new Campaign 1941
Moderator: AlvaroSousa
new Campaign 1941
I am looking at modding the 1941 campaign to slow the Japanese down so it resembles WW2.
Is there a way in the editor to turn off the DEI surrendering when Batavia is taken. Is there a way to turn of the Philippines surrendering when Manila is taken?
Or what about a fortification bonus that expires after a certain amount of time?
Is there a way in the editor to turn off the DEI surrendering when Batavia is taken. Is there a way to turn of the Philippines surrendering when Manila is taken?
Or what about a fortification bonus that expires after a certain amount of time?
RE: new Campaign 1941
you'll probably have to add more urban production centers
RE: new Campaign 1941
Production centers (Brown circles) would increase DEI production. May change game balance. Add moral centers (green circles) instead, they would need to be captured before DEI surrenders and they don't add to production. Pic below is an example.


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- Blond_Knight
- Posts: 998
- Joined: Sat May 15, 2004 3:52 am
RE: new Campaign 1941
ORIGINAL: incbob
Is there a way in the editor to turn off the DEI surrendering when Batavia is taken. Is there a way to turn of the Philippines surrendering when Manila is taken?
Your probably going to have to read each script in C:\Users\<you>\Documents\My Games\WarPlan Pacific\Campaigns\Pacific 1941\ folder and comment out something there.
RE: new Campaign 1941
I don’t think it’s in there. Just took a look. A lot of scripts for players and for the AI. Surrender is probably hard coded into the main exe.
RE: new Campaign 1941
Adding morale centers is the key.
You can impact morale in scripts.
From the manual:
The Morale column shows how close the country is to surrendering and at what morale level it will
surrender. When the morale is equal to or lower than its morale break, the country can be forced to surrender. If
morale goes to zero, a country automatically surrenders.
Here is a vid showing you the delay unit March 15, 1942:
https://www.youtube.com/watch?v=z13Lngp ... dgamer0100
This will also work in the Philippines.

You can impact morale in scripts.
From the manual:
The Morale column shows how close the country is to surrendering and at what morale level it will
surrender. When the morale is equal to or lower than its morale break, the country can be forced to surrender. If
morale goes to zero, a country automatically surrenders.
Here is a vid showing you the delay unit March 15, 1942:
https://www.youtube.com/watch?v=z13Lngp ... dgamer0100
This will also work in the Philippines.

