New Pacific War Bug Fixes / Enhancements
Posted: Sat Oct 24, 2015 6:59 pm
After much pain and struggle, I’ve managed to figure out a way to edit the Pacwar EXE with the goal of finally fixing some of the long standing bugs, and perhaps even enhancing the game somewhat. This is a work in progress; as I’m sure you Pacwar veterans know, there’s lots to fix! I’ve uploaded a new version of the PAC.EXE (version 3.2.2) at the link provided below. Let me know if you have any trouble downloading it.
https://www.dropbox.com/s/t81db05i0ull3 ... 2.zip?dl=0
If you want to try it, first save your original PAC.EXE version (3.2) to a different name so you don’t lose it, and then unzip and copy the new EXE into your game directory (rename it from PAC322.EXE to PAC.EXE). I hope you like it. I’ve also included a SAVEA file to highlight the differences between the official 3.2 version of the game and my new 3.2.1 version. Here a description of the first set of bugs I’ve tried to fix.
Teleportation Bug: This old bug involved different ways of “teleporting” ships (including loaded cargo) around the map using a variety of techniques. The bug was recently well described by Istfemer on the Pacific War Forum (link below):
tm.asp?m=3664408
In general, the bug was based around transferring ships between TFs that weren’t in the same location, or disbanding a TF to a base that is not in the same location as the TF. My new version of the EXE should fix this bug. The new code prevents TFs from disbanding unless the base and TF are in the same location, and it prevents ship transfer between TFs unless they’re in the same location. Try out the new EXE (confirm it works) and let me know if I missed any “teleportation” techniques.
Replenishment Bugs: There seem to be many bugs surrounding replenishment. I’ve made an attempt to eliminate some of them, although I’m sure some still exist; it’s a work in progress. The new EXE fixes (hopefully) the bug that prevents carriers from getting refueled (generally when no aircraft replenishment is available). The new code also allows CV TFs to be replenished with aircraft if the replenishment TF is only carrying aircraft. You can look at differences between the version 3.2 and 3.2.1 by loading the SAVEA file. If you open SAVEA in human player mode, you will notice I have placed TFs in 3 different areas to test out replenishment.
The first area at hex 24, 25 shows a typical replenishment setup (containing both air and fuel replenishment ships). This should work OK for both versions of the EXE.
The next setup at hex 50, 19 shows a replenishment TF with fuel only. Version 3.2 has a problem with Air Combat TFs refueling from this replenishment TF (no refueling takes place). Version 3.2.1 should fix this.
The last setup at 37, 39 has air replenishment only. This type of replenishment doesn’t work at all in version 3.2. Version 3.2.1 should now replenish Air Combat TFs. Try it.
Target Priorities: I don’t know about you, but I have been often frustrated when my air base or Air Combat TF doesn’t attack a juicy target that is nearby, concentrating instead on an airfield, for example. In Version 3.2.1, I have adjusted the code so that if you set an air base target type (using alt-B) or set an Air Combat target priority (using the “F” key), you should now see the EXE giving a greater focus on the target you have set. This doesn’t always work, but you should see an improvement. You can try this by opening the SAVEA file again. In human player mode, as Japanese, adjust the target priority at your Gasmata base (near Rabaul). I have the target currently set for “Port”. Try adjusting this and running the execution phase for both Version 3.2 and 3.2.1. You should see some difference.
Zones of control: I’m sure you’ve noticed that the AI regularly sends Allied TFs returning to base to take the scenic route, through the Japanese Empire! The new 3.2.1 version of PAC.EXE should be much more respectful of enemy territory. You can see this difference by again opening up the SAVEA file, running the execution phase, and focusing on Allied TFs 50 (heading to Port Moresby) and 51 (heading for Darwin). Look at the difference between version 3.2 (living dangerously!) and 3.2.1. You will note in 3.2.1 that the TFs should try to skirt around enemy territory, although they may pause during their return to base; this is due to the close proximity of Japanese ZOCs (basically, this is still a work in progress and very hard to fix, I’m still unhappy with how close the TFs get to enemy ZOCs), but they should continue moving on the next turn.
I’ve also made a couple more minor fixes:
You will now get victory points for lost aircraft due to bombardment, either air or naval (Version 3.2 does not give points for this).
I’ve also adjusted HQ supply & fuel on-hand multipliers to 1000 to limit oil / resource disappearance during the routine convoy phase. This issue was described in my old forum post below:
tm.asp?m=3026840&mpage=1&key=routine%2Cconvoy�
I’m currently working on a major fix for the oil, resource, and routine convoy routines.
