Downfall Scenario and Mod Bugs

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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warpig06
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Downfall Scenario and Mod Bugs

Post by warpig06 »

I've played the Downfall scenario a few times, it has a few bugs in it, but nothing major. Then I decided to use the Editor to mod it (mostly to relocate all the West Coast units to Manila, so I wouldn't have to mess around with 2 months worth of troop convoys across the Pacific; also to extend the game time limit from 1 year to 2 years). Now when I play it, I am having problems getting supply moved from one base to an adjacent base. This doesn't happen when I take Taiwan or Korea, but only when I start taking cities on the Japanese mainland. I've got way north of a million at Shiminoseki, but zero at Tokuyama, right next door, for example. I can resupply Tokuyama by ship (at the expense of kamikaze attacks), but when I attack the next city hex (Hiroshima), my troops don't bring supplies with them. It's unsustainable unless I amphibious assault every single Japanese city.

Is there a secret hack to fixing this problem, or am I stuck with the original scenario sans any mods? Has anyone modded other scenarios and seen the same thing?

Thanks

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BBfanboy
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Re: Downfall Scenario and Mod Bugs

Post by BBfanboy »

That doesn't sound like a mod bug - it's just the way supply works in some spots. Supply flows to where the demand is - HQs, troop concentrations, active combat, larger base and especially the largest port. I bet Tokuyama does not have enough size or troops to draw supply to it. Put an HQ there and build it up. If you go to Hiroshima and attack it the supply will still follow your troops there even if they don't stop at Tokuyama.
When I played the IJ side to see what it was like, Tokuyama was always short on supplies.
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PaxMondo
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Re: Downfall Scenario and Mod Bugs

Post by PaxMondo »

warpig06 wrote: Fri Dec 13, 2024 8:00 pm ...I've got way north of a million at Shiminoseki, but zero at Tokuyama, right next door, for example. ...

Is there a secret hack to fixing this problem, or am I stuck with the original scenario sans any mods? Has anyone modded other scenarios and seen the same thing?
I agree with BBFB, this doesn't seem like a mod bug per se. But let's find out.

Please post 2 screens shots, the first with Hexside terrain showing (F6) and then with Hexside ownership showing (w). In both cases be sure to turn off the previous effect before choosing the next one AND be sure that you have NOT selected Tokuyama as your hex, but get Tokuyama centered in your screenshot.

Once you post these, we'll see what we have ....

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warpig06
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Re: Downfall Scenario and Mod Bugs

Post by warpig06 »

Thanks for responding. A couple of additional notes:

-I'm following the same invasion script in the modded game as I used for the unmodded game, and never had these supply issues.
-Im experiencing the same supply issues with Matsue and Tottori.
-The only reason any of my cities (besides Shimino) have supply is due to B29 resupply or AK cargo task forces.
-Before I invaded Hiroshima, my entire 1st Army was parked at Tokuyama; had tons of support points/HQ units stacked there. I watched the supply go from 150k to like 10k over the course of a week (before the AK/B29 resupply).

Here's F6:

https://ibb.co/D5Rfh0w

Here's w:

https://ibb.co/k1kz438

Thanks for your help!
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PaxMondo
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Re: Downfall Scenario and Mod Bugs

Post by PaxMondo »

Ok, nothing wrong with your pwhexe file.

So, your game file got corrupted. Either bad luck OR your modding exceeded an internal boundary.

Based upon your original post:
  • Double check your end date. Make sure it is what you planned.
  • Then go into your mod file and double check that you didn't make an error in the new location (changing it from WC to Manila.
If that fails, try a restart and see. If it is a persistent error, it is a modding error, and something other than the location. Very hard to say. I would do a file compare between the original and your mod files and check that way. If it does not reappear, it was bad luck, you had a memory fail or something like that.
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warpig06
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Re: Downfall Scenario and Mod Bugs

Post by warpig06 »

Thanks, Pax.

I THINK I figured out the problem. I ran a few test scenarios and got the same problem, just at different locations (Takao, Shimino, Shanghai). The common denominator was super stacking B29's at a single base. Size 9 airfield with several thousand non-B29 a/c worked fine (supply distribution to adjacent hexes), but as soon as I put more than 800 (plus or minus, still haven't gamed out the precise number) or so B29's into a non-island base, I ran into the familiar supply distribution problems. As soon as I relocated some of the B29's, the supply problem disappeared. I had 3x supply points at my B29 bases, so it wasnt like I was starving adjacent hexes to feed my bombers.

Weird.

At least I know how to manage the "bug" now and it isn't terribly disruptive.
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Sardaukar
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Re: Downfall Scenario and Mod Bugs

Post by Sardaukar »

I have had same problem in DaBabesLite game.

B-29s somehow hog supply way more than any other plane. I have not found why.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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Yaab
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Re: Downfall Scenario and Mod Bugs

Post by Yaab »

Well, there is some initial jump in supply required at a base once you rebase an air group, but it resets after a few turns.

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bradfordkay
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Re: Downfall Scenario and Mod Bugs

Post by bradfordkay »

Sardaukar wrote: Mon Dec 23, 2024 9:44 am I have had same problem in DaBabesLite game.

B-29s somehow hog supply way more than any other plane. I have not found why.
Well, it might have something to do with having more than double the payload of any other a/c in the game.
fair winds,
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PaxMondo
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Re: Downfall Scenario and Mod Bugs

Post by PaxMondo »

bradfordkay wrote: Mon Dec 23, 2024 6:57 pm
Sardaukar wrote: Mon Dec 23, 2024 9:44 am I have had same problem in DaBabesLite game.

B-29s somehow hog supply way more than any other plane. I have not found why.
Well, it might have something to do with having more than double the payload of any other a/c in the game.
Yeah, this looks like a variable exceeding its range ... and 800 B29's at a single base could easily do that ...
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warpig06
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Re: Downfall Scenario and Mod Bugs

Post by warpig06 »

PaxMondo wrote: Tue Dec 24, 2024 7:32 pm
bradfordkay wrote: Mon Dec 23, 2024 6:57 pm
Sardaukar wrote: Mon Dec 23, 2024 9:44 am I have had same problem in DaBabesLite game.

B-29s somehow hog supply way more than any other plane. I have not found why.
Well, it might have something to do with having more than double the payload of any other a/c in the game.
Yeah, this looks like a variable exceeding its range ... and 800 B29's at a single base could easily do that ...
Plus or minus LOL
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PaxMondo
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Re: Downfall Scenario and Mod Bugs

Post by PaxMondo »

Well, think about it. I'm not sure that there is a base today that could handle +800 B29 for combat ... I mean, fuel, bombs, techs, hard stands ... yeah, I mean the boneyard down near Tucson might be able to park that many, but actually be able to operate them? Not really my area of expertise, but just saying it would take a good sized metro to support that many combat ready aircraft ...


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Sardaukar
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Re: Downfall Scenario and Mod Bugs

Post by Sardaukar »

Considering that Tinian's 4 airfield complex was biggest in WW II and it hosted 269 B-29s, so 800 would really be pushing it...
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

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