Empire V5.0 and Age Of Steel V2.0 - January 2026

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DOCUP
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Re: Empire V5.0 and Age Of Steel V2.0 - January 2026

Post by DOCUP »

From a quick glance, Cav you have done a lot of work.
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Falken
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Re: Empire V5.0 and Age Of Steel V2.0 - January 2026

Post by Falken »

Hi... So the 4 TFs just NE of Milckuh (U boats) Monsum Gruppe, what are we suppose to do with these? (the AS, AMC, AO, CB and CA). Are we suppose to simply dock them at the U-Boat Milckuh base (and unload the AO)?

Should be obvious, and maybe to others it's probably true, but I'm just not getting it.

Thanks..
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Re: Empire V5.0 and Age Of Steel V2.0 - January 2026

Post by Cavalry Corp »

Falken wrote: Tue Feb 03, 2026 4:16 am Hi... So the 4 TFs just NE of Milckuh (U boats) Monsum Gruppe, what are we suppose to do with these? (the AS, AMC, AO, CB and CA). Are we suppose to simply dock them at the U-Boat Milckuh base (and unload the AO)?

Should be obvious, and maybe to others it's probably true, but I'm just not getting it.

Thanks..
OK... the ships of MG are primarily there in advance of the MG base, which arrive x 2 in Feb 42 (historical locations, AS should go there when it's open for business), and then the U-boats arrive in trickles from spring 42- late 44. In the optional rules, these ships and U-boats should only use MG HQ bases. The Milch cow is a simulation of refuelling only for U-boats. It receives a trickle of fuel that is useful 43 onwards. Nothing else should dock or unload there.

The raiders ( CB/CA) are a significant pain for the British, as you have a few convoys to try and get to Malaya and Burma. And only a few assets to tackle them.

After any intercepts ( if they get away with it) , they may need to make their way to a Japanese base, and that may not be so easy as DEI is still in allied hands. In my game, this was a lot of fun.

Do not unload the AO, you need it for the CA/CB! The AMC can run after a few juicy Tankers in the locality.

Suggest you look at the situation from both sides, and you will see the issues and challenges. It is not the same setup at all as stock or any other mod.

Please also read the suggested rules - you don't have to apply them, but at least you will see why they are there.


Any further questions welcome.

Cav
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Re: Empire V5.0 and Age Of Steel V2.0 - January 2026

Post by Cavalry Corp »

DOCUP wrote: Mon Feb 02, 2026 9:14 pm From a quick glance, Cav you have done a lot of work.
a lot indeed - it became a painting that had to be finished... thanks
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Falken
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Re: Empire V5.0 and Age Of Steel V2.0 - January 2026

Post by Falken »

Thanks Cav,,, Appreciate it.

I know from the notes that the base cannot be attacked by the allies, and that the IJN cannot use it. Only the u-boats, but didn't see any notes on the TFs. Thanks for that. Makes it clearer know.

I guess the same holds for the ones in the east.
Do the ones in the east of the map have a specific base for them as well?
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Re: Empire V5.0 and Age Of Steel V2.0 - January 2026

Post by Cavalry Corp »

Until 1944. The Germans should use their historical bases and/or Singapore, I think (for repairs). They have 2 fixed HQ arrive in February and March 42 I think ( and few planes). One base is George Town, the other is further south. By following this rule, they will not wander all over the map, as MG's prime concern was the Indian Ocean off the coast of Australia/ DEI. It's all in the PDF.

Yes, in addition, the Milch cow is only for U-boats, it generates a trickle of fuel so they can remain in the Indian Ocean longer.

Note all U-boats appear in the Indian Ocean as TF, which is important and means you do not have to build them. And the few type XXI in 44/45 are rather good. U-Boat commanders are also much more aggressive, etc., than the Japanese.

The German merchant ships ( east side of map) are simulated to be the last arriving in Japan with plane parts and MG/cannon, etc., that Japan uses some of these later in the game (and as they did), I think it would be fair to say you can do with the three merchant ships as you wish...It's a long haul; no one is going to mind.

Hope this helps, maybe check out the allied starting positions - its not all rosy for Japan and and Germany

Cav
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Re: Empire V5.0 and Age Of Steel V2.0 - January 2026

Post by Cavalry Corp »

PLEASE NOTE IF YOU ARE GOING TO PLAY ON THE SUPER EXTENDED MAP

Please update your PW hex file with this one, as a couple of small errors were found ( in an ongoing game) - I have not played with the old one, as I use the standard extended map.

