New! v1127 Public Beta Available

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!

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Andy Mac
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Re: New! v1127 Public Beta Available

Post by Andy Mac »

I dont remember making changes in this area but it was 12 months ago I re did the scenarios
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Andrew Brown
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Re: New! v1127 Public Beta Available

Post by Andrew Brown »

deaniks wrote: Sat Nov 19, 2022 2:05 am The ‘Adams Bridge’ stretching between India and Ceylon now includes an island (medium sized) in hex 31,44 (Pamban Island) and the railway that connected it to the Indian mainland.

when looking at the island the base is not included in scenario 2 or scenario 1 not sure about other scenarios.
You are right - I will add the missing base.
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Andrew Brown
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Re: New! v1127 Public Beta Available

Post by Andrew Brown »

Nomad wrote: Sat Nov 19, 2022 9:37 pm I wonder what the rational is for so many ships having extensive damage to start the game?
Damage of varying degrees was added to ships that were under repair at the outbreak of the Pacific war, to simulate the time it took to put them back into service.
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Andrew Brown
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Re: New! v1127 Public Beta Available

Post by Andrew Brown »

RangerJoe wrote: Sat Nov 19, 2022 9:39 pm
Nomad wrote: Sat Nov 19, 2022 9:37 pm I wonder what the rational is for so many ships having extensive damage to start the game?
So when that destroyer moves out of Singapore, it will flood and sink . . .
That is HMAS Vendetta. At the start of the Pacific war, she was in Singapore undergoing a major refit, and in February 1942 - still not restored to service - was towed from Singapore to Batavia and thence Melbourne. The starting damage simulates the inability of the ship to leave harbour at the start of the game.
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Andrew Brown
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Re: New! v1127 Public Beta Available

Post by Andrew Brown »

Yaab wrote: Sun Nov 20, 2022 9:41 am
The 86th Corps lacks objective in its preparation. Its preparation value is 60, but no name is given for the objective (scen001)
Its objective should be Foochow. Added to the fix list.
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Andrew Brown
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Re: New! v1127 Public Beta Available

Post by Andrew Brown »

Yaab wrote: Sun Nov 20, 2022 9:52 am Choybalsan (base id 1370) has duplicated LI (20 LI and 30 LI, totaling 50 LI on base screen) (scen001)
I think the first of those should be resources, so I will change it to Resources to remove the duplication.
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Andrew Brown
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Re: New! v1127 Public Beta Available

Post by Andrew Brown »

Yaab wrote: Sun Nov 20, 2022 10:55 am I would like to congratulate all Japanese players on winning the war!

The patch trimmed Eastern USA free supply from 65,000 supplies daily to a MEAGRE 1000 supplies daily (scen001).
That change was meant to be part of a rebalancing of the starting supplies and fuel for the USA, which I didn't complete. I think instead of continuing to work on that I will just restore these values to their old settings (and work on the industry rebalance in a later scenario mod).
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Andrew Brown
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Re: New! v1127 Public Beta Available

Post by Andrew Brown »

Sardaukar wrote: Sun Nov 20, 2022 11:27 am Not entirely sure what is the use of all these new off-map bases.

Scen 1:

First of all, they don't seem to add anything but supply sink for Allies. Secondly, supply in them (like Panama ports) have been reduced, ridiculously lot as it seems in case of Eastern USA.

Egypt is barely able to sustain itself without building anything, Aden is not able to even do that.

I am starting to think that new map is seriously detrimental to Allied gameplay and just complicates things unnecessarily.

10 for effort...but usefulness...
Egypt and its bases replaces the purpose of Aden as an entry point for forces originating in the Mediterranean, and has the same daily supply and fuel values. Some other off-map bases were reduced in the quantities of these being generated, but I may tweak them if they are acting as actual supply sinks (Eastern USA is a separate case already addressed).
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Yaab
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Re: New! v1127 Public Beta Available

Post by Yaab »

Andrew Brown wrote: Wed Nov 23, 2022 10:29 am
Yaab wrote: Sun Nov 20, 2022 10:55 am I would like to congratulate all Japanese players on winning the war!

The patch trimmed Eastern USA free supply from 65,000 supplies daily to a MEAGRE 1000 supplies daily (scen001).
That change was meant to be part of a rebalancing of the starting supplies and fuel for the USA, which I didn't complete. I think instead of continuing to work on that I will just restore these values to their old settings (and work on the industry rebalance in a later scenario mod).
Don't get me wrong.

