Mod: MEGA Pacific - Most Realistic Yet - v3.0

Strategic Command WWII: War in the Pacific is a turn-based strategy game. It offers a comprehensive experience of the Pacific Theater, challenging you to achieve victory in one of history's greatest conflicts.
gigiduru
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by gigiduru »

OldCrowBalthazor wrote: Fri Apr 18, 2025 9:15 am
Nginear wrote: Thu Apr 17, 2025 1:02 am
Totlen wrote: Wed Apr 16, 2025 5:32 am I'm the opponent. He might of enjoyed the game but for the Allies it was one disaster after another. :)
Totlen, I'm curious how your game compared to my current PBEM? We are in May '42. The AAR is here:
https://www.matrixgames.com/forums/view ... 4#p5220024

I am definitely going to improve China's position and lower some unit costs. I have nary been able to afford purchasing a unit or tech. Any feedback you care to pass along? Some changes are easy, some may require more scripting skills than I possess.
Hi. Hey I have been hotseating this off and on and I agree about China being too soft. Btw designing China is extremely hard to get the balance right.
Three points that have been brought up regarding China and which I agree:

1) Infantry should be way cheaper and plentiful, particularly for the Nat.Chinese.

2) Infantry upgrade research should be lowered.

3) Partisans. Has mentioned above, Lothos's TRP Mod (latest versions) handles Partisans really well especially in the Soviet Union. Even if all the P hexes are covered, Partisans can still spawn on the map. Another feature is random and regular resource hits over a wide range centered on P hexes...even if covered. The latter feature really can put a crimp on supply and operating (RR). This feature (in China) has been around for at least a year in TRP World. It helps off set the huge Japanese advantage early in the war.

As it is right now (and this was an early problem in the Pacfic Beta, China is isolated and Japan can pour all the coals on with only marginal help from the W.Allies till way deep into 1943.
In fact Japan got bogged down in China and really couldn't make a supreme effort on the Chinese till Ichgo operations in 1944.

I would suggest asking Lothos how he designed his partisan mechanics to work as well as they do in his TRP Mod.

Again. Getting China designed right is down right hard. Also, since this MegaPacific mod is designed for MP, getting an accurate test data may take some time. Both opponents got to be at least close to at the very least the basic game mechanics.

Like I told you before. I will cover this mod on YT and hope to play a epic scale MP match of this.

Appreciate all you have done with this!
Cheers
Hmm thinking of how to balance China in all SC games i had an idea. Don't know if it's good or not or even possible but here goes.

The problem with balance in China - as how i understand it - is that you can't really simulate reality. Being a game you need to give Japan a chance to subdue China because otherwise when the heat becomes more intense from the Western Allies - China can start limited offensives to further drain the limited MPP income of Japan.

So with that in mind why not make it so that China cannot launch any offensives (not meaningful ones) and also make it so Japan cannot rofl-stomp China in reverse.

My idea is based on the design of the Garrison unit from TRP (again TRP :P ) - said unit is a 1 AP unit that has the defensive values of a corps but does poorly on the attack.

And my solution is this - How about you create a Chinese unique unit that has the defensive capabilities of an existent Chinese corps but only half the offence and only 1 AP. Why 1 AP ? - and this is the basis of my idea - because you want it to be able to only defend and not move in an attack - since with 1 AP you cannot enter in a ZoC. Also make it VERY cheap (35/40 MPP) and also very cheap to operate (5 MPP?) and also cheap infantry and AA upgrades ( 15 MPP for weapons and 10 MPP for AA) but fairly expensive supply depots (50 MPP ?) that give it 2 AP (and so the possibility to actually go on the offensive). Or don't give it supply depot upgrade capability to keep it at 1 AP.

This unit should have a high build limit (40/50 ?) in order for it to exemplify the numerical advantage the Chinese had. As far as for the other units they should have a very limited build limit (max 5 corps - 10 divisions? ) and you can make them fairly expensive. Also give China more HQ's but with a very poor rating (2/3/4) so they can attach those garrison units.

So the basic strategy for China would be to spam 4/5/6 garrison units ( with the Burma road aid from the western allies) each turn and put them EVERYWHERE while trying to keep a small but very well equipped 'professional' army for covering gaps or going on very limited offensives.

I don't know how it will work and it will require testing but in my head the limited AP of those garrison units will limit China from doing anything meaningful with them on the offensive but give it a chance of survival by numbers on the defensive.

