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Newbe in Pacific- Again : a fabulous wargame

Posted: Tue Aug 11, 2026 11:55 am
by welk
I'm going to buy this game tonight... Until now, I didn't want to get into the Pacific because I already have a lot of projects in the works in Europe... :mrgreen:

But after reading the WITP forum, I’m tempted to give in. I’ll probably play this one more than I’ll mod it—I won’t have the time (unless someone wants a specific, easy-to-make mod).

In terms of gameplay : is naval warfare different from the one in SC War in Europe ?

Re: Newbe in Pacific

Posted: Tue Aug 11, 2026 5:43 pm
by stormbringer3
Yes, it is. They're similar, but there's improvement.

Re: Newbe in Pacific

Posted: Tue Aug 11, 2026 6:06 pm
by welk
Ok, thanks for info. I hope i will be able to buy it, because it seems the payment card does not work for me :|

Re: Newbe in Pacific- Again : a fabulous wargame

Posted: Thu Aug 13, 2026 4:42 pm
by welk
I did have heavy difficulties to buy the game, but the result is fabulous... Graphs of SC War in Europe are good, but those of SC WITP are higher in excellence, the immersive ambiance is immediatly here (I like a lot the colors, less dark than in WIE).

The only pb with this game is that my game time will be extended in dangerous proportions :roll:

If somebody wants a little specific mod about a particular aspect of the game, I will do it.

Re: Newbe in Pacific- Again : a fabulous wargame

Posted: Thu Aug 13, 2026 5:04 pm
by Nginear
welk wrote: Thu Aug 13, 2026 4:42 pm If somebody wants a little specific mod about a particular aspect of the game, I will do it.
You should take a gander at my mod. It's even larger than Pacific and geared towards realism and the strengths/weaknesses that each country possessed. It plays very differently than basic Pacific!

Mod: MEGA Pacific - Most Realistic Yet - v4.0

Re: Newbe in Pacific- Again : a fabulous wargame

Posted: Thu Aug 13, 2026 6:07 pm
by welk
Your mod seems veryy interessant and complete, I will learn in scripting... :mrgreen:

The false loop to convert BB is brillant, I have to say it's a little bit diabolic :lol:

Another brillant idea is the construction by engineers : I am reading your script below.

Lines that are in red (and blue at end) have attracted my attention : the <8> precision is not provided in the documentation of decision event : It's really interessant to know this, the precision of the effects is more better

In the documentation (that is at the beginning of the file, we find that :
#CONDITION_POSITION= Map positions that will serve to trigger the event as well as distance and
; number of Axis/Allied unit ranges as specified by 'alignment' flag
; Format: x,y [min_range, max_range] [min_units, max_units] [alignment] [aligned_country_id]


and that :
More than one #CONDITION_POSITION can be set. Distance or range checks will be based on the
; specified x,y position. For example if the x,y position is a coastal hex then range checks will
; be made on sea hexes, otherwise if it is a land hex range checks will be made on land hexes only.
; If the 'aligned_country_id' flag is set to 0 then it will check for any Axis or Allied country as
; determined by the alignment flag.
; Each #CONDITION_POSITION line will be read using OR logic.



Howewer, there is no any mention of this <8> in the documentation
I did a quick verification, that corresponds to engineers
#UNIT_ID_8= Engineer (in localization file)

How and where did you find information about this <8> ? I would be really interrested if you could share some knowledges in scripting, because I will probably need them in my attempts to mod the game in another way you do, I am interrested by tactical battles and I plane to convert the game to this direction
And in addition : with what is materialized the construction after the decision ? A ground convoy ? I noticed no any grAph modification in your mod, I suppose it's that sort of thing, no ?
your script hability is very impressive :P
Do you have any document note about scripting that you could communicate ? (in my own case, I take somes notes about the tips I use, to avoid to forget them)

{
#NAME= DE 88 - Japan: Build Railroad Near Nanning
#POPUP=
#MESSAGE= <<TAG_485>>
#IMAGE=
#SOUND= teletype_1.ogg, teletype_2.ogg
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 0[0]
#COUNTRY_ID= 60
#TRIGGER= 100
#DISPLAY_ORDER= 0
; Set decision value
#DECISION= 88
#MPP_UPDOWN= -15
#MPP_TURNS= 1
#MPP_TEXT= Nanning Railroad
#NOTES=
#NOTES_POSITION= 75,45
;Set AI acceptance %
#AI_RESPONSE= 100
#AI_RESPONSE_POPUP=
#DATE= 1941/12/07
#TEXT_RGB= 0,0,0
#SHADOW_RGB= 228,221,198
; Railroad hex is neutral
#ALIGNMENT_POSITION= 75,45 [0]
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0]
;Set variable conditions:
;2nd Line - Japan politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 60 [1] [100] [0]
; 1 Japanese engineer within 1 hex of railroad
#CONDITION_POSITION= 75,45 [1,1] [1,1] [1] [60] <8>

}
{

Re: Newbe in Pacific- Again : a fabulous wargame

Posted: Thu Aug 13, 2026 11:47 pm
by Nginear
When I made this mod, I converted all the coordinates and scripts from Pacific to MRY, learning a lot in the process.

