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
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.3

Post by Nginear »

If anyone is not aware, I am keeping an AAR of v2.3 myself (Allies) vs Defier. It is only March '42, but very interesting strategic decisions for this difficult mod! You can find it here: https://www.matrixgames.com/forums/view ... a5fc0ab3c0

And yes, I am taking copious notes for improvements.
I am concurrently working on v2.5 with some changes to attack #s, Naval Guns, and some more realism scripts. I also completely redesigned Pearl Harbor. While not to scale at all, the changes make for a far more realistic attack, invasion, and defend scenario. Plus I think it looks cooler :D All of the ships are now present in Pearl Harbor on Turn 1, ready to be attacked.

Here are sneak peak pictures:
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Nginear
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.5

Post by Nginear »

v2.5 is posted! Included is a brand new Pearl Harbor, and changes to artillery/Coastal Batteries/Large Naval Guns. Added a few new scripts...and most importantly got USSR set up! Not really sure how I missed them, but they have units now. I think there were units at start, but in the editor when you change the status of a country it will delete all the units within its borders (very annoying). I think that happened at some point along the development and I never noticed.

I ran several PH scenarios. If 2 carriers are kept on mixed and the other 4 on bomber mode, and all strikes used, you will sink 4-5 battleships average. That's fairly historical for what happened. Choose your targets wisely, and there are many of them!

If you haven't seen my ongoing AAR for v2.3 against Defier, I highly encourage you to do so! Many of these changes are based off our ongoing game.
Totlen
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.5

Post by Totlen »

Is there a counter mod available for this? I find the stock counters to be ... serviceable at best. :)

Thanks!

Totlen
Nginear
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.5

Post by Nginear »

Totlen wrote: Sun Mar 30, 2025 4:46 pm Is there a counter mod available for this? I find the stock counters to be ... serviceable at best. :)
I have not designed one, that's not my forté. There is a counter mod for Paciifc (look in the Mods/Scenarios forum), which is good but it won't be 100% accurate for this mod, since I have repurposed several units.
gigiduru
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.5

Post by gigiduru »

Hey - me and Totlen have started a test PBEM of this mod and i'm Japan while he is Allies. On the first turn i can't seem to move the Oyodo DD from Truk. Is that by design or is it a bug? Thx!
Nginear
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.5

Post by Nginear »

gigiduru wrote: Tue Apr 08, 2025 8:32 am Hey - me and Totlen have started a test PBEM of this mod and i'm Japan while he is Allies. On the first turn i can't seem to move the Oyodo DD from Truk. Is that by design or is it a bug? Thx!
Bug. I had enlarged that land mass to allow a land unit, but it had the inadvertent affect of boxing in the port....I have switched it back. See version v2.52!

Keep me updated about your game!
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.5

Post by Nginear »

Thank for gigiduru for pointing out a bug in the Truk land mass. It seems that Truk is always a problem child in every Pacific mod...

Version 2.52 is up! Fixed the Truk bug, tweaked a few stats of things for balance. Removed the Australian guerillas since they cannot move in other countries. The lands are so divided on the map, I just don't see the guerilla mechanic I envisioned panning out.
gigiduru
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by gigiduru »

We're advancing quite nicely - it's allied turn 7 right now.

I've noticed another strange thing. Turn 1 i moved some units around in China (as Axis ofc) but at the end of the turn all units were 1 Hex away from communist villages and 2 hexes away from the required cities as stated in the briefing.

What happened was that i received a message at the end of my turn that the Communists were concerned - and also the same message was received at the end of the allied turn making so that turn 2 of allies the communists were already at 88%!!!!

In consequence i STOPPED moving anything in the northern part and focused 100% only on Changsha and Southern China and since then the communists are still holding at 88%. So i think that your script might activate on movement as well or there is something fishy going on. If you want more details about it you can DM me on Discord : ID: pumnurau.