What do you guys think about this ideea?
Totlen
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by Totlen »

Hi There:

I too have a number of observations and I will post them over time. Here are three:

Japanese subs

I too think the Japanese subs are too OP. It was May 1943 before the USN got ASW 1 and the Japanese subs were at level 3 -- essentially the IJN sub fleet can do serious damage to the USN and the latter can't even scratch the paint of the subs until their DDs are all re-fitted. This takes time, during with the IJN subs can have a field day unless the USN beats an immediate retreat.

Indian Medium bomber

it seems a bit harsh to be unable to rebuild the Indian bomber.

Disappearing Indian Commander

I had a situation where I was retreating out of Burma (I do a lot of retreating :| ) and it was apparent the HQ was not going to make it, so I swapped out the 5 rated commander from the HQ in Burma and replaced it with the the 1 value commander. I assumed the 5 rated commander would remain available when I built another HQ or decided to put him in charge of the HQ in south India. Not the case, once I swapped commanders of the HQ in Burma the 5 rated commander was gone forever. This is, I think, probably a bug.

That's all for the moment. This is an epic mod, right now I would call it a diamond in the rough.

Totlen
Nginear
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by Nginear »

At least the digital barfight was taken outside before it wrecked house. All my binary code might have been destroyed :D !

gigiduru wrote: Fri Apr 18, 2025 5:47 pm What do you guys think about this ideea?
Hmm...well, actually, this might work well with the "Fortified Position" unit (pillbox in vanilla). Currently it has 2 AP and only China/India/Japan can build them. I didn't think about adding them into China at start, but that could be a good solution and it will add some variety to their front line. As you mentioned, making them 0-1 AP so once they are placed they cannot move (you cannot adjust operating costs for individual unit types). If I put a couple in the build que they could be kept in reserve until the player feels the need to drop 'em. Or I could put them in cities and that would free up the Corps. I'll have to experiment with them. Thanks for the idea!

My goal with China is:
1) If Japan REALLY wants China, I think they should be able to conquer after devoting a lot of resources. I want to keep some sandbox here since it adds more guessing for the Allies, and options available for Axis.
2) I don't want China to be able to kick the Japanese out, or push them all the way back to Korea. Limited gains, yes. Widespread push back, no.
3) Keep China as a permanent punching bag. Japan should have to pay at least partial attention to them or else they will start to make local gains.

I am going to look into TRPs partisans, since multiple people spoke very highly of that.

All in all, China will be buffed, especially as I add more unique characteristic in each country (China will get cheaper infantry, but expensive to upgrade as supplies were limited, even with the Burma Road).
Nginear
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by Nginear »

Totlen wrote: Fri Apr 18, 2025 6:20 pm Japanese subs

I too think the Japanese subs are too OP. It was May 1943 before the USN got ASW 1 and the Japanese subs were at level 3 -- essentially the IJN sub fleet can do serious damage to the USN and the latter can't even scratch the paint of the subs until their DDs are all re-fitted. This takes time, during with the IJN subs can have a field day unless the USN beats an immediate retreat.
This does give me an idea to lower the torpedo tech raider values. Japanese sub doctrine said attack the naval ships not merchant shipping, but currently its torpedo tech is increasing both (that is what Submarine Warfare doctrine is for). I will make a note to change that.
Overall, I am going to be increasing the tech % gains per turn, so research will be faster. I agree that May '43 to get level one is to long. Not much hope in getting the atom bomb on time with that progress.
Last, after doing some more research, the Japanese destroyers had abysmal depth charge abilities, especially in 1942. I'm going to lower Jap destroyer's sub attack to 1 (-1), and leave Allies at 2.

"unless the USN beats an immediate retreat." - I found this was the best strategy for the first couple of turns. Empty out Pearl Harbor and RUN away!

Totlen wrote: Fri Apr 18, 2025 6:20 pm it seems a bit harsh to be unable to rebuild the Indian bomber.
Great Britain can build them. My thinking on this one (and for the mod in general): is that British Raj ( or ___ country) had no industry to make aircraft, it all had to be shipped in boxes or flown. Australia can make fighters because they actually designed and had the ability to manufacture them (CAC Boomerang).
Totlen wrote: Fri Apr 18, 2025 6:20 pm Not the case, once I swapped commanders of the HQ in Burma the 5 rated commander was gone forever. This is, I think, probably a bug.
I'm not really sure on this one!