I understand the rationale for the changes. However, you would have to test if the 1944-45 convoys bring enough supplies/fuel to make up for the lost free supplies/fuel from the stock scenarios.

With the stock 65,000 supplies daily, Eastern USA generated about 106,000,000 supplies for the whole war (1640 game turns). Right now (1000 free supplies) it generates just 1,640,000 supplies. Changing the free daily allowance to 10,000 supplies per day, generates 16,400,000 supplies for the whole war. Couple that with the 1994-45 convoys, and you can probably hit 35,000,000 supplies for the whole war in the beta scenarios.

Thus, just change the Eastern USA allowance from 1,000 sup/fuel daily to 10,000 sup/fuel daily. USA will generate this way around 1/3 of the original value which was probably too high to begin with (106,000,000 supplies).35,000,000 translates into 21,000 supplies per day for US units to codnuct their operations. That value is for Eastern USA/convoys only. CONUSA also generates supplies on-map.
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RangerJoe
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Re: New! v1127 Public Beta Available

Post by RangerJoe »

There is also supply from Baton Rouge and New Orleans. I like it.

If you want to change something, put LI with no resources in the UK so resources for that LI have to come from somewhere. Some could also be added for Cape Town and East Afrca as well.
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spence
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Re: New! v1127 Public Beta Available

Post by spence »

Being too lazy to read the whole thread to find the answer I was wondering if one has to install the 1026a update before installing the Beta or can one install just the Beta update? (this is a completely new install)
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Platoonist
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Re: New! v1127 Public Beta Available

Post by Platoonist »

spence wrote: Wed Nov 23, 2022 7:56 pm Being too lazy to read the whole thread to find the answer I was wondering if one has to install the 1026a update before installing the Beta or can one install just the Beta update? (this is a completely new install)
If you install this Beta on a fresh install of the game, you are completely up to date. No need for intermediary patches.

However, if you install this Beta on an existing installation, where you have a game going, you'll find yourself playing with an altered map.
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Andrew Brown
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Re: New! v1127 Public Beta Available

Post by Andrew Brown »

Dewey169 wrote: Mon Nov 21, 2022 8:54 pm Scen 1 n 3
Since Bremerton now is a separate hex with the new map, the Bremerton base force is still a static unit in Seattle. This should be moved to the new hex and a new base force for Seattle be created.

Noticed that Jamaica doesn’t have the default fortifications of 9 like the other off map areas.

The DD Clark(porter class) is in San Francisco naval yard damaged to apparently simulate that it is under overhaul on turn 1. Which, I love the thought, but it’s overhaul was actually in the San Diego naval yard at start of war. If you start Scenario 3 and look then it’s on the ship reinforcement screen due in 38 days at San Francisco. Another simulated overhaul at start of war in Scen 1, CL Concord is in San Diego, which appears his
torically correct. Scenario 3 starts it in San Diego but as fully available on turn one, (which I think is how it’s always been in the game? )

Is it possible to post the fix list? that way maybe you won’t get bombarded by (multiple) messages about things that might already be on the list.
Thanks. I will add these to the fixes. I should be able to create a list once I have made some more progress.
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Andrew Brown
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Re: New! v1127 Public Beta Available

Post by Andrew Brown »

RangerJoe wrote: Tue Nov 22, 2022 2:36 am A problem with a ship, the DD Warrington which arrives at the East Coast on 7 January 1942. While she did go to the Pacific, at first she operated out of Balboa in an area outside of the map zone before heading west. There is no withdrawl day yet she was sent back in 1944 for repairs/refits on the East Coast. She was subsequently lost during a hurricane . . .

https://destroyerhistory.org/goldplater/usswarrington/
That information states that the Warrington performed escort duties to the Society Islands (Tahiti etc.) amongst other things. so I think the arrival date of the Warrington is OK as is.
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Andrew Brown
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Re: New! v1127 Public Beta Available

