War in the Pacific Release thread

Zeckke
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Re: War in the Pacific Release thread

Post by Zeckke »

i play your MOD (on Steam)is intereesting seeing the less damage without Carriers good job
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Feinder
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Re: War in the Pacific Release thread

Post by Feinder »

Hi Ellissar. With v.9 if your mod, Were you able to mitigate any of the NM issues that you and Bathazar identified in your v.8 game? The fact that Allies have little possability to recover NM is possibly my biggest frustration with the vanilla WaW game.
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Elessar2
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Re: War in the Pacific Release thread

Post by Elessar2 »

Yes, a (relatively) recent patch of the scenario basically halved all of those penalties.

I have a lot on my meatspace plate at the moment, incl. a bad sinus infection which makes it very difficult to concentrate for any length of time (so I haven't even touched my Euro map since my move), but I'll see what I can do this weekend.
JFredro
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Re: War in the Pacific Release thread

Post by JFredro »

I unzipped the files into the correct directory based on a post by Runacre in this forum, and I can see the option to turn this mod on, but I...does it show up as a scenario? I don't see it there... So, how do I play it?

If this has been answered else where, I was unable to find it in the forum.

UPDATE

I got it working by putting the relevant files in the ...\Campaigns folder. Originally had put it under \Mods folder.
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Elessar2
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Re: War in the Pacific Release thread

Post by Elessar2 »

Glad to hear it.

Note a new version will be in the offing once the current AAR is finished and I've digested everything.
JFredro
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Re: War in the Pacific Release thread

Post by JFredro »

Elessar2 wrote: Tue Aug 29, 2023 1:29 am Glad to hear it.

Note a new version will be in the offing once the current AAR is finished and I've digested everything.
Now I just need someone to play it against!!!! I'm stoked :D
GungaDin16
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Re: War in the Pacific Release thread

Post by GungaDin16 »

A few questions please...

1 - Is this mod fairly playable at this point?
2 - Does this mod expand the pacific theater with a new map?
3 - Does it allow you to play JUST the pacific campaign or do you still fight the European war at the same time?

Thanks

I hesitated to buy SCWWII: WAW due to the decreased map resolution when mapped across the entire globe. I'm hoping this mod answers that concern for the Pacific War.
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CaesarAug
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Re: War in the Pacific Release thread

Post by CaesarAug »

The map is the vast expanse of the Pacific Theatre of operations, exclusively. Based on War in the Pacific Admiral’s Edition. And it is BEAUTIFUL!

At present it’s more for solo hotseat play, though you can play with fog of war, too. :mrgreen:
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OldCrowBalthazor
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Re: War in the Pacific Release thread

Post by OldCrowBalthazor »

GungaDin16 wrote: Wed Oct 04, 2023 4:58 pm A few questions please...

1 - Is this mod fairly playable at this point?
2 - Does this mod expand the pacific theater with a new map?
3 - Does it allow you to play JUST the pacific campaign or do you still fight the European war at the same time?

Thanks

I hesitated to buy SCWWII: WAW due to the decreased map resolution when mapped across the entire globe. I'm hoping this mod answers that concern for the Pacific War.
This video may give you an idea of the scope of this wonderful mod: https://www.youtube.com/watch?v=b3lP2ek ... ex=2&t=34s
We have a variety of Letsplays too...plus there's this fantastic AAR of a MP match btween Feinder and Ngineer: https://www.matrixgames.com/forums/view ... 0&t=396378
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Elessar2
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Re: War in the Pacific Release thread

Post by Elessar2 »

Note a new version is fairly imminent, as soon as the following AAR is completed and I get additional feedback from the principals.

https://www.matrixgames.com/forums/view ... 0&t=396378

I apologize for not giving it an AI, but the base AI has serious problems with ships and fleet movements, specifically coordination between warships and transports-the latter will often sail right into the teeth of the enemy without any of the former coming along as escorts. Damaged ships often sail for remote ports such as in Alaska and even Russia and will then linger there for the rest of the game. All the scripting in the world likely won't allieviate this state of affairs (tho another user devised some "return" scripts for his creation to corral all the strays). I've also been working on a Euro map, my first love (and that will at least get an Allied AI tho it will be lower and later on the priority list), and am about to finish the mapping part.

https://www.matrixgames.com/forums/view ... &start=220

I _may_ then do an expanded (~double the current resolution) of the Pacific map, but a lot depends on where the devs are with their next game engine.
CSSS
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Re: War in the Pacific Release thread

Post by CSSS »

How do you download this? When I open the link there are 9 separate downloads , when you click download it is a spam download???
So what is the correct sequence?
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Elessar2
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Re: War in the Pacific Release thread

Post by Elessar2 »

Very odd, I just tried it, get a single DL button in the upper right corner, one click and off you go, no spam (unless there is an ad or two hanging around-I use an adblocker). I may have linked to obsolete versions somewhere after post #1, which contains the correct link you should use.

As I said in the recent AAR, I am tweaking this but will wait until the next official patch to update it officially.

You also need to install it in [your Windows username]/Documents/My Games/Strategic Command WWII - World at War/Campaigns, and NOT in the Matrix folder where the main game install and official campaigns are.