Totlen wrote: Fri Apr 18, 2025 6:20 pm This is an epic mod, right now I would call it a diamond in the rough.
Thanks! I hope you try it again on the next update!
Totlen
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by Totlen »

Lothos wrote: Thu Apr 17, 2025 6:50 pm
Totlen wrote: Wed Apr 16, 2025 5:32 am I'm the opponent. He might of enjoyed the game but for the Allies it was one disaster after another. :)
I have no idea who you are, would you like to clarify who you are in the game match we played? Can't have an intelligent conversation unless I have context.
This is Hawkwood from the discord channel. I was actually playing gigiduru in the Mega Pacific game when I said the Axis had a wonderful time but for the Allies it was one disaster after another. I might posted my original comment to the wrong string.

Totlen
Nginear
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by Nginear »

I've still got a lot left to do on my improvement list, but here are pics of what I have been working on for China and Communist China. While the Fortified Position unit was available before, I have increased its availability and changed its function slightly. It now is stronger in defense than offense, but does get two strikes. It has 0 AP but is cheaply reformable. I am designing it more as a roadblock - buying time for the Chinese armies to dig in or maneuver away. Keep one in deployment que ready to be used at the right moment to block the Japanese advance! Save the Chinese Corps for counter attacks.

The other noticeable change you will see is the Communist Villages each have a partisan unit. This unit is being retitled as "Guerilla Base" and is a unique unit. It currently has a 0 AP (I may change this to 1 after more testing), but has a strike range of 4 with high evasion. It is not a particularly powerful unit, but its usefulness lies in attacking to lower the morale/readiness of a unit (4 strikes can noticeably affect a Japanese unit), striking at ships in port (if within range), or attacking weaker units for damage. Its almost as if I knew what I was doing when I plopped the villages on the map back in version 1.0 :D
Historically, CC was much more adept at guerilla warfare than Nationalist China. And they had pretty advanced tactics, even tunnels to use. You can read more about it here:
https://www.pacificatrocities.org/blog/ ... rld-war-ii

I also deleted 2 of 5 Japanese garrisons in China. The Japanese currently enjoy a shaky truce with Communist China (the Allied player can still elect to build regiments in the North/South base, in which case the supply scripts will fire), and will not be at war until sometime in 1943. If the Japanese player decides to declare war early, they will need to conquer each village and garrison them in order to stop the guerilla attacks.


China also received an AA and Engineer unit in the production que available at start, and a decimated airforce sitting in the rear area. I also will be reviewing all the partisan spots in China.

All in all, China has received an additional 9 land units, some forts, and a (depleted) airforce. Movement costs where also increased to be +1 over a river, and +2 over a major river, so that should slow down the Japanese advance a slightly (and make the roads more important).
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Nginear
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by Nginear »

Hey folks, so an update is in the works.... going to jump to v3 0. If you have noticed, the bigger the number jump the more changes. Got lots of stuff in the works, everything from making the countries more different from each other, to a couple of new decision events.

Unfortunately, I am hitting a bit of a busy time so the update is gonna be a bit longer.
Raptor341
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by Raptor341 »

I would also like to second major changes the way the mod represents IJN submarines. Currently, IJN submarines start with Tech Level 3 which increases both range (historical) but critically, also evasion.

To very briefly summarize, IJN fleet submarines focused on long range and autonomy for operations in the wider Pacific. To this end, they generally had excellent endurance but this was also paired with the fact that, in general, their hull designs were not stressed for deep diving (200 FT +), which made they very vulnerable to ASW efforts, even in the early war in comparison to say, German Type VIIs or IXs. On top of this, because IJN fleet boats were large (with some classes such as the B2 including a scouting seaplane), their time to dive (evasion) and maneuver underwater was very slow compared to most other nations designs. Note that this does not mean that the Japanese didn't learn or evolve their designs but by time they did the war had already turned against them. The Japanese medium types like the RO series moved from long-range fleet type submarines to medium range types that have more in common with designs like the Type VII - however, they too suffered very heavily from USN ASW and never had the same design quality or performance as later Type VIIs (still being relativity shallow diving and lesser armed).

"Compared to German submarines, Japan's huge boats were relatively easy to sight visually and with radar, slow to dive, hard to maneuver underwater, easy to track on sonar, and easy to hit. Japanese hulls were also not as strong as those of German boats, and therefore could not dive as deeply nor survive such rough treatment. Also, they lacked radar until the first sets were installed in June 1944, and never had sets as good as the Allies possessed."
http://www.combinedfleet.com/ss.htm

My suggestion for the mod then is as follows:

1. IJN submarines should have an +2/+3 AP boost by default as built.
2. Japan starts at submarine tech level 0.
3. Japanese submarines have -10%/-15% evasion as standard.