Apart from that the mod is very interesting.
a. The Japanese Army & Navy seems massive but half of it needs repairs/upgrades :D ;
b. I think that the limit for Japan research is too small. Considering how many techs there are i would try at least to up it to 1500 if not 1750 MPP but since it's my first time playing the mod i can't say how this will affect the mid/late game ;
c. I like that you have to build your own invasion force for DEI BUT i think Japan should have a total of 4 AVL available to build (2 seems too few) ;
d. I think Japan should start with an AV unit near Rabaoul or have an event where they pay some MPP and one spawns at TRUK in early January - Japan got it fairly quickly and with minimal losses .

Anyways - I'll try to give more feedback here or if you are interested in live chat hit me up on discord.
gigiduru
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by gigiduru »

Hey - a small update and some advice.

We're in may 1943 and while the scope of the map and the mod is amazing we both think there are some balance issues for both sides.

I don't want to get into an argument battle on the forums so if you are interested in hearing about our opinions and experiences with your mod please try to contact me on discord. ID: Pumnurau.
Nginear
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by Nginear »

gigiduru wrote: Fri Apr 11, 2025 9:09 pm Hey - a small update and some advice.

We're in may 1943 and while the scope of the map and the mod is amazing we both think there are some balance issues for both sides.

I don't want to get into an argument battle on the forums so if you are interested in hearing about our opinions and experiences with your mod please try to contact me on discord.. ID: Pumnurau.
Sorry, I've been away from a computer for several days now, haven't been able to look these things up. I'll get with you soon. I appreciate your feedback!
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Tanaka
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by Tanaka »

gigiduru wrote: Fri Apr 11, 2025 9:09 pm Hey - a small update and some advice.

We're in may 1943 and while the scope of the map and the mod is amazing we both think there are some balance issues for both sides.

I don't want to get into an argument battle on the forums so if you are interested in hearing about our opinions and experiences with your mod please try to contact me on discord. ID: Pumnurau.
That is a shame you don't want to post here. I've enjoyed following this mod and the comments. Hate to think any of us would want to argue with you!
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gigiduru
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by gigiduru »

Hah - ok I'm going to copy paste some of the things I've suggested in here. I prefer discord because it's easier to chat in real time. Forums are so ... outdated :P

1.I would recommend there is an info screen for the allies in the beginning of the game where you tell them to USE the Burma road from the convoys interface - maybe even tell them to transfer as much as possible from the US to AUS - Then AUS - RAJ - UK to RAJ and finally RAJ - 50% to China because it needs as much as it gets in 1942 when China is the most obvious target for Japan.
2.My opponent was VERY surprised that to upgrade to weapons 1 on a Chinese corps it costs 130 MPP. That is in both our opinion TOO much. My suggestion having played some WaW and a bit of the new game. I understand that historically China had the numbers but they were VERY poorly equipped. So immo you could MAYBE have weapons cost a bit extra as opposed to Japan (so maybe 80 MPP per tech level? ) but make it so the base cost of a corps is 50/60 MPP. So a new unit shouldn't cost more than 130/140 MPP. Couple that with more events where corps when they get killed they get spawned back somewhere in the back with only 3 strength and no upgrades - Just like in WitP:AE.
3.Bug for Japan - it seems that if you move units that touch the limits for the communist units than Communist China is very angry very fast - after the first turn they got to 88% mobilization. And i did check and i respected the boundaries from the info text - Here is posted a screenshot of the map for that turn and Jon checked the hexes again and found out the bug.
4.Another bug - as Japan i conquered Burma and my opponent built up the Ledo road. He told me that it doesn't work ( i did not conquer any of the Ledo road hexes just to experiment that is works or not). Might want to check that as well - same as the point from before there seemed to be a bug with the road and should be fixed.
5.No other bugs noticed BUT you must think of a way to balance China a bit more. I found it VERY easy to just overwhelm China in 1942 with all of the air i had. Once i conquered the historical holdings by June 1942 - i could use all the medium bombers to just Rofl-stomp China into submission - i had the railroad to Indochina freed by August/September 1942 and i could have pushed over the mountains and crushed the Chinese - but i stopped in a temporary truce because my opponent had almost nothing to stop me. You could say it might have been a difference in skill and you might be right for i do feel that after Japan takes the obvious conquests and turns on China there isn't much China can do and it can fall very fast. Once Burma road is cut and the mines / production in the south is conquered as China you are kind of dead - considering your weapons upgrades are costing 140 MPP. Apart from my suggestion from above with how you should maybe make Chinese un-upgraded units dirt cheap (so he can build a lot of them fast and just let them entrench in the mountains). I don't know what other suggestion i could give - Maybe have China start with 2 engineers so they could also start more forts?