Try out version 3.2.1 and let me know what you think. Also, if you have a bug or enhancement request that‘s been driving you crazy for years, let me know, and I’ll add it to the list of potential fixes. Keep in mind; however, that I’m basically working with machine code to make these changes, and major enhancements, such as AI improvement, may be beyond my reach (although I may even try to improve that!)
Regards,
Rich
https://www.dropbox.com/s/t81db05i0ull3 ... 2.zip?dl=0
If you want to try it, first save your original PAC.EXE version (3.2) to a different name so you don’t lose it, and then unzip and copy the new EXE into your game directory (rename it from PAC322.EXE to PAC.EXE). I hope you like it. I’ve also included a SAVEA file to highlight the differences between the official 3.2 version of the game and my new 3.2.1 version. Here a description of the first set of bugs I’ve tried to fix.
Teleportation Bug: This old bug involved different ways of “teleporting” ships (including loaded cargo) around the map using a variety of techniques. The bug was recently well described by Istfemer on the Pacific War Forum (link below):
tm.asp?m=3664408
In general, the bug was based around transferring ships between TFs that weren’t in the same location, or disbanding a TF to a base that is not in the same location as the TF. My new version of the EXE should fix this bug. The new code prevents TFs from disbanding unless the base and TF are in the same location, and it prevents ship transfer between TFs unless they’re in the same location. Try out the new EXE (confirm it works) and let me know if I missed any “teleportation” techniques.
Replenishment Bugs: There seem to be many bugs surrounding replenishment. I’ve made an attempt to eliminate some of them, although I’m sure some still exist; it’s a work in progress. The new EXE fixes (hopefully) the bug that prevents carriers from getting refueled (generally when no aircraft replenishment is available). The new code also allows CV TFs to be replenished with aircraft if the replenishment TF is only carrying aircraft. You can look at differences between the version 3.2 and 3.2.1 by loading the SAVEA file. If you open SAVEA in human player mode, you will notice I have placed TFs in 3 different areas to test out replenishment.
The first area at hex 24, 25 shows a typical replenishment setup (containing both air and fuel replenishment ships). This should work OK for both versions of the EXE.
The next setup at hex 50, 19 shows a replenishment TF with fuel only. Version 3.2 has a problem with Air Combat TFs refueling from this replenishment TF (no refueling takes place). Version 3.2.1 should fix this.
The last setup at 37, 39 has air replenishment only. This type of replenishment doesn’t work at all in version 3.2. Version 3.2.1 should now replenish Air Combat TFs. Try it.
Target Priorities: I don’t know about you, but I have been often frustrated when my air base or Air Combat TF doesn’t attack a juicy target that is nearby, concentrating instead on an airfield, for example. In Version 3.2.1, I have adjusted the code so that if you set an air base target type (using alt-B) or set an Air Combat target priority (using the “F” key), you should now see the EXE giving a greater focus on the target you have set. This doesn’t always work, but you should see an improvement. You can try this by opening the SAVEA file again. In human player mode, as Japanese, adjust the target priority at your Gasmata base (near Rabaul). I have the target currently set for “Port”. Try adjusting this and running the execution phase for both Version 3.2 and 3.2.1. You should see some difference.
Zones of control: I’m sure you’ve noticed that the AI regularly sends Allied TFs returning to base to take the scenic route, through the Japanese Empire! The new 3.2.1 version of PAC.EXE should be much more respectful of enemy territory. You can see this difference by again opening up the SAVEA file, running the execution phase, and focusing on Allied TFs 50 (heading to Port Moresby) and 51 (heading for Darwin). Look at the difference between version 3.2 (living dangerously!) and 3.2.1. You will note in 3.2.1 that the TFs should try to skirt around enemy territory, although they may pause during their return to base; this is due to the close proximity of Japanese ZOCs (basically, this is still a work in progress and very hard to fix, I’m still unhappy with how close the TFs get to enemy ZOCs), but they should continue moving on the next turn.
I’ve also made a couple more minor fixes:
You will now get victory points for lost aircraft due to bombardment, either air or naval (Version 3.2 does not give points for this).
I’ve also adjusted HQ supply & fuel on-hand multipliers to 1000 to limit oil / resource disappearance during the routine convoy phase. This issue was described in my old forum post below:
tm.asp?m=3026840&mpage=1&key=routine%2Cconvoy�
I’m currently working on a major fix for the oil, resource, and routine convoy routines.
Try out version 3.2.1 and let me know what you think. Also, if you have a bug or enhancement request that‘s been driving you crazy for years, let me know, and I’ll add it to the list of potential fixes. Keep in mind; however, that I’m basically working with machine code to make these changes, and major enhancements, such as AI improvement, may be beyond my reach (although I may even try to improve that!)
Regards,
Rich