Second suggestion:

If possible, add another unit to the Japanese unit list, based off of the RO-100 class submarines. This unit will represent later war medium range coastal defense submarines that they focused on as the war progressed to replace the long-range pre-war fleet submarine designs.

1. RO-100s would not have the AP boast of IJN fleet submarines, but would be cheaper.
2. RO-100s would befit from evasion as submarine tech increases, while IJN fleet submarines do not (if possible).

*I also noted that you added the A-Series midget submarines in game. If you wanted to keep those in I would also recommend adding them as a separate unit as they can be upgraded by the player and turned into "regular" submarines. Low cost, low build time, very low AP, low attack, no naval spotting - in short, a very limited coastal defense submarine or one-way attack submarine, as almost all attacks by IJN midget submarines were.

Some references (the Combined Fleet website has a descriptive overview of IJN submarine operations, with references)

http://www.combinedfleet.com/ss.htm
https://en.wikipedia.org/wiki/Type_B1_submarine
https://en.wikipedia.org/wiki/Ro-100-class_submarine

If you have any specific questions or comments on ASW and submarine warfare I would be happy to discuss it, it is a professional interest of mine.

Cheers!
Nginear
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by Nginear »

Thanks for the feedback! I hope you are enjoying the mod.
Raptor341 wrote: Sat May 03, 2025 2:15 pm I would also like to second major changes the way the mod represents IJN submarines. Currently, IJN submarines start with Tech Level 3 which increases both range (historical) but critically, also evasion.
Ahh, you're calling me out lol. If it is one thing I have learned as a designer (I have designed two SC mods and a card game) it is: during the design phase if you think "meh I'll gloss over this problem, maybe no one will notice" you will get caught! The issue as you pointed out is: the fatter the sub the worse its dive chance IRL, which is opposite the way the upgrade works. This becomes a problem because it is hard-linked to the first upgrade "slot" on a sub. I'm going to check with the Devs to see what is linked to what...but you gave me an idea. If I can link Search Radar to dive chances, and keep Adv Subs as +AP, then that might be the most realistic that can be done. Japan is already handicapped on Radar in its chit limits. But I am going to have to consult the devs for this one (there are a lot of unwritten connections in the editor; moving one tech around sometimes affects an unintended unit). Search Radar sounds realistic IRL to helping a sub dive.
Raptor341 wrote: Sat May 03, 2025 2:15 pm My suggestion for the mod then is as follows:

1. IJN submarines should have an +2/+3 AP boost by default as built.
2. Japan starts at submarine tech level 0.
3. Japanese submarines have -10%/-15% evasion as standard.
Note the next version, has a lower native DD vs sub stats from 2 to 1 for Japan. Based on my research, Japan's ASW tech was very lacking, even carrying fewer depth charges than American destroyers. Or do you think only lowering the dive chance is enough balance?

If search radar doesn't work out, I'll definitely be lowering the starting dive chance.
Raptor341 wrote: Sat May 03, 2025 2:15 pm Second suggestion:
If possible, add another unit to the Japanese unit list,
Alas, this isn't possible. While there are several unused land unit slots, there no extra naval slots. All the units in the base games are what you get, there are no unused slots. In the case of the midget sub, it was more of a one-off creative idea, with near certainty in death. Technically a player could have it escape and fully upgrade it, but all it needs is one hit to sink it, so it is worth it for the Allies to hunt down.
Raptor341
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by Raptor341 »

Thanks for the detailed reply!

1. I like the idea of linking Search Radar tech to evasion chance. While not 100% perfect in that, for example, adding search radars to the large fleet boats of the IJN did nothing to improve their ability to actually evade an attack once detected, it does in general give a higher situational awareness which itself tends to improve survival. More to the point, if you abstract Search Radar tech as Electronic Warfare tech, then it works as it allows for ESM systems (systems that detect radar emissions), which was much more useful for a submarines survival than a search radar (which could also be counter-detected by ESM systems on USN vessels and make you even more of a target).

Try your idea, I think it may work.

2. Japanese ASW should still be limited by default as you suggested. It is keeping with historical themes and the doctrinal thinking of the IJN until later in the war. The Japanese player should really have to invest in ASW if they want to fix the IJN pre-war/early-war focus on decisive battle with the enemies' main fleet at the expense of nearly everything else, like effective ASW.