Then i suggested some changes on how partisans work based on how partisans work in the USSR in a mod by Lothos called TRP. In said mod you also have partisan spots that need to be garrisoned but there are also random partisans that ALWAYS appear (roll based but you cannot stop them) so that would force Japan to keep both a garrisoning force and a policing force.

Another suggestion i made is considering naval combat because unfortunately it always devolves into swarm vs swarm - I would cut in half the number of the ships for both sides AND also cut in half the damage remaining ships do. As you well know a task force was usually composed of 2 ships of the same class (2 BB - 2 CV etc) with escorts. So that wouldn't be that unrealistic. There is a naval mod in one of the vanilla games ( WiE or WaW) that you could take inspiration from in order to reduce the number of naval units and make encounters more realistic and fun.

Lastly i was asked to give my opinion on research and i've wrote this to him.

1.First thing that hit me was the limited research that Japan can do. I find 1250 MPP too restrictive BUT on the other hand i only have 1 PBEM game so i couldn't say how this affects the mid/late game. But i would at least bump it up to 1500 MPP to give Japan more options.
2.Inf Weapons - It's fine as what the upgrade gives but 1/5 is too much. The problem that i see is that Japan with a bit of luck could get ahead on this and get to 3/4 in 1944 while western minors/China would be stuck on 2 - and then the Experienced + Upgraded to lvl 4 Jap corps would ROFL-stomp the western minors. I would maybe make it like China gets a max lvl of 1 - Japan and Western Allies minors (India/Australia etc) get a max lvl of 2 and USA/UK max lvl of 3 (or maybe keep it 2).
3.Same with advanced tanks. China should be on max tech 1 - Japan max tech 2 (since they really didn't have good tanks) and the western allies could go to 4 (not 5). To streamline the game a bit better and make it a bit more action - not sit around and upgrade to the next tech.
4.Single Engine Aircraft/Four Engine Aircraft - fine as it is. I love it.
5.Fire Control Radar - I'm mostly ok with it - it should also give the BB and DN same bonuses for CC (or higher even).
6.Advanced Torpedoes - 5 levels is too much immo - make it max lvl 3 - and also make Japan start with a lower level of torpedoes - 3 is too much - Jap subs really put the hurt into allies ships with that lvl 3 too early.
7.Advanced Subs/ASW - works fine with torpedoes and also balances off ASW so i have no problems here.
8.Art Wpn - i would restrict the tech lvl to 1. Level 2 is making arty a killing machine. Or halve the bonuses and keep 2 levels.
9.Search Radar - Interesting concept but i would put this in the passive column and replace this research with Fuel Efficiency that is upgradable on ships (all surface ships that is) to give them more AP per lvl and maybe the evasion % from the search radar.
10.GAW - very good especially limited to 2 levels otherwise the air force becomes the finger of God.
11.Supply Depot - very nice - love the upgrades to aux units.
12.AA - it's ok. Maybe make it max lvl 4 ?
13.C&C - OK.
14.Ground Warfare - Very nice - love the separation for both sides.
15.Air/Naval Warfare - Same - love the separation - maybe make this 2 levels as well?
16.Amphib Warfare - Ok.
17.Submarine Warfare - submarines get OP very fast in this game. Limit the tech to 2 for Japan and 3 for the US ?
18.Naval Construction - novel idea - i love it.
19.S&I - classic.
20.Logistics - classic.
21.Prod Efficiency - Considering the .5 increases make it cap at lvl 4 for more consistency otherwise i like it.
22.Industry and Manpower - Same observation as above. Maybe limit it to max lvl 4.

