War in the Pacific Release thread

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CaesarAug
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RE: War in the Pacific Release thread

Post by CaesarAug »

YES! I have seen his utterly stunning work!
It will be sheer gaming beauty. 🙂
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Jazon
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RE: War in the Pacific Release thread

Post by Jazon »

Hi guys, anyone would like to play with me this 8.12 release? I have it downloaded already, and played a bit just to see how it goes. And Its so vast and plenty of detail!
I am looking for an opponent, who would play for Japan. I am quite familiar with the game on land, and know basics in Naval Warfare. I guess its even better to simulate unprepared reply from Americans against Japan's sudden attack.
If you are interested please host a game, make 1st turn for Japanese player, set a password and PM to me, I will join as soon as I got the message. Also I will write ARR, for the sake of Elessar efforts on it, I bet he is hungry for feedback from players. I can play one turn a day.
Cheers all
Jazon
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Elessar2
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RE: War in the Pacific Release thread

Post by Elessar2 »

Hold off for a moment, a new version which has worked in a lot of the new patch's changes will (hopefully) be out by the end of the day (US Eastern Daylight Time). I am just waiting on one bug report to the devs.
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roy64
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RE: War in the Pacific Release thread

Post by roy64 »

I'm interested but never played this game online before.
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Elessar2
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RE: War in the Pacific Release thread

Post by Elessar2 »

It's not that hard. Just put in a login on the Multiplayer screen (doesn't have to be a Matrix login note), you'll see a list of people on the left waiting for someone else to join, or you can solicit your own by starting a new one.
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roy64
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RE: War in the Pacific Release thread

Post by roy64 »

ORIGINAL: Elessar2

It's not that hard. Just put in a login on the Multiplayer screen (doesn't have to be a Matrix login note), you'll see a list of people on the left waiting for someone else to join, or you can solicit your own by starting a new one.
Thanks for the info, it worked
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Elessar2
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RE: War in the Pacific Release thread

Post by Elessar2 »

It's up, see 1st post of this thread.

.813
------------
With the new patch out, the included revisions were ported over, when relevant and applicable:

1. The biggest change on my end was adding a Chinese HQ, 4 corps and a division in SW China. I realized that if Japan made a serious push in that area the Chinese front would quickly disintegrate there, allowing their entire front to be liable to be outflanked, and they can't solely depend on partisans to slow the Japanese down. Gave the Japanese 2 divisions to help compensate. BTW the time for laissez-faire attitudes towards event partisans is now over with my 3 hex radius of effect from the last major update...

2. The Persia-USSR Lend Lease event [307] incorporated vanilla's notion to ensure a chain of unbroken friendly-controlled hexes for the event to work. In my case since Persia isn't on the map I used Karachi & Khairpur instead, the Indian cities which are farthest west on the map. Also implemented the 10 hex enemy ship cancel condition.

3. Made both that event as well as the Burma Road & Hump US-China Lend Lease events half price for the US.

4. Added a helpful map tag for the Russian Far East exclusion zone (this is so that Russian ships-if not at war with Japan-don't go sailing out and act as free scouts for the Allies). I likely won't do the same for Japan since they have 2 convoys in that area to protect from Allied subs.

5. Adapted all of the vanilla National Morale hits (per turn!) for the Allies not holding the following locations by certain dates: Hawaii, Manila, American Samoa, Honaria, Fiji, Batavia, Calcutta, Singapore, Guam, Sydney, & Wellington. Australia will lose twice as much National Morale than its allies will for Fiji, American Samoa, Sydney, and Wellington (the only listed locations it will get such hits on), as well as 80/turn for Port Moresby remaining Japanese controlled. Australia like its allies will lose -2500 (one time event) if China surrenders.

6. The Yalu/Tuman, Han, Nakdong, Geum, and Taedong Rivers added in Korea.

7. Per the vanilla updates, altered the Japanese Home Guard scripts to check for Amphibious Transports only (in a recent test game a few US subs triggered them).

8. Concurred with the 75% Allied leaning for Mongolia, made it a USSR minor.

9. Made sure Home Builds were switched on for all minors.

10. The Atomic Bomb popup notifications will now show up at the very start of the Japanese turn.

11. Revised and added some additional scripts: Japan now has DE's for the Indian National Army (comes as an Infantry Corps) & Ning-Hai "Cruiser" (which was in fact very tiny for a cruiser, 2200 tons; Japan used it in an anti-submarine role, so in game terms it is treated as a Destroyer Escort). The Flying Tigers give a NM boost to China (moved the date to late Dec '42; could keep the DE [both it and the Stilwell one have vanilla dates 1-2 months before Dec 7th] but at 100% AI Yes it's a no-brainer, they otherwise will only have 1 inexperienced fighter). It also gets 2 experience bars (one will be lost however when it is reinforced to Strength 10).

