War in the Pacific Release thread
RE: War in the Pacific Release thread
Oh, how interesting. Thank you both.
You see, I’ve read on these forums that .5 values are rounded down by the game algorithms, hence my query about .5 fractional ground attack values for naval units.
The fact that there are no tech bonuses is fine, it was the .5 base values that intrigued me.
Hopefully a dev might chime in and provide some comment…[:D]
You see, I’ve read on these forums that .5 values are rounded down by the game algorithms, hence my query about .5 fractional ground attack values for naval units.
The fact that there are no tech bonuses is fine, it was the .5 base values that intrigued me.
Hopefully a dev might chime in and provide some comment…[:D]
- OldCrowBalthazor
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RE: War in the Pacific Release thread
Actually I have read the same thing..back last year when a bunch of us were working behind the scenes to modify the Uber-Arty in SC-WW1 before some dev patches helped tone them down a bit. So I am curious too about this.ORIGINAL: CaesarAug
Oh, how interesting. Thank you both.
You see, I’ve read on these forums that .5 values are rounded down by the game algorithms, hence my query about .5 fractional ground attack values for naval units.
The fact that there are no tech bonuses is fine, it was the .5 base values that intrigued me.
Hopefully a dev might chime in and provide some comment…[:D]
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
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1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
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SC-WW1 Empires in Turmoil DLC Tester
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Komeiji_koishi
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RE: War in the Pacific Release thread
Excuse me
Only I have this... Bug? Or some kind of compromise?
In the 3D model and 2D counter, the Soviet Union looks like Germany and Japan looks like the Soviet Union
For example,the logo on the 2D counter special forces when using the 2D counter (especially sickle hammer on JP) and the soldiers and vehicles when using the 3D model (such as SOV's German tanks and gray infantry) .It looks strange
(Forgive my poor English, English is not my mother tongue, sorry)
Only I have this... Bug? Or some kind of compromise?
In the 3D model and 2D counter, the Soviet Union looks like Germany and Japan looks like the Soviet Union
For example,the logo on the 2D counter special forces when using the 2D counter (especially sickle hammer on JP) and the soldiers and vehicles when using the 3D model (such as SOV's German tanks and gray infantry) .It looks strange
(Forgive my poor English, English is not my mother tongue, sorry)
RE: War in the Pacific Release thread
Yeah "compromise" is the perfect word. It's all because in the tile mod I am using there are mismatches between the NATO sets and the 3D sets. I am using a Euro-only counter set which didn't alas craft a red NATO set for the Russians to use, nor a Yellow set for the Japanese (the counter maker decided to make Yellow for the Russians, oddly enough). I personally use the NATO counters and there Japan looks beyond weird in grey; there is only 8 sets of NATO counters (2 duplicates), one of which (also yellow) hasn't even been converted to the divisional scale.
Notice that the yellow NATO set has a red 3D set (Russians). If I had another divisional-scale set to use that would work well for both graphics modes I would. At best I guess I can craft two versions, one with appropriate units for NATO, another for 3D.
For those eagerly awaiting a new version, had a huge snafu yesterday where the Japanese & Australians got their country IDs all screwed up, then when I thought I fixed all of that the scripts for those 2 countries stopped working. All because I wanted to make Australia a major (which in preliminary playtesting was working great).
Notice that the yellow NATO set has a red 3D set (Russians). If I had another divisional-scale set to use that would work well for both graphics modes I would. At best I guess I can craft two versions, one with appropriate units for NATO, another for 3D.
For those eagerly awaiting a new version, had a huge snafu yesterday where the Japanese & Australians got their country IDs all screwed up, then when I thought I fixed all of that the scripts for those 2 countries stopped working. All because I wanted to make Australia a major (which in preliminary playtesting was working great).
RE: War in the Pacific Release thread
I've tried hot seating but I find it very hard not to cheat[8|] I was wondering do you have any house rules that you use to make it more playable?ORIGINAL: OldCrowBalthazor
Hi Harry.
Just to let you know this mod is primarily designed for multiplayer. Take a look at Elessar's notes further up this page and you will see how daunting doing Naval AI scripts will be to do. He says doing his expanded European conflict map mod will be easier to script..
Elessar can weigh in better about this subject and SPing this mod.