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- MoraleCenter2.jpg (184.52 KiB) Viewed 1106 times
RE: new Campaign 1941
That looks pretty good.
I am sure this means that Japanese may have to be given more oil or more VPs to offset their delay if the current game is based on them taking everything.
I am sure this means that Japanese may have to be given more oil or more VPs to offset their delay if the current game is based on them taking everything.
RE: new Campaign 1941
Alvaro said scorched earth would be removed so you can still cap the 30 early, just need 2-3 more turns to actually finish them off.
RE: new Campaign 1941
Are you going to post your edited DEI surrender?
RE: new Campaign 1941
They would need to capture the UK fields in Borneo for sure. I'm not sure I would add 3 moral hexes, maybe 2 and test first. With the Philippines maybe try 2 first and test it. What locations did you have in mind for those moral locations?ORIGINAL: incbob
That looks pretty good.
I am sure this means that Japanese may have to be given more oil or more VPs to offset their delay if the current game is based on them taking everything.
Who is that directed to?ORIGINAL: incbob
Are you going to post your edited DEI surrender?
RE: new Campaign 1941
Currently southern Philippines is doing nothing. That unit might as well not be there.
RE: new Campaign 1941
Anyone that is working an an alternate 1941 scn post and share.
RE: new Campaign 1941
I am very poor at the mod. I can mess with the event files...basically add oil to Japan so much per turn until DEI falls or end of say Feb 42.
Question...can anyone place Partisan units?
Those would be PERFECT for Japanese Island watching units. They can be transported...can not amphibious invade...and max at str 3.
If you want to slow the Japanese down...change some of the Japanese 1/10 and 2/10 to Japanese Partisans and name them Nvl Grd Unit X or something like that.
Question...can anyone place Partisan units?
Those would be PERFECT for Japanese Island watching units. They can be transported...can not amphibious invade...and max at str 3.
If you want to slow the Japanese down...change some of the Japanese 1/10 and 2/10 to Japanese Partisans and name them Nvl Grd Unit X or something like that.
RE: new Campaign 1941
Don't think it's possible to create a partisan unit, But there's some infantry slots open in the Japanese inventory that could be turned into very small and weak units. I did that in Europe to create Hitlerjugend units.
RE: new Campaign 1941
Very good idea. What did you use for a unit cost, strength and how many days to build.ORIGINAL: Uxbridge
Don't think it's possible to create a partisan unit, But there's some infantry slots open in the Japanese inventory that could be turned into very small and weak units. I did that in Europe to create Hitlerjugend units.
I'm wondering if it could be scripted that if an island is without a unit on it. These would appear as garrisons. In fact maybe for any port so it looks like the ports always have units on them.
RE: new Campaign 1941
I don't remember the first precisely. Think I had them 3-step, and stripped them of all heavy weapons, leaving them with mere small weapons. Building time was more or less immediate.
As for the scripts, I almost never touched those for fear of ruining the entire scenario. I doubt you can do the port garrisons as "if the port hex is empty" condition probably don't exist as such. Maybe there is some "if location so and so is empty" condition that could be used, but then you have to make a script for every concievable location. Mind also, if small unit garrison of ports are automatic, that will mean a unit appears everytime a port hex is made vacant, possibly creating stacking problems.
There's fully possible, however, to create a number of weak units to act as speed bumps in the initial set-up; units that the owning player simply disbands as stronger units are set to arrive.
As for the scripts, I almost never touched those for fear of ruining the entire scenario. I doubt you can do the port garrisons as "if the port hex is empty" condition probably don't exist as such. Maybe there is some "if location so and so is empty" condition that could be used, but then you have to make a script for every concievable location. Mind also, if small unit garrison of ports are automatic, that will mean a unit appears everytime a port hex is made vacant, possibly creating stacking problems.
There's fully possible, however, to create a number of weak units to act as speed bumps in the initial set-up; units that the owning player simply disbands as stronger units are set to arrive.
RE: new Campaign 1941
I'm gonna ask if an is empty script can be made. The check would be for ports only. Check control then check if empty, then place garrison in empty port. The ports would simply need the appearance of having a unit there. This would force an opponent to recon a port before invading. I would also like to see that the unit cannot move or attack, only defend. To use the port you simply delete the unit. Then if the port is empty next turn, poof it shows up again. No micro. Just thoughts going through my head.ORIGINAL: Uxbridge
I don't remember the first precisely. Think I had them 3-step, and stripped them of all heavy weapons, leaving them with mere small weapons. Building time was more or less immediate.
As for the scripts, I almost never touched those for fear of ruining the entire scenario. I doubt you can do the port garrisons as "if the port hex is empty" condition probably don't exist as such. Maybe there is some "if location so and so is empty" condition that could be used, but then you have to make a script for every concievable location. Mind also, if small unit garrison of ports are automatic, that will mean a unit appears everytime a port hex is made vacant, possibly creating stacking problems.
There's fully possible, however, to create a number of weak units to act as speed bumps in the initial set-up; units that the owning player simply disbands as stronger units are set to arrive.
- AlvaroSousa
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RE: new Campaign 1941
All these complex solutions. Here is the easy one which I already did. Increase the strength of the unit in Batavia.
Now if you guys want to adjust the scenario for PBEM that's different. Do whatever you want. But it should be a specific PBEM scenario and not recommended for the A.I.
Now if you guys want to adjust the scenario for PBEM that's different. Do whatever you want. But it should be a specific PBEM scenario and not recommended for the A.I.
Creator Kraken Studios
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
- WarPlan
- WarPlan Pacific
Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3
RE: new Campaign 1941
I see your point. You do have scripts already in place that should be easy to implement instead of garrisons, since the AI will not understand this new unit. Maybe instead of garrisons in every port, the solution would be port suppression of smaller size ports. So if you capture Bombay, this will open up the smaller ports around it. However, if you land on a smaller port (size 3 or less), that has no garrison, it won't supply your troops. I'm not saying to implement this in the game, however, since I play against the AI, this would make it more challenging for me because the AI can be told to protect and defend Bombay easily. Like me, it simply doesn't have the logistics to cover every port in the game. This is what I'm trying to implement in the WPP Europe 39 scenario.ORIGINAL: AlvaroSousa
All these complex solutions. Here is the easy one which I already did. Increase the strength of the unit in Batavia.
Now if you guys want to adjust the scenario for PBEM that's different. Do whatever you want. But it should be a specific PBEM scenario and not recommended for the A.I.




