Empire V4.0 and Age of steel V1.0c Final edition coming soon

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

Cavalry Corp
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Re: Empire V3.0a Masters edition - OUT NOW!!

Post by Cavalry Corp »

Jan,

Then these should be Atolls. Can you see the problem? this is the standard extended map not the super one for scn 44+45.
I could delete them if you cannot fix them. But they are historical places and probably should be in.
What do you think, it's outside my tech knowledge to fix it.

will join the discord

M
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JanSako
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Re: Empire V3.0a Masters edition - OUT NOW!!

Post by JanSako »

Yep, I totally see it.
It is not a big deal, the terrain change is just this one toggle:
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The Hex editor does not care if there is a dot base or not, it just sets the terrain for that hex.
Nanomito is already an Atoll in the Stacking map I used as a base.
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In fact all three are.
I am happy to check other stuff if needed!
Cavalry Corp
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Re: Empire V3.0a Masters edition - OUT NOW!!

Post by Cavalry Corp »

Thanks so much - will this file work for all the scn?

m
JanSako
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Re: Empire V3.0a Masters edition - OUT NOW!!

Post by JanSako »

Cavalry Corp wrote: Tue Jul 30, 2024 11:02 pm Thanks so much - will this file work for all the scn?

m
Yeah, these guys are map-based, not scenario specific. It should work on all scenarios meant to use the same 'XL' map.
Cavalry Corp
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Re: Empire V3.0a Masters edition - OUT NOW!!

Post by Cavalry Corp »

I also need it to work on the standard normal expanded map without all those remote extra bases...

I will send a pic.

Cavo
Cavalry Corp
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Re: Empire V3.0a Masters edition - OUT NOW!!

Post by Cavalry Corp »

Jan,

I see that the new super extended map does have these bases - on my standard map they are just dot bases without SL etc as obviously my pwhex does not address that. I cannot even open the pwhex editor on my PC.

Open to suggestions but it would be good to add them so they are on both maps .

The maps used on my PC are in the downloads folder in case you need to see them.

Examples
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Cavalry Corp
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Re: Empire V3.0a Masters edition - OUT NOW!!

Post by Cavalry Corp »

Have joined the discord but not able to see your AAR?

m
JanSako
Posts: 503
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Re: Empire V3.0a Masters edition - OUT NOW!!

Post by JanSako »

Cavalry Corp wrote: Wed Jul 31, 2024 11:47 am Have joined the discord but not able to see your AAR?

m
Dunno... here is a direct link:

https://discord.com/channels/9678046475 ... 0415587400
It is under WITP-AAR - Japanese.
Cavalry Corp
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Joined: Tue Sep 02, 2003 5:28 pm
Location: Sampford Spiney Devon UK

Re: Empire V3.0a Masters edition - OUT NOW!!

Post by Cavalry Corp »

Ok have joined and introduced myself - it seems like you are making some interesting plans. Cav
chen.ro@hotmail.com
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Re: Empire V3.0a Masters edition - OUT NOW!!

Post by chen.ro@hotmail.com »

it is really nice mod.

we are mid May 1942 right now. some feedback so far.

1) a few islands name is incorrect, but not big deal.

2) it seems I can't accelerate engine, 100 production per month, ( no damaged ), but not move for 2 months' time.
Cavalry Corp
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Re: Empire V3.0a Masters edition - OUT NOW!!

Post by Cavalry Corp »

Dear Chen,

I can not change the map, but let me know the names that are wrong, and I will correct them.

You should be able to expand the engines as you wish ( and you need to). Please post a screenshot showing the problem. You can only expand a certain amount per turn. I think that just because you have a lot in RD, it does not guarantee advancement - but I had no problem in my game - this advancement is hard-coded and has nothing to do with the mod.

Glad you like it and thanks for your support. Please post some screens.

There is a patch soon for a few small things.

Cav
Cavalry Corp
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Re: Empire V3.0a Masters edition - OUT NOW!!

Post by Cavalry Corp »

V3.0b

One turn play test then I will upload.

