Build ships? Combat? Lets see some screenshots!
Moderators: Joel Billings, wdolson, Don Bowen, mogami
Build ships? Combat? Lets see some screenshots!
I was a big fan of the Sega Genesis game PTO back in the day, now that I have a real computer, I'm looking to buy something with this theme.
So I'm wondering, can you build your own ships in 'War in the Pacific' also, how does combat take place? All the screenshots I have seen just show tactical hex maps. Can anyone post their cool screenshots for all to see.
So I'm wondering, can you build your own ships in 'War in the Pacific' also, how does combat take place? All the screenshots I have seen just show tactical hex maps. Can anyone post their cool screenshots for all to see.
RE: Build ships? Combat? Lets see some screenshots!
Ships will be built, but only according to what was historically constructed. You should read up a little more on this game before you decide whether its for you or not......the complete campaign will probably take 100 + hours to complete.
The level of detail will be far beyond anything you've seen before. I suggest taking a look at Uncommon Valor as a means to acclimatize yourself to the kinds of things you will see in WiTP.
The level of detail will be far beyond anything you've seen before. I suggest taking a look at Uncommon Valor as a means to acclimatize yourself to the kinds of things you will see in WiTP.
Never Underestimate the Power of a Small Tactical Nuclear Weapon...
RE: Build ships? Combat? Lets see some screenshots!
From what I have heard the first TURN can take 100 hours to complete..... more like 5 years for the full game to be complete[X(]
RE: Build ships? Combat? Lets see some screenshots!
[:D]
You get used to it ... your first time will be a month, your second time you'll shave off 3 weeks, your third time will go back to a month because you understand now just what you forgot, then you will start working it down into a plan.
After a few hundred false starts, you will be able to dish out a turn 1 in less then a day, but be aware, this is not a game for the faint of heart. It is a one of a kind, never to be repeated in our lifetime most likely.
There are smaller scenarios that play out much like UV (scale and time), but the mother of them all is Dec 7th, 1941 until the end of the war (whenever that happens to be, roughly 1667 turns).
You get used to it ... your first time will be a month, your second time you'll shave off 3 weeks, your third time will go back to a month because you understand now just what you forgot, then you will start working it down into a plan.
After a few hundred false starts, you will be able to dish out a turn 1 in less then a day, but be aware, this is not a game for the faint of heart. It is a one of a kind, never to be repeated in our lifetime most likely.
There are smaller scenarios that play out much like UV (scale and time), but the mother of them all is Dec 7th, 1941 until the end of the war (whenever that happens to be, roughly 1667 turns).

RE: Build ships? Combat? Lets see some screenshots!
ORIGINAL: darren7
I was a big fan of the Sega Genesis game PTO back in the day, now that I have a real computer, I'm looking to buy something with this theme.
So I'm wondering, can you build your own ships in 'War in the Pacific' also, how does combat take place? All the screenshots I have seen just show tactical hex maps. Can anyone post their cool screenshots for all to see.
paullus99 The level of detail will be far beyond anything you've seen before. I suggest taking a look at Uncommon Valor as a means to acclimatize yourself to the kinds of things you will see in WiTP.
paullus99 has a good point. This game is a turn based with a level of detail never seen before. I consider the graphics top notch. For many RTS and FPS fans who love 3-D and special affects, this game is not for them.
Former War in the Pacific Test Team Manager and Beta Tester for War in the East.


RE: Build ships? Combat? Lets see some screenshots!
For which most of us are eternally grateful. Personally, I can't stand most of those types of games. My idea of a game is not to see who can click the mouse the fastest...[8|]ORIGINAL: Kid
This game is a turn based with a level of detail never seen before. I consider the graphics top notch. For many RTS and FPS fans who love 3-D and special affects, this game is not for them.
Later,
FC3(SW) Batch
USS Iowa
FC3(SW) Batch
USS Iowa
- pasternakski
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RE: Build ships? Combat? Lets see some screenshots!
Those "tactical hexes," by the way, are 60 miles across.
Put my faith in the people
And the people let me down.
So, I turned the other way,
And I carry on anyhow.
And the people let me down.
So, I turned the other way,
And I carry on anyhow.
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RE: Build ships? Combat? Lets see some screenshots!
ORIGINAL: paullus99
Ships will be built, but only according to what was historically constructed. You should read up a little more on this game before you decide whether its for you or not......the complete campaign will probably take 100 + hours to complete.
The level of detail will be far beyond anything you've seen before. I suggest taking a look at Uncommon Valor as a means to acclimatize yourself to the kinds of things you will see in WiTP.
A more reasonable esitmate would be 1000+ hours, although you might get it down to 500 hours if you skimp on your turns. Of course there are smaller/shorter scenarios, but does anyone ever play these?