Post by Andrew Brown »

pnzrgnral wrote: Tue Nov 22, 2022 3:54 pm I play AE using a mod I altered based upon Babes-B. I've made many OOB changes, almost entirely Allied since I have more info on Allies. All my changes are historically based, no "what-if's," and include things such as spelling corrections, actual US Army unit names, corrected ship arrivals, and many others.
As to RJ's post about USS Warrington: historically, all Porter/Somers class DD's were withdrawn from the PTO and sent to ATO by/around mid-'44. I've included the historically sunk Porter as well. Same goes for all the surviving Clemson/Wickes 4-pipers from the US Asiatic Fleet; all were withdrawn from PTO and sent to ATO by/around mid-'43. I've also included the lost vessels of this class (Asiatic Fleet) since in any game they may well survive.
Cheers,
Bob
I haven't transferred most of the naval changes made in the Babes scenarios to this update (I don't have the time to do so), but adding withdrawal dates for the Porter and Somers DDs is not a huge change and I think that can be done, at least.

If it was available, I would be very interested to see what changes you made for your mod for my own personal interest, as in the past I have used a modified Da Babes scenario myself.
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Andrew Brown
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Re: New! v1127 Public Beta Available

Post by Andrew Brown »

Yaab wrote: Wed Nov 23, 2022 3:26 pm Don't get me wrong.

I understand the rationale for the changes. However, you would have to test if the 1944-45 convoys bring enough supplies/fuel to make up for the lost free supplies/fuel from the stock scenarios.

With the stock 65,000 supplies daily, Eastern USA generated about 106,000,000 supplies for the whole war (1640 game turns). Right now (1000 free supplies) it generates just 1,640,000 supplies. Changing the free daily allowance to 10,000 supplies per day, generates 16,400,000 supplies for the whole war. Couple that with the 1994-45 convoys, and you can probably hit 35,000,000 supplies for the whole war in the beta scenarios.

Thus, just change the Eastern USA allowance from 1,000 sup/fuel daily to 10,000 sup/fuel daily. USA will generate this way around 1/3 of the original value which was probably too high to begin with (106,000,000 supplies).35,000,000 translates into 21,000 supplies per day for US units to codnuct their operations. That value is for Eastern USA/convoys only. CONUSA also generates supplies on-map.
My initial thoughts were to set up a system for gradually increasing supplies and fuel using damaged industry centres that have to be repaired, but I now think setting that up is too complex, and best left for mods.

I will increase the daily fuel and supplies for the Eastern USA but will think about the best values to use. You make good points about possible values.
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Andrew Brown
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Re: New! v1127 Public Beta Available

Post by Andrew Brown »

RangerJoe wrote: Wed Nov 23, 2022 7:38 pm There is also supply from Baton Rouge and New Orleans. I like it.

If you want to change something, put LI with no resources in the UK so resources for that LI have to come from somewhere. Some could also be added for Cape Town and East Afrca as well.
Interesting thought, but I don't want to simulate the need to set up an Atlantic convoy system to keep the U.K. in supplies. That's a bit out of scope :)
LATigers
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Re: New! v1127 Public Beta Available

Post by LATigers »

Is it possible to make it to where we can use some of the older style larger TF Icons...........much easier to see esp. for old eyes

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Platoonist
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Re: New! v1127 Public Beta Available

Post by Platoonist »

LATigers wrote: Thu Nov 24, 2022 1:11 pm Is it possible to make it to where we can use some of the older style larger TF Icons...........much easier to see esp. for old eyes
I ginned up a mod to try and address that concern.
https://www.matrixgames.com/forums/view ... 8&t=387192

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However, the TF icons are only 25 pixels wide so you are limited in what you can do.
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RangerJoe
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Re: New! v1127 Public Beta Available

Post by RangerJoe »

Andrew Brown wrote: Thu Nov 24, 2022 11:12 am
RangerJoe wrote: Wed Nov 23, 2022 7:38 pm There is also supply from Baton Rouge and New Orleans. I like it.

If you want to change something, put LI with no resources in the UK so resources for that LI have to come from somewhere. Some could also be added for Cape Town and East Africa as well.
Interesting thought, but I don't want to simulate the need to set up an Atlantic convoy system to keep the U.K. in supplies. That's a bit out of scope :)
I meant to have a system that if you bring resources back to the UK which was actually done, then there would be more supplies available to be shipped out. This would not remove the automatic supply generation but I can understand that you don't want to make it more complex. I just thought that it would simulate the increased availability of supplies to SEAC.
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