• V3.0b
• Some spelling mistakes were fixed.
• Revised starting position of CL Achillies and Kashiwara Maru.
• Corrected starting position of British 77Th AA Regt – Fix.
• Some aircraft tweaks – New research.
• Corrected some late Japanese CVs to remove CVB George on arrival and replace with A6M7 Zero - Fix.
• Tweaked ASM ranges, Allied down a bit, J up a bit.
• Increased J Type 94 mine starting pool.
• Slightly reduced MVR rating on JI Gun Boat J SS, tweaked dive depth up for Type SXXto, one or two other SS Mvr
adjustments. Cohesion.
• Corrected Weapons on Dutch submarines upgrades - Fix.
• Tweaks to Russian SS and TT – New research.
• Tweaks to various SS.
• A few minor French tweaks and French Buffle A/C = Nationality French, not US. Fixed.
• Tweaks and a fix (Tiger)to late-war British BB.
• Reduced Truk AF to 1 as at 12/41 – Play balance and realism.
• Given KB 3 1st turn move bonus. More options and risks at the start.
• Slightly reduced LA early war AC production. Play balance.
• Admin corrections on a few French ships.
• Added one more J AC FTY to cope more with the late war aircraft diversity.
• Removed the damaged starting HI Factories in Japan.
• Shimakaze – Small AA facing error – Fixed.
• Added 4 more US combat ENG units (late 42-43). Play balance.
• Added version of J Liz and Rita 4E bombers as options for IJA to build. Chrome.
• Correction to CA Maya refit secondary AA/DP guns. Realism.
• Slightly increased LI. Play balance.
• Added a few more late war J Subs to build and reduced build cost. Chrome and cohesion.
• NEW Pwhex file only for scn 44+45 super extended map, adds stacking limits with thanks to Jansako.



Cav
chen.ro@hotmail.com
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Re: Empire V3.0a Masters edition - OUT NOW!!

Post by chen.ro@hotmail.com »

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chen.ro@hotmail.com
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Re: Empire V3.0a Masters edition - OUT NOW!!

Post by chen.ro@hotmail.com »

chen.ro@hotmail.com wrote: Tue Aug 27, 2024 8:03 pm Image
You may refer to pics attached. Engine not accelerating for 2 months' time.
Cavalry Corp
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Re: Empire V3.0a Masters edition - OUT NOW!!

Post by Cavalry Corp »

Dear Chen,

I have had no problems in my ongoing game, but thanks for the observation.

This is hard coded in the game; it's nothing I could have changed, but the FTY are usually expanded in multiples of 30.
I do believe the advancement is not 100% automatic.

Perhaps others can comment as this is the same as the standard game.

Cav
JanSako
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Re: Empire V3.0a Masters edition - OUT NOW!!

Post by JanSako »

chen.ro@hotmail.com wrote: Tue Aug 27, 2024 8:04 pm
chen.ro@hotmail.com wrote: Tue Aug 27, 2024 8:03 pm Image
You may refer to pics attached. Engine not accelerating for 2 months' time.
Is the % increasing or are you expecting the month to advance? Please note that the R&D can advance at most two points/turn. The first point is guaranteed for any factory size 30 or up, the second point is random, you may get it or you may not. So it is quite possible to not advance the engine arrival date in two months.
IIRC two points is the max you can ever gain in R&D per turn.

It would help of you hover over the engine 'type' and see the % of completion. Does that % increase each turn?
Cavalry Corp
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Re: Empire V3.0a Masters edition - OUT NOW!!

Post by Cavalry Corp »

Yes, I thought this was the case. Thanks for joining in.

That is why I always set my R+D factories at about 30.

Cav
Cavalry Corp
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Re: Empire V3.0a Masters edition - OUT NOW!!

Post by Cavalry Corp »

V3.0B should be uploaded tomorrow all being well.

Cav
Cavalry Corp
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Re: Empire V3.0b Masters edition - OUT NOW, update Sept 2024!

Post by Cavalry Corp »

V3.0B OUT NOW....
Empire - Read v 3.0b.pdf
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btd64
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Re: Empire V3.0b Masters edition - OUT NOW, update Sept 2024!

Post by btd64 »

Michael, A couple of observations. The AA CD unit that appears at EUSA does not disband. I had to move it to San Fancisco to disband it...
The Garrison requirements in India are a bit much. A base with no resources or oil doesn't need a garrison. There is not enough units in India to cover them all.
Also, when I install the air art the game crashes to desk top. Any suggestions?....GP
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