Need to run for now, excellent mod, keep it up!
Nginear
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by Nginear »

No 3.0 yet! I am making progress, but continue to be busy. Not that this is relevant, but I tore apart my riding mower and gave it a full work over, including stripping rust and re-painting. Trying to keep that machine running as long as possible. I can fix small engines well enough as a hobby...but I would starve if I had to make a living off it (I'm slow and overly reliant on Youtube).

Anyway....a few sneak peek updates (no estimate on launch) just to keep ya'll coming back. The change log is much longer :D
Subs and ASW have been recalibrated. China is buffed and not such a push over. Communist China has a whole different playbook with "Guerilla Bases" striking up to 4 hexes away.

I have an idea for Chinese Partisans, the question is not "can I" but "should I delay the update more to get it working." My idea is that a Garrison unit will only stop partisans from forming, but will not stop supply or strength attacks. If you place a military unit over the partisan hex, then it will stop all activity. But that would require double the amount of scripts. I suppose once I get one written, it would go quickly. What do ya'll think of the Garrison/military unit idea?

I have also been working on a master list of country specific advantages/disadvantages. Some of these are already in play, some are new changes. #/#/#/#/# = research % chance, each level

Unique country characteristics:

USA:
5/3/3/2/2 = 15
-Infantry is cheaper.
-Sea Planes medium range, upgradable capabilities, low defense, high evasion chance. Cheap and 3 months to produce.


Great Britain:
4/3/3/2/1 = 13
-GB has been focused on maintaining naval supremacy over Germany. Not expecting an attack in the Pacific, it has precious few combat ready ships to spare.
-Sea Planes are short range, good defense, excellent ASW. Medium Cost and 4 months to produce. Upgrade adds evasion.
-Carriers have armored decks, +1 on defense ratings, but -3 AP.


British Raj:
3/3/2/1/1 = 10
-Begins the game focusing its industry on developing aircraft and production.
-Expensive to repair ships.
-Sea Planes are short range, good defense, excellent ASW.

Australia:
3/3/2/2/1 = 11
-Begins the game focusing on developing its industry and improving her navy to counter the Japanese.
-More expensive to reinforce ground units due to limited manpower.
-Sea Planes are short range, good defense, excellent ASW.

China:
3/2/2/1/1 = 9
-High inflation environment, so upgrades are more expensive.
-Cheaper to reinforce infantry units - manpower is cheap.
-Builds forts slower
-China focuses on Fortified Positions. Relatively cheap and quick to build.
-Only needs 4 supply to reform infantry units (Division/Corp/Cavalry).
-Has some units in Pre-Deployment que for variety placement.
-Starts the game with a severe Corruption hit to randomize unit health. Starting in mid-Jan '42, there will be a 10% chance of a small Corruption hit each turn.


USSR:
3/3/3/2/1 = 12


Dutch East Indies:
3/2/2/1/1 = 9


Communist China:
3/2/1/1/1 = 8
-Modern supplies are very slow to arrive, upgrades more expensive.
-Builds forts slower
-Communist China focuses on Guerilla Bases.
-Supply Depot is cheaper since it draws supplies from the locals.


Japan:
3/4/3/2/1 = 13
-Submarines start with +3 AP, but upgrading subs is more expensive.
-Assembly lines are expensive to switch, upgrading aircraft is more expensive, but reinforcing single engine aircraft is cheaper.
-Japan is slow to adopt new technology, but is quicker in the 2nd year.
-Aircraft development chits are limited due to the tug of war of Army vs Navy competition.
-To increase range, Japanese aircraft skimped on armor and survivability. Aircraft start with lower defense ratings than Allied.
-4 engine Sea Planes have extreme range and highly defensive but expensive and long to produce.
-Destroyer starts with -1 attack vs submarines
-Builds forts faster
-Heavy Cruisers use torpedoes, not fire control.
-Japan is handicapped in the 4 engine aircraft area. They have little manufacturing experience with aircraft that large and are extra expensive.
-Fortified Positions have 1 AP so you can move them to an island.
-Antiaircraft upgrades are more expensive, as they did not focus on this area.
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OldCrowBalthazor
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by OldCrowBalthazor »

I like these proposed changes...including the garrison idea. Like the range of partisan resource hits for China. Supply dinks, and lots of them, are needed against the Japanese in that theater.
Anything that helps the Chinese not getting easily knocked over by mid 1943 by the Japanese is highly desirable by both sides in a fair match.
Playing the Japanese, I want to be struggling in China...or at least maintaining the status quo.
I do realize that China design has got to be difficult!

Hellsen and I want to do a series for our YT channels. It would be a big commitment. We are waiting to see how 3.0 works out.
I held off covering your mod till the major kinks get worked out. Looks like your close.