I can say hot seating this mod both sides with FoW on works pretty good..just like the old days of solitaire play on the board games. This game is vast enough that not everything can be remembered fully..unless of course..if one has an eidetic memory. [:D]
- OldCrowBalthazor
- Posts: 2963
- Joined: Thu Jul 02, 2020 12:42 am
- Location: Republic of Cascadia
RE: War in the Pacific Release thread
Rather hard to do since its primarily a Navy oriented mod....you could step away for a day and return for the other side..hopefully being fuzzy of what you did the day before. [:D]ORIGINAL: roy64
I've tried hot seating but I find it very hard not to cheat[8|] I was wondering do you have any house rules that you use to make it more playable?
My YouTube Channel: Balthazor's Strategic Arcana
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SC-War in the Pacific Beta Tester
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SC-War in the Pacific Beta Tester
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- OldCrowBalthazor
- Posts: 2963
- Joined: Thu Jul 02, 2020 12:42 am
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RE: War in the Pacific Release thread
Some map changes for South-East Asia...including adding Vientiene, Chang-Mai and dirt roads in the Golden Triangle.
Courtesy of Elessar. I have been testing. It helps ameliorate the Moulmein bottle neck with better supply.
Still very difficult terrain..will take careful planning to conduct operations here

Courtesy of Elessar. I have been testing. It helps ameliorate the Moulmein bottle neck with better supply.
Still very difficult terrain..will take careful planning to conduct operations here

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My YouTube Channel: Balthazor's Strategic Arcana
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SC-ACW Beta Tester
1904 Imperial Sunrise Tester
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Tester of various SC Mods
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
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- OldCrowBalthazor
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RE: War in the Pacific Release thread
Supply Overlay of this area (New Map Change)


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My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
RE: War in the Pacific Release thread
What a barbarity of land. The line of advance towards the capital seems crazy.
- OldCrowBalthazor
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- Joined: Thu Jul 02, 2020 12:42 am
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RE: War in the Pacific Release thread
It will still be hard to get to Rangoon..as it should be.
Good planning by the Japanese player can make it happen though.
If Rangoon falls...the curtain drops on Allied units in Burma..and they will have to run like Slim and Vineger Joe Stilwell did to India [:)]
Good planning by the Japanese player can make it happen though.
If Rangoon falls...the curtain drops on Allied units in Burma..and they will have to run like Slim and Vineger Joe Stilwell did to India [:)]
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
RE: War in the Pacific Release thread
.810 , lots of fixes, some new features. I am hoping this is the last major version before the first nonbeta release.
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1. New unit, Destroyer Escorts, replacing Motor Torpedo Boats. Cost 90 MPPs, production delay 4 months, sub attack & defense 1.5 and 4.5 (vs. fleet destroyers which are 1 & 4), otherwise zero Naval Attack ratings, 0.5 on defense. They like other warships help contribute to overlapping naval zones of control, note.
2. Subs' default diving % now 40% (was 20%), their Radar evasion % per level now 20% (was 10%: the game engine only uses this vs. aircraft).
3. Various unit tweaks:
a. The UK now is allowed to build Dreadnoughts (the Lions), 5 Naval Attack, 5.5 Naval Defense, speed 21. Regular UK BBs have a NA of 4.5 (was 5), speed 19. Their "Fast Battleships" remain the original battlecruisers, as do the Japanese's, with the default stats (275 MPP, 4 NA & ND). US Fast Battleship costs now 350.
4. Map changes:
* Added 2nd inland road into Burma from Thailand, 4 new cities/towns, changed the Thai/Indochina border to be more historically accurate.
* Mille + port got properly flipped to Japanese control, as did the two ports off of Shanghai.
* 2 new towns in W China/N Indochina.
* Indian Ocean Christmas Island made operational, Pacific counterpart renamed to its original moniker Kiritimati (still nonoperational).
* Cold Bay Alaska made a base as well
* Extra port near San Diego
* Addressed a "feature" where if a port isn't attached to a land hexside it won't give proper supply to any land units stationed in another direction (~8 instances). Supply still works correctly if the "land" in the port hex is a self-contained island or island chain or is directly attached to the land installation. [Ports cannot be placed on a 100% sea hex] Note you need to run a road from the port to the installation to get the supply bonus (to 5).
* Fixed Vancouver Island to allow the Canadian Navy to sail out (both to the N & S of it).
