Long Road to Tokyo

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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HansBolter
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Long Road to Tokyo

Post by HansBolter »

Why was the Long Road to Tokyo scenario by IanR omitted from the Scenarios Available page?

I've been trying to find a way to hook up someone I met on the WitW forum with it and am having no end of difficulties.

Does anyone still have a link to it?
Hans

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Zovs
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Re: Long Road to Tokyo

Post by Zovs »

HansBolter wrote: Wed Oct 16, 2024 9:40 am Why was the Long Road to Tokyo scenario by IanR omitted from the Scenarios Available page?

I've been trying to find a way to hook up someone I met on the WitW forum with it and am having no end of difficulties.

Does anyone still have a link to it?
Hans, thanks.

Doing a deep dive I find this thread I need to sift through.

https://www.matrixgames.com/forums/view ... 8&t=319616

It seems Ian states its no obsolete with the older 2022 patch?

I am on version: 1.8.11.26b

So not sure.
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HansBolter
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Re: Long Road to Tokyo

Post by HansBolter »

I am also running 1.8.11.26b for my base game an all mods, including The Long Road to Tokyo.

I have been playing the scenario under that executable for over three years, without any problems.

Not quite 3 years ago, after retiring, I sold my home in the metropolis and moved to a rural location without hardline internet service. I refused to waste money on the overpriced and underpowered satellite service and had only my phone as a source of internet service. That's the main reason why I haven't upgraded to a more current version.

Recently, as a result of a state sponsored effort to extend hardline internet service to rural communities, I got a 2gb fiber optic connection. That is why I am active on the forums again.

If you can manage to get your hands on a copy of The Long Road to Tokyo, it should run fine under your current install.
I recommend setting it up in a separate install folder.

As you can see I have separate folders for the base game and two mods. The DBB folder is where I have TLRtT scenario.
The game can be copied to a new folder in its entirety and will run fine without having to fool around with executing a separate install. As can be seen by the manner in which I simply copied the main game folder into the mod folder. Then install the mod and any required artwork.
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Hans

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bigred
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Re: Long Road to Tokyo

Post by bigred »

HansBolter wrote: Wed Oct 16, 2024 7:02 pm I am also running 1.8.11.26b for my base game an all mods, including The Long Road to Tokyo.

I have been playing the scenario under that executable for over three years, without any problems.

Not quite 3 years ago, after retiring, I sold my home in the metropolis and moved to a rural location without hardline internet service. I refused to waste money on the overpriced and underpowered satellite service and had only my phone as a source of internet service. That's the main reason why I haven't upgraded to a more current version.

Recently, as a result of a state sponsored effort to extend hardline internet service to rural communities, I got a 2gb fiber optic connection. That is why I am active on the forums again.

If you can manage to get your hands on a copy of The Long Road to Tokyo, it should run fine under your current install.
I recommend setting it up in a separate install folder.

As you can see I have separate folders for the base game and two mods. The DBB folder is where I have TLRtT scenario.
The game can be copied to a new folder in its entirety and will run fine without having to fool around with executing a separate install. As can be seen by the manner in which I simply copied the main game folder into the mod folder. Then install the mod and any required artwork.
Good to see your posting again on the threads.
---bigred---

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Zovs
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Re: Long Road to Tokyo

Post by Zovs »

Thanks, I am pretty sure that 1.8.11.26b is the most current version, there is a beta version but its been in the hopper/build pipeline for over two years now.

I'll keep digging around and see if I can find it. I found one version here that contains:

aei031-01.dat - aei031-20.dat (20 files)
*030.* files (11 files)
*031.* files (11 files)
*.bmp files (39 files)

All are in 5 folders so I need to figure out how to construct them for a JSGME file (I currently have 63 various mod files I converted to use with JSGME it makes swapping out and trying new maps, UI and scenarios are breeze). So I'll make one up for this scenario eventually (I made two DaBabes ones, A and B but I don't think I have tried them yet).
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Zovs
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Re: Long Road to Tokyo

Post by Zovs »

Here is a listing of the ones I converted thus far (over the course of a few years).

