Sea Power

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

Moderator: MOD_Command

thewood1
Posts: 10148
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: Sea Power

Post by thewood1 »

The main reason I am interested is they plan on using Tacview for recordings. Something I have wanted in CMO forever. You can kind of kludge it in CMO today with some limitations.
Nikel
Posts: 2228
Joined: Tue Mar 24, 2009 10:51 am

Re: Sea Power

Post by Nikel »

Freighter "Strong Than A Kirov?"

Video by Stealth17 Gaming.


https://www.youtube.com/watch?v=N04YcsTXaTc


Mod link.

https://steamcommunity.com/sharedfiles/ ... 3399699218
Nikel
Posts: 2228
Joined: Tue Mar 24, 2009 10:51 am

Re: Sea Power

Post by Nikel »

Triassic added in a recent patch the California class of nuclear powered cruisers.

C.png
C.png (1.36 MiB) Viewed 690 times

https://en.wikipedia.org/wiki/California-class_cruiser


In CMO, appears in several scenarios. The South Carolina, a member of the class is featured in Caribbean Fury 5 and in 7 Desert Storm DLC scenarios.

The California herself in Norther Inferno 11.

C2.png
C2.png (236.95 KiB) Viewed 689 times



Naval analysis explanation of the ship.


Image



Image
kch
Posts: 245
Joined: Wed Dec 31, 2014 3:07 pm

Re: Sea Power

Post by kch »

So I picked up Sea Power and I just wanted to share my thoughts, since I have a lot of hours in CMO.

First of all, the graphics are awesome. Hats off to the designers, they really did a great job in a getting those 3D models in the game. I will open a scenario just to look at the units. Seeing South African Mirage F1s cruising at high altitude over Madagascar is breathtaking.

Secondly, it is quite easy to jump into. The UI is fairly straight forward and if you know CMO then you should be able to play the game without any problems.

But... the game itself is kind of bare bones. A lot of scenarios seem to be almost instant head on collision between opposing forces, and the accuracy of the missiles/bombs seem much too high when compared to what we are used to in CMO. So a lot of the game at the moment seems to be a great graphic spectacle but not too much actually game play. Now, I dont know whether that it because the designers are aiming for a lot of action from the get go, or because it is due to the fact that the AI cannot really do anything else than go full attack against enemies that are revealed early in the scenario.

I am sure it will improve, and I havent yet tried the steam workshop where a lot of the scenario setup will probably be corrected.

Hopefully they will work out the kinks of the next months/years and we will have a good game, with some beautiful graphics (and wouldnt it be great if CMO could get access to the Sea power graphics in the same way as with Tacview ;) )
thewood1
Posts: 10148
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: Sea Power

Post by thewood1 »

The modding scene on Sea Power is mess. Mods are causing crashes all over the place and the devs have not put in an effective mod management system, yet. Seems like every other technical report is around mods causing crashes and no knows which ones. Seems the devs are recommending player play without mods for now. I tried a mod of an F/A-18 and it seemed to function OK. But A burke DDG seemed to cause crashes.

Two things come to mind:

1 - Using mods in a very early access game is probably not without risk.
2 - Gives some credence to CMO devs keeping tight control on modding the db as they do.
Post Reply

Return to “Command: Modern Operations series”