* Streamlined the road network in China, tweaked a few rail lines, filled in some gaps (had broken rail lines carried over from WitP AE, but in SC rails are often used for Operational Movement over a longer period of time than the typical 1 day turns in AE).
* Added a New Guinea-Australia convoy line.
5. Industrial Modifier & Tech changes: reduced India's Industrial Modifier from 80 to 60. Increased starting Australian IM from 50 to 60, decreased UK's from 35 to 30. USSR starting Mobilization now 10%. [was 20%] Max Australia-India Lend Lease now 100% (it can't be greater than base income, which for the Aussies is now 50 if they have all of their starting holdings). Australia Ind Tech cost now 50 (was 40). Japanese starting Production Tech lowered to L1 (from L2).
6. Swapped around some Chinese units, added a corps and division in the west, moved some US ships in Philippines southwards. For India deleted the starting Indian Special Forces, added a garrison. US/Japan/UK/Australia also get an extra garrison. The US gets 2 subs in the queue, Japan 1 on the map 1 in the queue, UK & USSR 1 on the map. A US tank corps spawn on Samoa was turned back on (giving quick aid to Australia in case they are invaded early). Added a US Maritime Bomber on Palmyra. Added a UK Fighter in their home islands.
7. Some build limit tweaks here and there (Chinese corps down to 20, adjusted for the Fast Battleship & Destroyer Escort units by deleting some regular BB & DD builds & adding in FB & DE ones, UK ship builds increased a bit). New Zealand gets Fighter, Medium Bomber, & Maritime Bomber builds.
8. Yamato cancellation morale penalty increased to -6000 from -5000 (which is ~-5%).
9. Surface ship naval spotting ranges increased a bit (IJN 3, all others 2).
10. Deleted the vanilla extra actions/attacks that the Warfare techs give their associated units (in Vanilla there is only one level, not the 4 I am using; the units in question already have the extra attacks at level 0).
11. Added an Australian Belligerence script when the UK declares war (since they are now their own major-otherwise the Allied player has to declare for them on the Japanese), along with a New Zealand Mobilization 3 one to match. New Zealand & New Guinea are now Australian minors.
12. Fixed the vanilla Himalayan Hump dummy scripts which gave +60 MMP not the +30 the Decision Event (correctly) indicates; added Burma Road & Persia Lend Lease dummy scripts to properly deduct the MPPs from the US's income.
13. Increased engineer-built fortification's maximum entrenchment back to 4 (got changed to 3 somehow).
14. Artillery reduced in cost from 200 to 150.
15. Tech costs revamped across the board: 4 cost regimes outside of the individualized Industrial Tech ones: 150/125/110/90, from 5 to 7 each. This is to minimize the ability of the opponent to infer what techs the other side bought by looking at the tech graphs.
16. Ship retreat distances increased by +1 for everything except subs and transports/amphibs. Mech & Armor units also given +1 to their retreats.
17. US HQ MacArthur spawns in Sydney.
18. Partisan supply events now have an effect radius of 3, partisan spawns 2. [+1 each]
19. Commonwealth nations all share tech with each other, also w/ US, US & India share with China. USSR shares with China.
20. Kamikazies now get +1 spotting per level of Long-Range Tech.
21. Flying Tigers Fighter unit added to Chinese queue Dec. '41, +1 experience.
22. Far East Russian Navy given a CA/DD/DE/Sub in/near Vladivostok. Added a Mobilization 2 script which will drop USSR mobilization if they sail any of their navy into Japanese-held waters past the indicated red line on the map.
23. Changed/added some militia spawns (these typically only go off if at least one enemy unit approaches within X hexes), documented them in a separate file.
24. Mobilization tech given another level, but at a cost of 150 and a maximum of one chit.
25. Mechanized Corps ground attacks dropped down to 4.0 from 4.5.
26. Gave Japanese land-based fighters +1 range across the board. [These tweaks, also for Tac & Medium Bombers, is because giving the Japanese Long Range Tech L3 to start may prove too unbalancing in certain situations]
27. Made retreat percentages more consistent: The various Infantry Divisions all 15%/8%/4% for Town/City/Fortress, All Corps/SF/Paras 10%/4%/2%, Cavalry/Recon 12/6/3.
28. Tac Bomber/Med Bomber Ground Attack tech vs. other planes reduced to +0.5 per level. [was +1.0] Cruisers' Sub Attack tech per level reduced to +0.5 [was +1.0]. Fleet Carrier Sub Attack per level of Naval Weapons increased from zero to +0.5 per level.
