This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!
Erik,
would be nice if the CS transport return cargo option also has "none", once you change the option to something then you can't reassign it to "none" without returning to "human control" ... not a biggie but maybe some users might get a little confused.
Cheers for the great update
I assume you're talking about items #5 and #8?
I'm playing Allies, and I don't see any change to the interface. (It's possible th efix did that to the Allies' code, but the change notes don't specify.)
What I'd like is for Allied auto-convoys ot never back-haul anything. Unless I'm missing it, I don't see "None" as an option. Are you looking at the Japanese side?
I'm opening a new game, so not sure about ongoing games but it is there for both sides... Just when you click a cargo return option, you can't then make it none ... without going back to human control and cycling back to CS
Is this going to overwrite the game files completely?
Will I have to backup all of my exising art folders?
Or will it ignore the new insignia patch folders, and current rotating art.
Thanks...
This is an "EXE ONLY" patch ... no art changes ... no data changes ...
Gotta say, it's great how all these updates can be done without a major database change. Though I am getting the impression that we're starting to run out of things that don't need one.
Great job guys, thanks for the constant support of AE. [&o]
Yamato, IMO the best looking Battleship.
"Hey, a packet of googly eyes! I'm so taking these." Hank Venture
I know other game companies provide patches and improvements to their products...but they charge for them and offer them on separate discs in the marketplace as "enhancements".
To clarify, the only change between this beta patch (04) and the last official patch (03) is the EXE.
It still has the normal data/art patches that are required to bring it up from the vanilla release 1097(IIRC) to now i.e. the comprehensive patch.
So if you have loaded ART on top of the official ART files (eg downloaded replacement aptop/jptop files) , they may have reverted back to 'official' files depending on time stamp of the files.
I only mention this as one of my 'Cathartes' plane top files reverted.
This is some of the tweaking done to Naval Bombardments:
----------------
Spotting:
All locations have a 'spotted' status which gets clear during the night phase.
If the ship has a float group and its mission is RECON - needs to be either a day or night mission so applicable flies - and the target has not been spotted yet, the group 'spots' for this ship and any others attacking the same target. A message shows up if this is the case.
To keep planes from flying RECON all over, just set the range to '0'. It doesn't matter how many planes are available, just that you have the mission.
Spotted targets at night don't have the weapon penalty for night naval bombardment attacks.
Supply:
Supply loss points are a factor of the device(shell size) and damage inflicted, rather than by a fixed modifier. Smaller shell, less supply loss. Bigger shell, bigger loss.
Bombardment by ship:
Weapons get penalties;
(a) FLAK-type devices not as effective.
(b) devices firing at over 2/3rd of their max range are less effective.
Attack at night with the target not spotted are less effective. Moonlight helps offset this disadvantage.
Presence of friendly units in hex assists accuracy of the firing ships.
Hits are determined by turret rather than by total number of devices. Once a 'turret' hits, the barrels determine damage.
Return fire from shore guns:
Weapons get penalties;
(a) FLAK-type devices less effective.
(b) devices firing at over 2/3rd of their range less effective.
Attack at night and the target hasn't been spotted has the weapon accuracy lowered.
Supply and support state of the LCU can affect how many guns return fire.
Bombardment process change:
Rather than start the ship bombardment at a fixed range of 3 to 12 depending on the ship type, the start range is 30 for day and 15 for night.
As range closes, weapons become more accurate. This also means weapons become available to fire as range closes, rather than be mainly available immediately as currently.
If a minimum Bombardment Range is set, then the ships will outside that range of the shore and only guns with the range will fire. Setting the range to 0 will make the TF behave as now.
One change that missed this build was adding unit fatigue based on the effect of the shell not causing damage but impacting the LCU area. Higher fort and better terrain would lessen the impact of the 'shell shock'. This would be more obvious at night with higher fatigue generation.
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Erik,
would be nice if the CS transport return cargo option also has "none", once you change the option to something then you can't reassign it to "none" without returning to "human control" ... not a biggie but maybe some users might get a little confused.
Cheers for the great update
I assume you're talking about items #5 and #8?
I'm playing Allies, and I don't see any change to the interface. (It's possible th efix did that to the Allies' code, but the change notes don't specify.)
What I'd like is for Allied auto-convoys ot never back-haul anything. Unless I'm missing it, I don't see "None" as an option. Are you looking at the Japanese side?
I'm opening a new game, so not sure about ongoing games but it is there for both sides... Just when you click a cargo return option, you can't then make it none ... without going back to human control and cycling back to CS
Great answer. Thanks.
In my ongoing game I only, so far, after two turns post-patch, have old existing auto-convoys. They don't have the command you showed in your picture. I'll check if new ones do when they form. Or, I may need to wait for the next game.
But it's nice to know this was addressed. It was pesky housekeeping to constantly check-up on auto-convoys to find those had that orange "1" of oil or resources, and were never, ever coming home unless I intervenned.
Actually, just looked at your picture again, and I've been checking auto-convoy convoys, not CS convoys. Both #5 and #8 refer to CS only. I have trouble with auto-convoys from the Auto-Convoy tab, operating from either San Fran or Colombo. Hmm.
These changes all make sense and should even the odds for those poor BB sailors. I especially like the variable supply destruction. Especially in late war against the Japanese AI, island supply levels are teetering on the edge of zero, and a good bombardment that can take them down to nothing will help make the Allied LCU dmage more reasonable when the landing comes.
Can't wait for fatigue effects to be added. Then I think bombardment will be as ready as the models can make it.
The BB bombardment setting was the most need part of the game. It is a great addition to already great game. Your contributions makes the more and more replayable. its almost one year know that I did not play any other game. Which is very unusual for me.
"Unless a nation's life faces peril, war is murder."
"Sovereignty is not given, it is taken."
"After having lost their lives on this land they have become our sons as well."
Mustafa Kemal