Final Thoughts - Research works fine but maybe you could try a different approach. How about you double the max MPP that can be invested into research BUT you disable double chitting. This way research can get a few spikes of good luck but you won't see 4 engine bombers researched at maximum at the end of 1943.

Happy Mr. Tanaka? :) Feel free to contribute. Me and my opponent enjoyed the scope of the mod but it needs a lot of play in order to make it more balanced in our eyes.
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by gigiduru »

Tanaka wrote: Tue Apr 15, 2025 2:29 am
gigiduru wrote: Fri Apr 11, 2025 9:09 pm Hey - a small update and some advice.

We're in may 1943 and while the scope of the map and the mod is amazing we both think there are some balance issues for both sides.

I don't want to get into an argument battle on the forums so if you are interested in hearing about our opinions and experiences with your mod please try to contact me on discord. ID: Pumnurau.
That is a shame you don't want to post here. I've enjoyed following this mod and the comments. Hate to think any of us would want to argue with you!
Maybe you are right. After chatting with this mod's creator on discord he seems like a good guy. I was a bit defensive because of the bad experiences i've had with another mod creator - Lothos for TRP. While the mod is good (it was great but with the new policy of making changes because the creator lost some matches in PBEM) it's creator can't communicate nicely and feels the need to insult everyone.
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by Totlen »

I'm the opponent. He might of enjoyed the game but for the Allies it was one disaster after another. :)
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by Nginear »

Totlen wrote: Wed Apr 16, 2025 5:32 am I'm the opponent. He might of enjoyed the game but for the Allies it was one disaster after another. :)
Totlen, I'm curious how your game compared to my current PBEM? We are in May '42. The AAR is here:
https://www.matrixgames.com/forums/view ... 4#p5220024

I am definitely going to improve China's position and lower some unit costs. I have nary been able to afford purchasing a unit or tech. Any feedback you care to pass along? Some changes are easy, some may require more scripting skills than I possess.
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by Lothos »

gigiduru wrote: Wed Apr 16, 2025 5:30 am
Tanaka wrote: Tue Apr 15, 2025 2:29 am
gigiduru wrote: Fri Apr 11, 2025 9:09 pm Hey - a small update and some advice.

We're in may 1943 and while the scope of the map and the mod is amazing we both think there are some balance issues for both sides.

I don't want to get into an argument battle on the forums so if you are interested in hearing about our opinions and experiences with your mod please try to contact me on discord. ID: Pumnurau.
That is a shame you don't want to post here. I've enjoyed following this mod and the comments. Hate to think any of us would want to argue with you!
Maybe you are right. After chatting with this mod's creator on discord he seems like a good guy. I was a bit defensive because of the bad experiences i've had with another mod creator - Lothos for TRP. While the mod is good (it was great but with the new policy of making changes because the creator lost some matches in PBEM) it's creator can't communicate nicely and feels the need to insult everyone.
Did you really seriously say this? You have a horrible reputation of rage quiting games and yelling at your opponents. You don't have to believe me, just ask people in the TRP channel about your reputation.