We want to be confident that things work fairly smooth...balance wise especially. Small little quirks not that big of the deal. See that even in vanilla. Discovery is made, and the devs fix it.

I would recommend you take your time with the China design quandary in response to what you wrote in your previous post. ;)

Cheers
Mike
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steevodeevo
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by steevodeevo »

Hi
I'm really liking the sound of this mod, but I only play single player. I read that the game has the 'base level' rudimentary AI opponent capabilities, but was interested that you said you may look at the AI scripts at some stage.

Is the view that the AI is still 'an 8 year old child' to play against or has it evolved? Also do you have any thoughts when you might turn to tackling single player AI capabilities or is it primarily intended for PvP games?
Thanks and good luck with the Mod
Steevo
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by Nginear »

steevodeevo wrote: Wed May 21, 2025 9:43 am Also do you have any thoughts when you might turn to tackling single player AI capabilities or is it primarily intended for PvP games?
Thanks and good luck with the Mod
Steevo
Thanks for the interest!

Short answer: no AI updates anytime soon.

Long answer (i.e. excuses): AI scripts have their own "language" which I have not even begun to learn. I am finally at a point where I am getting creative with the scripts for interesting decisions*...scripting isn't the hardest thing in the world but it is, at best, tedious and has a nominal learning curve.
I probably wont even tackle the AI until changes/balances slow down. This next version update has so many updates, I'm actually glad I haven't done AI because I would have to edit those too.

*for example, I have figured out a way to script events where Japan can "convert" an in-game Battleship unit (removing it from the board) to a carrier (adding it to the board), just like they did IRL. Or "Would you like to launch a third wave on Pearl Harbor?"

But I would love it if you gave it a try, even just hot seating yourself and let me know what is good/bad. I've incorporated quite a bit of suggestions from players in this next version.
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Robert24
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by Robert24 »

"Simply move an engineer next to it and a decision event will activate at the end of the turn, asking if you want to "build" the structures."

What type of scripts are the decision scripts using to build?
Nginear
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by Nginear »

Robert24 wrote: Wed May 28, 2025 2:16 am What type of scripts are the decision scripts using to build?
For building railroads and Ledo Road, I use a DECISION event with a #CONDITION that an engineer unit be next to the hex, then a TERRITORY script to transfer the tile. I created a neutral "Railroads/Roads" country that transfers ownership.

When placing an engineer next to a resource (ports, airfields, fortress), that is more tricky. On the basic level it is the same DECISION event, but uses a RESOURCE script to activate. Easy enough when the resource is not likely to be captured.
The problem comes in when said resource is captured without it yet being "built" by the original owner (Guadalcanal or Iwo Jima, for example). It can be captured, but remains a dead hex. So far I have not figured out a way to get the occupier to activate the occupied resource (If Japan captures undeveloped Guadalcanal, then Guad remains all zero supply and units are stuck there).

*WARNING boring script explanations that most people won't care about*
A RESOURCE script apparently can only be activated by the original owner, and it took me a long time to figure out that if you have two scripts, one for each opposing side to activate the same resource, then they cancel each other out and no one can activate the resource. Funny thing is, a non-owner script won't fire when just by itself either...so this has me on the road of Thomas Edison "just keep doing stuff until the light bulb works." I tried some using some TERRITORY scripts to transfer those resource tiles but it didn't transfer for some reason (this still might be a creator error on my end. It might be an order of events activation problem). On my list to try is having Japan annex all of the Solomons Islands, but then I have to create a script to re-annex that area if captured again...it just gets messy. And it won't solve isolated resources like Iwo Jima.
Or maybe I'm missing something really basic in all of this, like the #TYPE and #AI settings and it's a simple order of events problem. As I've said elsewhere, scripts have a lot of unwritten rules.
Raptor341
Posts: 85
Joined: Sun Jun 17, 2018 4:36 pm

Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by Raptor341 »

The updates look good to me, and I agree with the national stats at first reading. Keep up the good work! I'll reply with more if I think of it.
Nginear
Posts: 192
Joined: Sun Sep 04, 2022 5:29 pm
Location: 'MERICA

Re: Mod: MEGA Pacific - Most Realistic Yet - v2.52

Post by Nginear »