EDIT: deleted all the obsolete links-I stopped using Dropbox {link halfway down page one} precisely because their file system is supremely confusing.
CSSS
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Re: War in the Pacific Release thread

Post by CSSS »

Thank you so much Elessar. I am trying to download from you post first message on page one. V.903. Is that the correct one?
https://www.mediafire.com/file/d8h50v8z ... 3.zip/file

Do I need to download mediafire first?
Forgive me for seeming dense.I really want to play yor scenario as the Pacific theater is one of my favorites!
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Elessar2
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Re: War in the Pacific Release thread

Post by Elessar2 »

You shouldn't, Mediafire is just a site, don't think they have an app. Again, I get the blue download button in the upper right of the screen, not sure what you get. Yes, 9.03 is the most up-to-date one. A recent AAR was posted here:

https://www.matrixgames.com/forums/view ... 0&t=396378

Just note there are no AI scripts.
jjdenver
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Re: War in the Pacific Release thread

Post by jjdenver »

Hi, any update about when a new version will be released?
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Elessar2
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Re: War in the Pacific Release thread

Post by Elessar2 »

I will finish the weather for the 20K map this weekend, then switch over to updating this scenario, but it won't be released until I am sure the next pending (emergency) patch fixes the new bugs and doesn't introduce new ones.
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Elessar2
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Re: War in the Pacific Release thread

Post by Elessar2 »

Just throwing an idea out there. I have been dissatisfied with ship movement rates for awhile now-capped at 25 in the editor. I am constrained by the techs-on the left I could use the empty Rocket slot, but that would need a 4th unit slot which doesn't exist. I could use a slot on the right for bonus move points, but I would have to burn an existing tech (most likely Radar tho I want to keep that).

I could put the bonus move points into Naval Weapons tho. Issue is that speeds were pretty hard-coded (and equal for all the main combatants more or less), but doctrine was not. If I have Japan with its L2 starting level give said bonus moves, that could represent their intricate manuevers that they worked so hard on prewar, while the Americans had kind of slacked off on upgrading their doctrine before Pearl Harbor. This would mean a Japanese destroyer would move 31 spaces, an American one 25.

I don't like this solution-easiest would be for the devs to push the max move rates to 35, but it is doable. Thoughts, gang?
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CaesarAug
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Re: War in the Pacific Release thread

Post by CaesarAug »

Well, if the developers don’t change the max action points initial setting beyond 25, you can include tech increases accordingly elsewhere as you mentioned.

Or you might decrease the turns, say to 7-days (or less), to slightly reduce the starting action points of naval units. Though of course, you may want to alter naval ZoC and the MPP normalisation to compensate, if you adjust time in turns along with changed action points.
El_Condoro
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Re: War in the Pacific Release thread

Post by El_Condoro »

I am not familiar with your mod but if you have trench warfare, shell production, or synthetic oil available, you can use any of those to apply an automatic bonus. That way it can be modified by country and ship. A +5 AP per level might be good and have the maximum level varied for country.

If you want it to be an incremental upgrade, instead, then I'd go with changing rocket weaponry.
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Nginear
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Re: War in the Pacific Release thread

Post by Nginear »

Elessar2 wrote: Wed Jan 17, 2024 2:14 am Just throwing an idea out there. I have been dissatisfied with ship movement rates for awhile now-capped at 25 in the editor. I am constrained by the techs-on the left I could use the empty Rocket slot, but that would need a 4th unit slot which doesn't exist. I could use a slot on the right for bonus move points, but I would have to burn an existing tech (most likely Radar tho I want to keep that).

I could put the bonus move points into Naval Weapons tho. Issue is that speeds were pretty hard-coded (and equal for all the main combatants more or less), but doctrine was not. If I have Japan with its L2 starting level give said bonus moves, that could represent their intricate manuevers that they worked so hard on prewar, while the Americans had kind of slacked off on upgrading their doctrine before Pearl Harbor. This would mean a Japanese destroyer would move 31 spaces, an American one 25.

I don't like this solution-easiest would be for the devs to push the max move rates to 35, but it is doable. Thoughts, gang?
I think a thematic case could be made for putting the AP changes with Amphibious Operations and just call it "Fleet Operations." Both US and Japan start at level 2, US did dramatically increase its fleet oilers which did increase a task force's range, and US must invest in Amphibs for success.

Another thing to consider is you have six economic techs tied up into two groups - one group of three increases morale for each branch, the other group of three increases max builds for each branch. I like the ideas in theory, and I like the radar, but I honestly don't think SC is a complex enough game to warrant 6 techs - I think some combining could be done. In reality (and I don't know what changes are on your list), Japan will never be able to invest in most of the techs anyway (if I recall I never did any tech past '42 maybe early '43 in my game). While I feel my game landed somewhere slightly below "close to historical" for Japan's final technology level, it also can be a bit of a downer to see all these cool techs that you are unable to invest in.

However, I would agree that slowing down the turns could be a solution to get APs and still invest in tech, but that almost needs a whole new set of data to balance production.
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