Really do not appreciate you talking like this about me when I have completely kept my mouth shut about you. (until now)

This new policy "you claim" because I lost is BS! If I see an inbalance/exploit that needs to be fixed I then fix it. Your issue is you like exploits and when I fix them you cry about it and you end up spamming me on Discord about how you want me to NOT fix the exploit/inbalance.
Last edited by Lothos on Thu Apr 17, 2025 6:56 pm, edited 1 time in total.
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by Lothos »

Totlen wrote: Wed Apr 16, 2025 5:32 am I'm the opponent. He might of enjoyed the game but for the Allies it was one disaster after another. :)
I have no idea who you are, would you like to clarify who you are in the game match we played? Can't have an intelligent conversation unless I have context.
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by gigiduru »

Lothos wrote: Thu Apr 17, 2025 6:49 pm
gigiduru wrote: Wed Apr 16, 2025 5:30 am
Tanaka wrote: Tue Apr 15, 2025 2:29 am

That is a shame you don't want to post here. I've enjoyed following this mod and the comments. Hate to think any of us would want to argue with you!
Maybe you are right. After chatting with this mod's creator on discord he seems like a good guy. I was a bit defensive because of the bad experiences i've had with another mod creator - Lothos for TRP. While the mod is good (it was great but with the new policy of making changes because the creator lost some matches in PBEM) it's creator can't communicate nicely and feels the need to insult everyone.
Did you really seriously say this? You have a horrible reputation of rage quiting games and yelling at your opponents. You don't have to believe me, just ask people in the TRP channel about your reputation.

Really do not appreciate you talking like this about me when I have completely kept my mouth shut about you. (until now)

This new policy "you claim" because I lost is BS! If I see an inbalance/exploit that needs to be fixed I then fix it. Your issue is you like exploits and when I fix them you cry about it and you end up spamming me on Discord about how you want me to NOT fix the exploit/inbalance.
Out of respect for the owner of this mod i'll propose we move this 'debate' to your own thread.
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by OldCrowBalthazor »

Nginear wrote: Thu Apr 17, 2025 1:02 am
Totlen wrote: Wed Apr 16, 2025 5:32 am I'm the opponent. He might of enjoyed the game but for the Allies it was one disaster after another. :)
Totlen, I'm curious how your game compared to my current PBEM? We are in May '42. The AAR is here:
https://www.matrixgames.com/forums/view ... 4#p5220024

I am definitely going to improve China's position and lower some unit costs. I have nary been able to afford purchasing a unit or tech. Any feedback you care to pass along? Some changes are easy, some may require more scripting skills than I possess.
Hi. Hey I have been hotseating this off and on and I agree about China being too soft. Btw designing China is extremely hard to get the balance right.
Three points that have been brought up regarding China and which I agree:

1) Infantry should be way cheaper and plentiful, particularly for the Nat.Chinese.

2) Infantry upgrade research should be lowered.

3) Partisans. Has mentioned above, Lothos's TRP Mod (latest versions) handles Partisans really well especially in the Soviet Union. Even if all the P hexes are covered, Partisans can still spawn on the map. Another feature is random and regular resource hits over a wide range centered on P hexes...even if covered. The latter feature really can put a crimp on supply and operating (RR). This feature (in China) has been around for at least a year in TRP World. It helps off set the huge Japanese advantage early in the war.

As it is right now (and this was an early problem in the Pacfic Beta, China is isolated and Japan can pour all the coals on with only marginal help from the W.Allies till way deep into 1943.
In fact Japan got bogged down in China and really couldn't make a supreme effort on the Chinese till Ichgo operations in 1944.

I would suggest asking Lothos how he designed his partisan mechanics to work as well as they do in his TRP Mod.

Again. Getting China designed right is down right hard. Also, since this MegaPacific mod is designed for MP, getting an accurate test data may take some time. Both opponents got to be at least close to at the very least the basic game mechanics.

Like I told you before. I will cover this mod on YT and hope to play a epic scale MP match of this.

Appreciate all you have done with this!
Cheers
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by BillRunacre »

gigiduru wrote: Fri Apr 18, 2025 4:54 am Out of respect for the owner of this mod i'll propose we move this 'debate' to your own thread.
It would be much better if you resolve this privately, thank you.
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