Naval War Mod glitches

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Elessar2
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RE: Naval War Mod glitches

Post by Elessar2 »

The ZoC changes I like (tho they reduce the ZoC options available for land units)-by themselves they can cut down on the zip-in-and-out tactics rightly decried in this thread.

The evasion thing tho can often mean that the entire war can hinge on a few (un)lucky evasion rolls (which is apparently what is going on in Rexor's game). One reason I've come to prefer SC over WiF is precisely because luck plays a minor role in the war's outcome.

As I continue to work on the Pacific only map, my philosophy is that a ship counter is a single ship, not a fleet (but for playability I had to make cruiser counters represent 2 ships, DD's & subs ~5 each). For Hairog he apparently decided to conceptualize single counters as task forces. With the ZoC rules in place, if an enemy surface ship sails up and hits one of your carriers, you likely didn't screen it adequately enough.
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RE: Naval War Mod glitches

Post by Rexor »

I've protected my CVs well so far. They're always screened, and I'm confident that, should something go wrong, there's a good chance they'll evade a surface attack. What I'm experiencing is with surface vessels. Even when I do everything right and manage to get my strike or cover units within striking range of an enemy surface vessel (I haven't faced any enemy CVs yet, of course), the enemy almost always evades. When the situation is reversed, my surface units get savaged. Also my carrier bombers are getting lots of "evaded damage." I can't seem to land any heavy punches, while the AI keeps doing so. The RN is on the run right across the ETO.

EDIT: By "surface vessels" I mean non-CV units, just to clarify
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Hairog
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RE: Naval War Mod glitches

Post by Hairog »

Sorry Rexor, even if I wanted to (which I don't) I cannot change the AI and have not changed it. I have no idea on why this is happening to you.

Has anyone else experienced this challenge?
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Hellfirejet
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RE: Naval War Mod glitches

Post by Hellfirejet »

I believe that the base game should be based around Hairog excellent naval mod! The standard game tries to make naval combat work in the same way that land combat operates, sorry to say that is a major game design boo boo!

Naval warfare needs increased spotting ranges, stronger zones of control, high chance to evade and retreat as standard. As for unit sizes having named Capital ships does not work at the map scale, and the only way to go is for ships to be in historical named formations. As an example Battleships etc were grouped historically in Divisions. USA had 9 Battle Divisions during WW2, AND Japan had 3 Battle Divisions, and Japan had 5 Carrier Divisions.[:)]
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Hellfirejet
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RE: Naval War Mod glitches

Post by Hellfirejet »

World War I and prior BatDivs existed from at least 1913, when there were four Battleship Divisions in the US Atlantic Fleet. By April 1917, with the American entry into World War I, there were at least nine Battleship Divisions, as BatDiv 9 was dispatched to operate with the Royal Navy's Grand Fleet. Inter-War period Before the Second World War, the U.S. Navy battleship force was organized into five Battleship Divisions of three battleships each. Only two of these BATDIVs were composed of three battleships of the same class, but mixing battleships of separate two-ship classes to form three-ship BATDIVs was facilitated by the "Standard type battleship" concept of the US Navy, a design concept developed before 1922 calling for uniform top speed of 21 knots (39 km/h) and a tight tactical radius of 700 yards (640 m) for all battleships of the Nevada, Pennsylvania, New Mexico, Tennessee and Colorado classes. Battleship Division 1 USS Pennsylvania USS Arizona USS Nevada Battleship Division 2 USS Tennessee USS California USS Oklahoma Battleship Division 3 USS New Mexico USS Mississippi USS Idaho Battleship Division 4 USS Colorado USS Maryland USS West Virginia Battleship Division 5 USS New York USS Texas USS Arkansas
Stationed at Pearl Harbor as part of the U.S. Pacific Fleet were three battleship divisions; BatDiv 1, 2 and 4. These nine battleships were intended to counterbalance the ten capital ships of the Imperial Japanese Navy. At the time of the Pearl Harbor Attack, Pennsylvania was in dry dock and Colorado was being refitted at Bremerton Navy Yard, Washington. Arizona was mated with Nevada and Oklahoma at that time. The U.S. Atlantic Fleet contained BatDiv 3 and 5. BatDiv3 had been part of the Pacific Fleet until 20 May 1941 when its three ships were transferred to the Atlantic Fleet for Neutrality Patrol duty. BatDiv 5 was a training division consisting of three older battleships. An additional BATDIV (BatDiv 6) was attached to the Atlantic Fleet during 1941; this consisted of the new battleships North Carolina and Washington, both of which were in the process of undergoing post-commissioning work up.
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RE: Naval War Mod glitches

Post by Chema_Cagi »

ORIGINAL: Bonners


1.I cant seem to get the Soviet counters to look like the Iron Cross Mod. I've seen there seems to be issues and I should be perhaps loading up some info from another folder, just cant quite figure out which one.
...
Whilst playing the vanilla game and using the Iron Cross mod, the Soviet counters are the revised version, so they are there somewhere, it is only using the naval mod that they go back to the original version

TIA for any pointers.