12. Toggled Chinese Belligerency vs. Japan ON (off meant the blue front line wasn't being drawn properly).

13. Connected the capitals of Nepal/Tibet/Bhutan with some roads, moved Kathmandu Nepal's capital W 3 spaces.

14. Several Minor capitals were originally put in by the original mapmaker as Major capitals: switched them back.

15. Some battleship tweaks: The US Fast Battleships now have a 5.5 Naval Defense, same as the Lions (the Iowa's armor quality was second to none, with their 19 inclination
compensating for their thinner 12" depth; the Iowas' scheme was basically the same as the South Dakotas'), while the US Dreadnoughts (Montanas) get 6.5 for both naval attack (the US 16 inch super heavy shells were very high performers for their caliber, while their broadside outclassed even the Yamatos, 32,000 lbs. vs. 29,000) and defense (their 16 inch belt, with the American super-hard steel & said degree inclination, was superior to that of the Yamatos despite being the same thickness, but they Yamatos had some defects in the joints).

16. Indian/UK changes: Added a RN heavy cruiser to the RN Far Eastern fleet near Ceylon, upgraded the destroyer there. Made 3 Indian militia spawns (formerly automatic) now contigent on Axis units invading Indian territory and/or having Axis amphibian units within range of Indian soil (20-25 hexes from the port of Bezwada); the Tank Corps
which was part of that package got changed to a Division (since India would be able to circumvent their 1 Corps limit there). added an Inf Division militia on Ceylon (Trincomalee). Some upward tweaks in Indian tech, typically from L0 to L1 to more or less match Australia's (Advanced Tanks, Infantry Warfare, Anti-Tank Weapons, S&I).
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RE: War in the Pacific Release thread

Post by jjdenver »

Any estimate of when another version will be released? ty.
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Elessar2
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RE: War in the Pacific Release thread

Post by Elessar2 »

I _hope_ this is it for awhile. As the devs themselves have done, it is all too easy to forget something. I've triple checked every change, so fingers crossed nothing else to fix.

EDIT: I do, Balthazor's current SOE game, where a tank retreated from a city on the very last turn, got me to check vanilla's retreat %'s--which are MUCH higher than the defaults in the editor. Shame on me for assuming that what was in there was an exact match for what the main vanilla scenario has. Siiiigggghhhhhhhhh...
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Elessar2
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RE: War in the Pacific Release thread

Post by Elessar2 »

OK, THIS should do it. Only notes for .814:

.814
-------
Adapted Storm Over Europe's retreat %'s, with some minor changes: Corps infantry upped a bit-basically found it silly that they wouldn't retreat at all from cities/forts, other Infantry lowered a bit, tanks lowered a bit esp. in towns):

HQs, Partisans, all Artillery (except Coastal Guns), Armored Train:

Retreat % (Non-Res Positions): 60
Retreat % (Settlement & Town): 35
Retreat % (>=Fort. Town to Major Capital): 20
Retreat % (Reg./Major Fortresses): 10


Infantry & Mechanized Corps:

Retreat % (Non-Res Positions): 30
Retreat % (Settlement & Town): 10
Retreat % (>=Fort. Town to Major Capital): 4
Retreat % (Reg./Major Fortresses): 2


Frontline infantry divisional sized units (Inf Div, SF, Paras, Mech Inf Div):

Retreat % (Non-Res Positions): 40
Retreat % (Settlement & Town): 15
Retreat % (>=Fort. Town to Major Capital): 8
Retreat % (Reg./Major Fortresses): 4

Second line infantry divisional sized units (Garrisons, Engineers, Mountain, both Cavs, Recon, Anti-Tank):

Retreat % (Non-Res Positions): 50
Retreat % (Settlement & Town): 20
Retreat % (>=Fort. Town to Major Capital): 12
Retreat % (Reg./Major Fortresses): 6

All Tanks:

Retreat % (Non-Res Positions): 40
Retreat % (Settlement & Town): 20
Retreat % (>=Fort. Town to Major Capital): 12
Retreat % (Reg./Major Fortresses): 6

All Land-Based Air & all Surface Combat Ships: 50% across the board. [default vanilla values]

All Transports:

Retreat % (Non-Res Positions): 75
Retreat % (Settlement & Town): 25
Retreat % (>=Fort. Town to Major Capital): 15
Retreat % (Reg./Major Fortresses): 5

Coastal Guns cannot retreat at all.

New version now up.
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CaesarAug
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RE: War in the Pacific Release thread

Post by CaesarAug »

Excellent, thanks!