Here are pictures of the decisions I wrote to convert Pre-war Battleships. Japan has the option to scrap, modernize, or convert them into a CVL.
Not 100% realistic to what happened, but it's close enough at 90%...and 100% cool factor.
Attachments
Screenshot 2025-05-31 145821.jpg
Screenshot 2025-05-31 145821.jpg (117.45 KiB) Viewed 1109 times
hex.jpg
hex.jpg (188.39 KiB) Viewed 1109 times
de1.jpg
de1.jpg (366.79 KiB) Viewed 1109 times
Nginear
Posts: 192
Joined: Sun Sep 04, 2022 5:29 pm
Location: 'MERICA

Re: Mod: MEGA Pacific - Most Realistic Yet - v3.0

Post by Nginear »

V3.0 is posted! A special thank you to Dadude, gigiduru, Totlen, Raptor341 for comments and suggestions! Your input helped a lot. There are sooo many changes in this one. The biggest one is: I finally dove head long into unique country attributes so units and such are no longer all the same. I also started writing more unique things scripts for each country - ones that make a long term difference. I have plenty more ideas, but I'm a bit worn out for writing scripts at the moment. I'm especially proud of a script that allows Japan to scrap, upgrade, or convert an old battleship into a Fast Battleship or a CVL (much thanks to Bill for helping). I did not get around to implementing my partisan idea (garrison vs military unit), but I did remap and revise partisans in general, especially China.

All of this will make it the Most Realistic Yet!



Below is a full list of each countries attributes:
Unique country characteristics:

USA:
5/3/3/2/2 = 15
-Sea Planes medium range, upgradable capabilities, low defense, high evasion chance. Cheap and 3 months to produce.
-War focus on large bombers: Strategic Bombers are quicker to produce.
-Artillery first doctrine - minimum 2 shells per turn, max 3. Cheaper to produce.
-Mass produced Fletcher Destroyer - DDs are cheaper.
-Anti-aircraft Light Cruiser (CLAA): CL's have higher base anti-air ratings


Great Britain:
4/3/3/2/1 = 13
-GB has been focused on maintaining naval supremacy over Germany and Italy. Not expecting an attack in the Pacific, it has precious few combat ready ships to spare. It is focusing on ASW against Germany, which could benefit her Allies.
-Sea Planes are short range, good defense, excellent ASW. Medium Cost and 4 months to produce. Upgrade adds evasion.
-Fleet Carriers have armored decks = +1 on CV defense, but -3 AP. They also have excellent defense against kamikazes.
-Limited tank designs: Upgrading more expensive.


British Raj:
3/3/2/1/1 = 10
-Begins the game focusing its industry on developing aircraft and production.
-Technology is half price for easier adoption (copying is easier than starting from scratch). Does not share tech with anyone, but GB and USA share with it.
-Few dockyards = Expensive to repair ships. Ships take longer to build.
-Sea Planes are short range, good defense, excellent ASW.

Australia:
3/3/2/2/1 = 11
-Begins the game focusing on developing its industry and improving her navy to counter the Japanese.
-Technology is half price for easier adoption (copying is easier than starting from scratch). Does not share tech with anyone, but GB and USA share with it.
-More expensive to reinforce ground units due to limited manpower.
-Sea Planes are short range, good defense, excellent ASW.
-Domestic Fighter production: cheaper to purchase and reinforce.

China:
3/2/2/1/1 = 9
-High inflation environment and limited outside supplies = upgrades are more expensive.
-Conscription: Cheaper to reinforce infantry units.
-Builds forts slower
-China focuses on Fortified Positions. Relatively cheap and quick to build.
-Only needs 4 supply to reform infantry units (Division/Corp/Cavalry).
-Has some units in Pre-Deployment que for variety placement.
-Starts the game with a 1-3 SP Corruption hit to randomize unit health. Starting in mid-Jan '42, there will be a 15% chance of a 1-sp Corruption hit each turn. This only happens to infantry/calvary/fortified position.


USSR:
3/3/3/2/1 = 12
-Tanks are cheaper to produce and upgrade.
-Artillery is cheaper to produce.

Dutch East Indies:
3/2/2/1/1 = 9
-Not allowed to sell back research chits


Communist China:
3/2/1/1/1 = 8
-Modern supplies are very slow to obtain: upgrades more expensive.
-Builds forts slower
-Focuses on Guerilla Bases.
-Conscripts: Reinforcement cheaper
-Supply Depot is cheaper since it draws supplies from the locals.