Code: Select all

Babes-Lite_A/
Babes-Lite_B/
Battle Icons/
Bellum Pacifica V3/
Bellum Pacifica V3 Extended/
Borders/
Chemkid-Topo Map Project Dot (X)_u1/
Chemkid-Topo Map Project Hex (X)_u1/
Combat Screens/
Combined-Halsey-Korvar-Ship-Insignia/
DaBabes-Big_A/
DaBabes-Big_B/
Focus-Pacific-ext-map/
Halsey-Ship-Insignia-Korvar-Additions/
JSGME.ini
Kamikaze Bellum Pacifica Map/
Kamikaze Bellum Pacifica Map Extended/
Land-Air-Insigna-Mod/
Map data - Stock 2021 + DBB-SL/
Michael Smith-Empire-v2.0/
Platoonist-High-Viz-MapIcons-v1.0/
Reluctant-Admiral-v8.0/
Skacee-1-Art-Mod/
Skacee-1942-Stock/
Skacee-BoxBackground/
Skacee-BoxUnitIcons/
Skacee-Chemkid (stock) finished/
Skacee-CombatReports/
Skacee-CombatScreens/
Skacee-FLAT-strips/
Skacee-FirstMenuandSetup/
Skacee-HistoryDetail/
Skacee-MainButtonsandMenu/
Skacee-MenuReportWindows/
Skacee-Minimaps/
Skacee-MissionandGroundBMP/
Skacee-OnMapIcons/
Skacee-Ribbons/
Skacee-Stock finished/
Skacee-TP2C-Stock/
Skacee-TargetSights/
Skacee-TopMenunoFLAT/
Skacee-UnitsButtons/
Skacee-Yamamoto (extended) finished/
Unified_Plane_Mod_AE_v2/
WitP-AE Map - Andrews Extended 2021/
WitP-AE Map - Stock 2021/
WitP-AE Map - Stock 2021 WiF-style/
YamatoDamashii v2/
YamatoDamashii-UI/
YamatoDamashii-UI-Darkened/
YamatoDamashii-UI-Darker-Zovs/
YamatoDamashii_CloudyDay_v1_extended/
YamatoDamashii_CloudyDay_v1_stock/
YamatoDamashii_RainyDay_v1_extended/
YamatoDamashii_RainyDay_v1_stock/
YamatoDamashii_SunnyDay_v1_extended/
YamatoDamashii_SunnyDay_v1_stock/
YamatoDamashii_SunnyDay_v1_stock - Zovs/
tmp-patch-fix/
zovs-tweaks/
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Beta Tester for: War in the East 1 & 2, WarPlan & WarPlan Pacific, Valor & Victory, Flashpoint Campaigns: Sudden Storm, Computer War In Europe 2
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Zovs
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Re: Long Road to Tokyo

Post by Zovs »

These are the ones I am currently using.

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Tester for WDS games
Ian R
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Re: Long Road to Tokyo

Post by Ian R »

HansBolter wrote: Wed Oct 16, 2024 9:40 am Why was the Long Road to Tokyo scenario by IanR omitted from the Scenarios Available page?

I've been trying to find a way to hook up someone I met on the WitW forum with it and am having no end of difficulties.

Does anyone still have a link to it?
The scenario didn't work any more with the 2022 patch (.27) because of the map changes.

The locations file in the scenario files identifies specific bases by the data line # they are on for several purposes. For example, reinforcement unit arrival. The Suez base in .27 is in data line 815. Many Commonwealth reinforcements appear there. In scenarios on previous maps, base #815 was Aden. That was not really a problem, there was no need to change the unit arrival location in the old scenario files (and, I infer, this is why the location number was re-used), if you could put up with what was effectively about a 5 day delay in shipping everything forward to Karachi or wherever.

The problem, however, is that that location base # is also referenced for on map start positions, and more significantly AI scripts. I haven't looked at it in enough detail to guage what amount of work would be needed to go through and amend the existing scenario files so they are consistent with the .28 version, but it seems reasonably obvious that the best way to go about it, if it is done at all, is to take the .28 nasty ironman scenario and rebuild the mod afresh.

I did do something along those lines with .27, although not quite the same scenario, and have been testing it. This version had some extra things at the front end for the allies, including Admiral Henderson's proposed Pacific strike carrier squadron with Supermarine S.333 shipboard fighters, Hawker Henly II dive bombers, HMS Unicorn in her designed aviation support ship role, and other interesting bits and pieces. This might end up spawning a v.28 sceanrio, but not in the short term.

In the meantime, you could in theory do a separate install patched to v.26B, copy and paste the v.28 exe in and in effect use it with the old standard map.
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PaxMondo
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Re: Long Road to Tokyo

Post by PaxMondo »

Ian R wrote: Wed Nov 27, 2024 5:52 am In the meantime, you could in theory do a separate install patched to v.26B, copy and paste the v.28 exe in and in effect use it with the old standard map.
This is prolly the easiest, or simply just run on the version to which it was designed. I'm still running the 1108r9 for my mod (which is the last Michael beta prior to the v.26 release, effectively the same thing). I'll update my mod to the new release when that it issued.
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