By the way... the latest version scenario description reads:
Pearl Harbor beckons as the Japanese open their ferocious assault in the Pacific. Build .813

Simple edit change to Build .814. Fantastic work, Elessar2.

This sort of thing happens when I mod, too. There's always one thing more, eh? [:D]
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RE: War in the Pacific Release thread

Post by OldCrowBalthazor »

ORIGINAL: Elessar2

I _hope_ this is it for awhile. As the devs themselves have done, it is all too easy to forget something. I've triple checked every change, so fingers crossed nothing else to fix.

EDIT: I do, Balthazor's current SOE game, where a tank retreated from a city on the very last turn, got me to check vanilla's retreat %'s--which are MUCH higher than the defaults in the editor. Shame on me for assuming that what was in there was an exact match for what the main vanilla scenario has. Siiiigggghhhhhhhhh...
That very last hit that The Colonel got on my 1st Pz Corp in Paris (on YT) got us delayed a few hours to get to ver.814 ?
Happy to have contributed [:D]

Well...now to our match Elessar. Good luck. We are coming! [8D]
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Jazon
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RE: War in the Pacific Release thread

Post by Jazon »

Hi,
me and Roy64 started a game with 8.14 version. We have done first turn so far, I will make a separate AAR for this game, with description how is the game going,and with my feedback about this MOD in general. It's a great fun to play it!
Cheers
Jazon
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Elessar2
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RE: War in the Pacific Release thread

Post by Elessar2 »

ORIGINAL: CaesarAug

This sort of thing happens when I mod, too. There's always one thing more, eh? [:D]

Yep. [:@] [<---at myself] I'm sorry for those who began new plays (incl. my man Balthazor), but both the errors from the last game patch and a few oversights on my part (as in things I thought I had done, and checked, twice, apparently never got done-dating back to my frenzied attempt to get Australia correctly working as a major) pretty much needed to be remedied..

.815
------------

Tweaked some of the new NM scripts to match the official game patch notes descriptions.

Matched Aussie unit upgrades to everyone else's

Everyone's ground units also got a maximum of 2 levels of Mobilization to match the new max level of the tech, along with a max of 3 for Artillery tech for all Artillery units

3 levels of AA for all ground units. US starting AA level now 1 (was 2). Tank Division's max level of Advanced Tanks now 5 (was 3). Subs AA max L3 (was 4). Note I am not sure if this will inflict more or even any damage on air units which attack subs, or not.

The US tank which spawns in Samoa changed to an infantry corps. The US however gets an extra Tank Corps build.

AA tweaks for installations. Settlements max L2. Towns L3. Cities, engineer-built forts, fortified towns, & minor ports L4. Major ports, Major cities, oil & mines, all capitals, and fortresses/major fortresses L5.

Removed Heavy Bomber tech from Australia's tech page (since they can't build them).

Lowered Indian starting MPPs from 650 to 500. Lowered USSR starting MPPs from 750 to 400.

Translated all Decision Events & their Notes into Spanish. [Via Google Translate; I learned Spanish eons ago so if anyone finds any grammatical or spelling errors feel free to notify me] I'll likely do the remaining Spanish ones for the next build (which I sincerely hope will be a fair ways down the line).

Keeping .814 up for a few days for those who have started new games and want to stick with them; the biggest issue will be the Aussies not being able to max out some of their techs.
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CaesarAug
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RE: War in the Pacific Release thread

Post by CaesarAug »

King Elessar2, if I can manage the time, I can help you with the (Castilian) Spanish texts. [:)]
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RE: War in the Pacific Release thread

Post by OldCrowBalthazor »

Whoa..mass hours to get this going, and worth it.
This is basically a whole new game.[8D]


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Unfortunate Son
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RE: War in the Pacific Release thread

Post by Unfortunate Son »

Sweet! [&o]
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Elessar2
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RE: War in the Pacific Release thread

Post by Elessar2 »

ORIGINAL: CaesarAug

King Elessar2, if I can manage the time, I can help you with the (Castilian) Spanish texts. [:)]

I appreciate it. OK will commence work on the other tags now.
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Elessar2
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RE: War in the Pacific Release thread

Post by Elessar2 »

Those new scripts were a must-add, else the Allies can just wait and wait until they have overwhelming force. Now they have to be much more aggressive, by mid '43 at the latest.
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CaesarAug
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RE: War in the Pacific Release thread

Post by CaesarAug »

I was wondering, gentlemen…

I’m sure you know of Hairog’s Naval War Mods for all three SC games?

He’s got some interesting ideas for naval/carrier warfare that may enhance these aspects for War in the Pacific.
I’ve been experimenting with his ideas in my home made mod.
Have also been considering some modifications, too.

It may well be worth discussing here…
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