Anyway, it's here, and on my download page, I removed the old one.
pwhexe for Super extended map updated 030226.zip
(74.21 KiB) Downloaded 14 times


Cav
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Re: Empire V5.0 and Age Of Steel V2.0 - January 2026

Post by btd64 »

Thanks Michael....GP
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Re: Empire V5.0 and Age Of Steel V2.0 - January 2026

Post by Cavalry Corp »

OK, guys and girls - some feedback once you have looked around.

Which side would you play if your life depended on it?
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Re: Empire V5.0 and Age Of Steel V2.0 - January 2026

Post by btd64 »

AFB here. Can you guess which side I would play....GP
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Falken
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Re: Empire V5.0 and Age Of Steel V2.0 - January 2026

Post by Falken »

Hi Cav,

I'm still in my turn 1 setup for IJN, and it's mostly just different that other mods, obviously, so taking longer for me to find where my "conversion and cargo" ships all went :) as they have moved to different islands, etc.

The only thing I've caught so far is that I've noticed quite a few AK/xAK ships that have duplicate names. Different types, but same name, so it's a bit harder to tell which is which, unless I constantly look at the details of the ship. It's not a big deal, just annoying. Not sure if this is intentional or just too many ships to think about :)

i"m going to be doing a H2H for a bit until I get used to both sides. I actually also want to see what the Allied changes look like. i'm using scen 44 so the super extended map... oh.. btw.. thanks for the recent patch to the super map.

I'm a JFB all the way.. Played as allies a few times early on, but just luv the micromanagement of the IJN too much.
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Re: Empire V5.0 and Age Of Steel V2.0 - January 2026

Post by Cavalry Corp »

Falken,

Very interested in your feedback as you go along.

I did not change any names of AK, etc., but it's possible some are duplicates. I think they were IRL, if you like, make a note of them, and we could change them for the patch. I agree with your observation.

So far, I have two minor and one data change for the patch, all are late war. So it will not affect any starting games. I am hoping ARK may upgrade some more of the plane art in the next few months with a view to a minor patch in about July - Unless anything important comes up.

The PWHEX changes are mainly a few rails and stuff that were found by another player, Jansanko, but I did not create that file. I have a feeling it came with the super extended map.

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Re: Empire V5.0 and Age Of Steel V2.0 - January 2026

Post by Historian »

My copy of Empire (No carrier in Pearl Harbor) stops working on about Dec 30, 1941. Any advice? Thank you.
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Re: Empire V5.0 and Age Of Steel V2.0 - January 2026

Post by btd64 »

Historian wrote: Sun Feb 08, 2026 3:14 pm My copy of Empire (No carrier in Pearl Harbor) stops working on about Dec 30, 1941. Any advice? Thank you.
Restart your computer first and then try posting a game save before the problem here....GP
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Re: Empire V5.0 and Age Of Steel V2.0 - January 2026

Post by Historian »

I restarted my computer, re-installed the mod (Old Maps), and now the program doesn't start at all. I get a "Error: Unable to find PW data !!!"
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Re: Empire V5.0 and Age Of Steel V2.0 - January 2026

Post by Lifer »

Jansako and I have updated our game. Game date is 11/42. There are numerous aircraft that have a 00/00 start date that accumulate replacements before their time. Avenger IIIbat, twin boom Mustang, French P39N1 (US date 02/43), US Army P40Q2, X5F-2 Hellcat, Sea Mosquito XXXIII, Beaufighter IV.

There are other 00/00 planes that are past the end date in our game.

The Beaufighter VIc has been available since 01/42. Is that correct?

We discussed before about the Avenger IIIbat but the problem will be when the planes should historically should become available, I will have a huge inventory of planes that I won't have to wait to accumulate before upgrading.
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Re: Empire V5.0 and Age Of Steel V2.0 - January 2026

Post by Cavalry Corp »

Lifer,

Yes, this is correct, but it's not me, it's the hard-coding. You should use these plans on the actual arrival date.
A lot of these planes were to be added earlier, but I lacked the art (another good man stepped in and did the art - ARK). You cannot believe ( for something that looks simple) how much effort went into that, then testing them to make sure they worked in the game.