RE: War in the Pacific Release thread
.811
------------
Hotfix for Australian tech (literally the ONLY thing I didn't double-check) tried to reasonably match it up with UK's, tho nothing over L1).
Recofigured US CA/CL build limits & Ship Production tech for all countries (since each cruiser counter represents two ships). US cruiser build limits are now CA's 14, CL's 15, Ship Production gives you one extra cruiser counter (was 1.5). Destroyers, Destroyer Escorts, and Submarines remain at +2 per level of SP.
------------
Hotfix for Australian tech (literally the ONLY thing I didn't double-check) tried to reasonably match it up with UK's, tho nothing over L1).
Recofigured US CA/CL build limits & Ship Production tech for all countries (since each cruiser counter represents two ships). US cruiser build limits are now CA's 14, CL's 15, Ship Production gives you one extra cruiser counter (was 1.5). Destroyers, Destroyer Escorts, and Submarines remain at +2 per level of SP.
RE: War in the Pacific Release thread
Hi,
where can I download this updated version of this awesome MOD?
<FOUND IT>
where can I download this updated version of this awesome MOD?
<FOUND IT>
RE: War in the Pacific Release thread
Vientiane in Indochina belongs to the allies not sure if that's meant. I don't know if this is meant but you can't scout with planes across the sea any more.
RE: War in the Pacific Release thread
Fixing the 1st one (the editor when flipping hex conrol has two columns, one for the default (original) country owner, and one for the current owner. It would automatically flip to Chinese control each time unless I made sure to manually flip it to Japanese. @#$@#&%#*. Appreciate the report. [vitriol directed at the editor's interface and my continuing absent-mindedness]
Not sure about the 2nd one there, are you sure it wasn't storming or raining? Or that Fog of War wasn't turned off?
Not sure about the 2nd one there, are you sure it wasn't storming or raining? Or that Fog of War wasn't turned off?
RE: War in the Pacific Release thread
.812
-----------------------------------
Hotfix for Indochinese/Thailand hexes which got accidentally flipped to Chinese control when I fixed the border there.
Kudos to roy64 for spotting this one.
-----------------------------------
Hotfix for Indochinese/Thailand hexes which got accidentally flipped to Chinese control when I fixed the border there.
Kudos to roy64 for spotting this one.
RE: War in the Pacific Release thread
Elessar2, beautiful mod! Looking to have some fun in the enormous Pacific theatre!
But I noticed that the sprite index is changed.
The Japanese army and navy looked... Russian...
I checked the editor and sure enough, Japan was set to use bitmap_04 which in the standard game is the Soviet Union.
I suppose it's just an oversight? Changed Japan to use default-Japan bitmaps_10. In fact, I've changed some other ones which were "incorrect", at least in default-game terms.
Just thought to let you know! [:D]
But I noticed that the sprite index is changed.
The Japanese army and navy looked... Russian...
I checked the editor and sure enough, Japan was set to use bitmap_04 which in the standard game is the Soviet Union.
I suppose it's just an oversight? Changed Japan to use default-Japan bitmaps_10. In fact, I've changed some other ones which were "incorrect", at least in default-game terms.
Just thought to let you know! [:D]
RE: War in the Pacific Release thread
Yeah, this was raised last week (read post 83 and my reply). The 10th bitmap, typically used for the Japanese in W@W, in SIPRES's counter set was never converted to the divisional scale. If I use 10 the default NATO style will clash with the other sets & with the different units. In NATO the yellow color looks fine, but I am aware that in 3D it is colored light red w/ Russian weapons and uniforms. Same reason that Russia is German grey. There simply is no Japanese set which covers all bases.
There alas is no other divisional set out there, unless I am mistaken. I'm no artist when it comes to crafting counters, sadly, and don't have the software to edit them even if I did.
There alas is no other divisional set out there, unless I am mistaken. I'm no artist when it comes to crafting counters, sadly, and don't have the software to edit them even if I did.
RE: War in the Pacific Release thread
Thanks, got it. I hadn’t seen those posts. It seemed odd that it hadn’t been brought up before…
but it was, after all! [8|]
but it was, after all! [8|]
RE: War in the Pacific Release thread
Unfortunate Son just said that he'll be making a special version of his divisional counters for my scenario, and I must say they look amazing. [&o]


