Battalion and Regiment units.
3) NEW - Carriers and Battleships can only repair at Homeland major ports (Japan, USA, Australia). This does not apply to reinforcing aircrews. Extensive repairs were only done at the shipyards at home. Even Pearl Harbor's dry dock would only exact temporary-ish repairs on the capital ships, to allow them to safely travel home.
Dropbox link has a folder and a *.cgn which is ~ 42Mb ... tried the *.cgn and it indicated not a supported file type ....
what am I obviously overlooking here ?
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