In the editor, when new planes are added, they will start for the Allied forces. It's a simple matter to hold them until their date given in the game. For Japan, they will never be available to build, but are available if an arriving unit has the plane. Again, this is hard-coded; it's not me.

This issue only affects games in progress, and it's a simple workaround. It will not affect new starts.

Avenger III bat, has a higher SR (3 as opposed to 1 to simulate the lower availability of missiles, radar and crew training). And now I split the Allied TT into much better ones in 1944. I think it's worth considering just upgrading a few units to the BAT carry version, as the Avenger gets a much better TT in 44. FYI, in my previous PBEM, this plane did have some success, maybe a touch too much, so it needed tweaking back a little, so we did that by the SR reflecting abstract reasons and tweaked the missile. The same was done for Japan. A high SR can be used to simulate ... engines. yes ok, but also the availability of complex parts and rare metals, and properly trained ground crews for these new planes, something I read many times Japan was lacking and wanted to add to the mod. You will see that Japanese planes that follow simple lines into 45 like Ki 43, 44, A6M, etc., all retain low SR. Whereas the much better but much more complex AC usually stay higher all their lives. These are the interesting decisions J has to make, as there are many new lines to consider for building.

Beaufighter VIc - yes, this is correct, just a few months earlier than historic in the med. However, its low build rate means you will need 3 months or so to build up a viable pool. In the stock game, this plane is pretty much obsolete as it arrives in late 42.

All aircraft for this patch have dates of arrival and finishing reviewed and rebalanced, but mainly a few months, some only a month, all to make it better. Generally, allied AC received slightly earlier dates as we move into mid-42.

The benefits of the database of this patch far outweigh the inconvenience of the things you see on the surface.

Hope this helps.

Cav
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Re: Empire V5.0 and Age Of Steel V2.0 - January 2026

Post by JanSako »

@Cav
For Japan, they will never be available to build, but are available if an arriving unit has the plane. Again, this is hard-coded; it's not me.

As a workaround, would it be possible to create a small (size 1 or something) unit that would arrive with the airplane, to make it available to build for Japan?
With instructions to the player to disband said unit after arrival.

BTW - I do like the new art & there are some interesting plane variants I am looking forward to try!
OTOH the garrison requirement changes resulted in a number of partisan attacks. A little warning next time? (sorry if I missed the line in the patch notes, then it is my fault entirely)
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Re: Empire V5.0 and Age Of Steel V2.0 - January 2026

Post by Cavalry Corp »

Jansako,

I am not sure if a newly created plane unit will come on the map.

I did change some existing ones that do come on with the new plane - that will work.

I also added an upgrade path to a newer plane for some existing units. Now that is a possibility that the new plane may be able to be built. I think that happened in my old game, but it was so late in 45... and I cannot remember.

Would you like a special trial patch for Scn 44 just for your game, and see if it works?

Art ok, good news, you like it all - it took a lot of effort. There were about 30 new A/C ( for existing and new) and about 10 ship changes and or additions.

On plane variants, there are now very many, and it's for players to decide which rabbit holes to explore, and decide those that complement each other, etc. Plus, for advanced planes, some early variants have high SR, then getting lower as time progresses ( both sides). But alas for J, some also swap engines, adding realistic complexity to very advanced A/C.

As Japan, you should not really have enough to garrison everything, that's WAD. I do not think I changed many, and the ones I did think were mainly ones against the Allies in J Home Islands. I did not mention everything in the patch notes - sorry.

cav
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Re: Empire V5.0 and Age Of Steel V2.0 - January 2026

Post by JanSako »

Cavalry Corp wrote: Wed Feb 11, 2026 10:24 am Jansako,

I am not sure if a newly created plane unit will come on the map.

I also added an upgrade path to a newer plane for some existing units. Now that is a possibility that the new plane may be able to be built. I think that happened in my old game, but it was so late in 45... and I cannot remember.

Would you like a special trial patch for Scn 44 just for your game, and see if it works?
cav
Wenchow went from 150-ish to 350 Garrison requirement.

I don't think we need a 'special' patch, but thanks! If/when you do make the next release & if adding one of the currently not available ones into an upgrade path is appropriate, then go for it!

The new Kate art is pretty! :)
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