Japan:
3/4/3/2/1 = 13
-4 engine Sea Planes have extreme range and highly defensive but expensive and long to produce.
-Heavy Cruisers use torpedoes, not fire control.
-Light Cruisers have +1 naval spotting and use Torpedoes instead of Single Engine Aircraft upgrade, lower AA: -1 defense against Bombers and Carriers, +1 naval attack (Long Lance).
-Medium bombers able to be equipped with torpedoes.
-Long range artillery - Type 96 "Pistol Pete" = +1 range when upgraded. Not as strong as Allied artillery. It is expensive.
-Fortified Positions have 1 AP so you can move them to an island.

The Good:
-Special ability: Pre-war Battleships can be scrapped, modernized, or converted into a Light Carrier.
-Long Lance: Torpedo upgrades on ships give 10% (instead of 5%) per level evasion on attack and defense. Destroyers and Light Cruisers +1 naval attack.
-Long Range Submarines: base subs start +3 AP and get +4 (instead of 3) AP with upgrades; but upgrading subs is more expensive. Target warship doctrine: Without Submarine Warfare tech, Japanese subs are less effective at raiding convoys.
-Builds forts faster.
-Super Battleship 18" guns: has +1 Attack & +1 Defense compared to USA's SBB.


The Bad:
-Assembly lines are expensive to switch = upgrading aircraft is more expensive; but reinforcing single engine aircraft is cheaper.
-Japan is slow to adopt new technology/ideas, but is quicker in the 2nd year.
-Aircraft development chits are lowered due to the tug of war between Army/Navy designs.
-To increase range, Japanese aircraft skimped on armor and survivability. Most aircraft start with lower defense ratings than Allied.
-Japan is handicapped in the 4 engine aircraft area. They have little manufacturing experience with aircraft that large and are very expensive.
-Lack of ASW investment: Destroyers and CVL start with -1 attack vs submarines.
-Limited AA development: Anti-aircraft Defense tech capped at level 2 (-1).
-Strained shipyards: All ships take much longer to build. Auxiliary ships and submarines build faster than Allies.
-Limited Tank production: Tanks are more expensive to reinforce. Medium even more so. Upgrading is normal cost.
-Converted Light Carriers (unarmored and small): CVLs -1 SP/aircraft compared to Allies.
mdsmall
Posts: 835
Joined: Tue Apr 28, 2020 11:36 am
Location: Vancouver, BC

Re: Mod: MEGA Pacific - Most Realistic Yet - v3.0

Post by mdsmall »

Hi - I have been taking an initial look at Version 3.0 of your very impressive mod. As a mod designer, I know how much unseen work goes into these things.

I have an initial very basic question: what were your reasons to use Elissar's super large War in the Pacific map? Was there a particular geographic area you wanted to have in greater detail? Or were there combat reasons why you wanted a smaller scale map? I ask because I have to say that I find the polar projection used in your mod quite disorienting. I am sure one would get used to it over time, but it would be good to know what are the advantages to using it.

A couple more map related comments, none of which are terribly important to the game per se.

- Why is the Bering Strait filled in and there is now a land bridge between Siberia and Alaska? Of course, no play will ever take place up there, but it does look rather weird. If you just needed to place those dummy capitals on the map, you could have created some islands (I used some islands in the far north of Russia for the same purpose in my Icarus mod).

- All of British North Borneo has been mislabelled as Brunei, and the town of Sandakan should not be on the border with Borneo in the Dutch East Indies.

- You have Cairns twice on the map. I think the second Cairns, with the airfield, should probably be labelled Cooktown and the town that is labelled Cooktown should be Port Douglas,

- The port on the south-east coast of Australia near Canberra should be labelled Jervis Bay. In real life is a bit further north of Bateman's Bay and is a deep bay which could easily serve as a naval port.

- Tasmania really does not look right. The Bass Strait should be at least one hex narrower (possibly two). Queenstown in the west is actually inland and there is no port on that coast of the island. Launceston is inland too and is not a port. The one port on the north coast of Tasmania is Devonport.

- The terrain of eastern Australia looks more like Normandy with extensive areas of "bocage" (?!). I think the terrain on the map of Australia in the vanilla game is about right. Although not high, the Great Dividing Range is rugged enough in many places to warrant using mountain terrain. After that, the landscape should be open. Lowland Australian bush has very little underbrush and would be quite easy to move through.

- Lastly, and more importantly, why did you narrow the Malayan Peninsula to make overland access to Singapore so limited? Even though it is on a larger scale, the vanilla game makes it easier for the Japanese to take Singapore by land. Again, the long narrow isthmus looks odd.

You may want to fix some of these features in your next update. All the best,

Michael
Last edited by mdsmall on Mon Jun 23, 2025 11:07 pm, edited 2 times in total.
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