You're right the <#> is not mentioned anywhere. When I came across the scripts about "Place a bomber here to affect Australia" or "A Japanese army here to deter USSR" it had those unit specifics <> and I just figured it out. You can use <> to specify any unit for conditions that require a specific unit.

Scripting can be very frustrating at times!
welk wrote: Thu Aug 13, 2026 6:07 pm And in addition : with what is materialized the construction after the decision ? A ground convoy ? I noticed no any grAph modification in your mod, I suppose it's that sort of thing, no ?
I'm afraid I am not understanding your question. Can you rephrase?

Re: Newbe in Pacific- Again : a fabulous wargame

Posted: Fri Aug 14, 2026 5:32 am
by welk
ok, thanks for explanations : I do also that, I read vanilla scripts or scripts made by specialists (I am not) and I try to understand to learn (but it's sometime hard and it needs time, so it's more fast to contact directly the specialists :lol: )

Concerning my question, sorry : my (very) bad english is not already clear => My question was that : You have made a script that allows ingineer to construct rail, ok (decision script).

But in case of "yes" when decision script fires, what are exactly the effects in the game ?

1/ A rail road added on map ?
2/A convoy line added on map ?
3/ A bonus in MPP, or another bonus ?
4/ Other things ?

And in addition : what script type is used to apply the effect ?

Perhaps a dummy question, but I am a beginner in scripting work

Re: Newbe in Pacific- Again : a fabulous wargame

Posted: Sat Aug 15, 2026 3:38 am
by Nginear
welk wrote: Fri Aug 14, 2026 5:32 am ok, thanks for explanations : I do also that, I read vanilla scripts or scripts made by specialists (I am not) and I try to understand to learn (but it's sometime hard and it needs time, so it's more fast to contact directly the specialists :lol: )

Concerning my question, sorry : my (very) bad english is not already clear => My question was that : You have made a script that allows ingineer to construct rail, ok (decision script).

But in case of "yes" when decision script fires, what are exactly the effects in the game ?

1/ A rail road added on map ?
2/A convoy line added on map ?
3/ A bonus in MPP, or another bonus ?
4/ Other things ?

And in addition : what script type is used to apply the effect ?

Perhaps a dummy question, but I am a beginner in scripting work
Ok I understand now. Glad to help!
For the engineer "building" a railroad, I use a TERRIOTRY script combined with a DECISION event to transfer the hex to the power that builds the railroad. You cannot change resources as they appear on the map once in the game. This unfortunately is a limitation of the editor and the scripts. For example, once you place a resource in the editor, you cannot change a town to a fortified town in the game, or add airfields, or other similar resources. To get around that, you will notice the "build railroad" hexes already have the railroad and they are in areas not likely to see combat. So the hex just transfers ownership...like Danzig in WaW.

Convoy routes are not hard to work, but a country can only be sending one convoy at at time. The major power can switch routes with a DECISION script and tying the CONVOY script to the DECISION event (DE). Note, CONVOY scripts for each major power are read from top to bottom. In game, the first convoy route that has its conditions fulfilled will be the active route for that major.

You can use DECISION scripts to increase or decrease MPP deductions and bonuses and specify the number of turns that this will happen.

In order to get scripts to work the way you want them to, you often have to tie them into a decision event (DE) within the DECISION script file. Most often you will use them as "dummy" DEs meaning they are only checking ownership of a hex, the status of a country, a position of a unit, or some other check. If the DE = yes then some other script will activate if tied to that DE.

Re: Newbe in Pacific- Again : a fabulous wargame

Posted: Sat Aug 15, 2026 6:40 am
by welk
Ok, thanks for precision, I understand now the tip

In the same spirit : your tip could allow also something like that, to modelize breaks of railroads during a campaign => a script that does transfert the propriety of one or multiples rail hex to a definitive neutral country (fictive, if needed) : the railroad would be cut by the script.

To repear the broken rail line could be modelized by your tip of construction with engineers (to place a engineer near the cuted hex would execute a new script decision, that would restablish the initial propriety of the concerned rail hex