I had a problem with the soviet units showing as standard icons instead of the SIPRES units like the rest of nations. I solved that doing this: (based upon a instruction given by Hairog himself elsewhere)

(I'm playing on Steam)
Locate the folder: /Steamapps/common/Strategic Command WaW/Community Pack/Campaigns/_1939 WaW NavalWarMod/Bitmaps/Major_04
Delete the 4 'unit_sprites' files there
(I moved the 4 elsewhere, instead of deleting them, just in case)


And that's it. I had no longer to change the options in settings/mods to make the soviets look nice
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RE: Naval War Mod glitches

Post by Hairog »

It took me a long time to figure it out too. [:'(]
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TheCrazyScot
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RE: Naval War Mod glitches

Post by TheCrazyScot »

Hello. I have an issue with both the 3d unit counters, and the regular counters whilst playing the mod (By which I mean the counter mod alongside the modded campaign)

If I use the 3d counters then everything is correct except that the two covering TFs that Germany starts with are incorrectly shown as Raider TFs on the counter.

If I turn the 3d counters off then everything is good except for Chinese infantry, where the NATO X symbol is kind of 'smudged' or thicker along it's length, and the xxx/xxxx indicating the corps or army are fuzzy, like they've been printed on twice.

Sorry if my explainations aren't great, but hopefully someone can suggest a fix for one or both of these.
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Hairog
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RE: Naval War Mod glitches

Post by Hairog »

Hey TheCrazyScot, I will take a look and see what I can do. How do you like the mod?
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RE: Naval War Mod glitches

Post by Nital »

Hi there,
Hope it's all right to post this here.
I experienced a strange behavior that I link to the Naval War mod, without being certain of it though.
Basically playing as the allies one of my DD stumbled upon a German CA on a convoy route. I was looking for him so all good. However when I tried to approach my other fleets to strike him I couldn't do so. The hexes around the CA where his ZOC should have been were not accessible at all (no ZOC visible). No fleet could approach less than 1 hex away despite having sufficient action points, supply, morale, strength points, you name it.
Does anyone by chance have a clue on where this comes from and whether it is normal?
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Hairog
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RE: Naval War Mod glitches

Post by Hairog »

Hey Nital, this is indeed a good place to post questions such as yours. I do wish the original poster had named it "A few minor tweaks needed in the fantastic Naval Mod", but he didn't.

Anyway, after wasting your time in the first paragraph, I have to admit that I have no idea what could be happening. There is nothing in my mod that could cause such an occurrence to happen. If it was usual, I think I would have heard about it by now. Hopefully it was just a hiccup in your particular game.
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BillRunacre
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RE: Naval War Mod glitches

Post by BillRunacre »

That is strange, particularly as it's not something that can be turned on/off during the game.

Nital is it repeatable, i.e. is it the case in the official campaigns too, and also after restarting both your PC and the game?
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Nital
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RE: Naval War Mod glitches

Post by Nital »

Hi Hairog and Bill and thanks for your quick feedback.
I'll look carefully and try to capture any future occurence of the issue however as it happened during a PBEM++ game I will probably not advance really fast and it may take time before the situation happens again.
I guess there is no way for you (Bill) to retrieve a previous turn on the PBEM server without affecting my current game to try and repeat the issue?
Just for clarity regarding your questions Bill, I am yet to finish my first single player game but in the few turns I did I never experienced the issue.
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RE: Naval War Mod glitches

Post by stryc »

Is this mod still being supported?

If not can someone let me know how you load Community Pack campaigns into the editor without it failing with 'missing convoy.txt' file?
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RE: Naval War Mod glitches

Post by BillRunacre »

Hi stryc

When you try to open the campaign in the Editor, are you using the Open User Campaign button that is in a shade of blue?

It's the third button along.

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RE: Naval War Mod glitches

Post by stryc »

Yes. Still fails. However, copying the mod dir, .cgn and .dat files into the game ../campaigns dir works.

I was trying to edit out the part of the mod that has damage evading units deal 100% retaliation damage back to the attacker (which cannot evade), and stop ships evading damage in ports. Not sure such things are possible in the editor.
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RE: Naval War Mod glitches

Post by SittingDuck »

This would be a good thing to get feedback on. I wonder if it's related to the 'air strikes on carrier and return damage' stuff that Elessar2 was talking about earlier?
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RE: Naval War Mod glitches

Post by BillRunacre »

ORIGINAL: stryc

Yes. Still fails. However, copying the mod dir, .cgn and .dat files into the game ../campaigns dir works.

I was trying to edit out the part of the mod that has damage evading units deal 100% retaliation damage back to the attacker (which cannot evade), and stop ships evading damage in ports. Not sure such things are possible in the editor.

Hi

If you go to:

Campaign -> Edit Country Data -> Edit Combat Target Data

Then select the unit type you wish to change, and the Loss Evasion % chances are on the right hand side.

Then use the Apply Data function at the bottom right to apply that change to other nations.
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stryc
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RE: Naval War Mod glitches

Post by stryc »

Yeah, I found that.

The issue is not being able to apply the condition: when evading reduce return fire damage to zero.

Also don't seem to be able to prevent evading when in port.
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RE: Naval War Mod glitches

Post by BillRunacre »

I see, and I'm afraid that's not an option at this stage.
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