All understanding comes after the fact.
-- Soren Kierkegaard
-- Soren Kierkegaard
RE: Build ships? Combat? Lets see some screenshots!
Perhaps we should include Mogami's Japan turn 1 start with the shipping version just to give people somewhere to start with [&o]
RE: Build ships? Combat? Lets see some screenshots!
I hope we have a scenario that starts around 1 May 1942, like PACWAR. I know many of you think the Japanese could have done better, but they did pretty darn good and, so far as I know, accomplished all of their initial objectives. Mogami might be able to make the opening move for Japan in one day, but I bet it would take me at least a week, even after several false starts learning the game. Getting the initial Japanese rush out of the way and starting from a somewhat static point would seem to be beneficial.
Pier5
Pier5
Paul
turn 1
Hi, I agree starting in May 42 will save time. But then you are pretty much stuck with what you can do.
By the way, I very sheldom finish entering turn 1 (either side) in less then 12 hours. I consider 12 hours to have "whiped out the turn" My normal time to do the turn is at least 18 hours. But then my turns for the next 30 days or so go quite fast. I figure around every 30 turns I will need to spend an hour or more. (so 29 of 30 turns are just me running the turn and then taking a quick look before ending turn. I have to order units to attack )
I think the May 42 start is great for persons who are playing allies against the AI. As Japan I cannot afford to begin the war 6 months behind my schedule.
By the way, I very sheldom finish entering turn 1 (either side) in less then 12 hours. I consider 12 hours to have "whiped out the turn" My normal time to do the turn is at least 18 hours. But then my turns for the next 30 days or so go quite fast. I figure around every 30 turns I will need to spend an hour or more. (so 29 of 30 turns are just me running the turn and then taking a quick look before ending turn. I have to order units to attack )
I think the May 42 start is great for persons who are playing allies against the AI. As Japan I cannot afford to begin the war 6 months behind my schedule.
I'm not retreating, I'm attacking in a different direction!
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Damien Thorn
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RE: Build ships? Combat? Lets see some screenshots!
ORIGINAL: Joel Billings
Of course there are smaller/shorter scenarios, but does anyone ever play these?
My friends and I play them and we appreciate them being included in UV. I've actually finished short scenarios, as opposed to the big 17/19 ones. Well, I guess I've finished those too if you count opponents surrendering.
RE: Build ships? Combat? Lets see some screenshots!
I don't think you could realistically - without a surrender - complete a UV campaign game within 100 hours. For perspective, that would be around 600 days/turns of play, so you'd only be averaging 10 minutes a turn! Some combat replays take longer than that!ORIGINAL: paullus99
Ships will be built, but only according to what was historically constructed. You should read up a little more on this game before you decide whether its for you or not......the complete campaign will probably take 100 + hours to complete.
"Never send a monster to do the work of an evil scientist!"
RE: Build ships? Combat? Lets see some screenshots!
I disagree with you and agree with Mogami on this. As Japan, I'd like the option of staking out my own perimeter, which would give me the option of perhaps biting off less and improving my long-term chances. I understand that you're looking to add an option rather than eliminate all other options, but there just doesn't seem much benefit to the IJN player for that option.ORIGINAL: Pier5
I hope we have a scenario that starts around 1 May 1942, like PACWAR. I know many of you think the Japanese could have done better, but they did pretty darn good and, so far as I know, accomplished all of their initial objectives. Mogami might be able to make the opening move for Japan in one day, but I bet it would take me at least a week, even after several false starts learning the game. Getting the initial Japanese rush out of the way and starting from a somewhat static point would seem to be beneficial.
Pier5
Now, one thing that I would suggest would be to have a historical default first turn entered into the computer - perhaps as an option - to save time for the average player who would simply adopt that first turn, or else tweak it a little bit.
"Never send a monster to do the work of an evil scientist!"
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Damien Thorn
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RE: Build ships? Combat? Lets see some screenshots!
ORIGINAL: redman1
but there just doesn't seem much benefit to the IJN player for that option.
Well, there's one benefit: not having to go through all the effort of "capturing dots" that could never be successfully defended by the allied player anyway.
You are right though; I would never choose a late war start unless I was playing somebody that I KNEW I could beat easily because starting late is a disadvantage. It should be an option though.
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RE: Build ships? Combat? Lets see some screenshots!
Personally, I think there should be an option to start on November 30, 1941. For every turn the Jpanese do not declare war, their oil and other resource stocks diminish, but their political points increase.
Civil war? What does that mean? Is there any foreign war? Isn't every war fought between men, between brothers?
--Victor Hugo
--Victor Hugo
RE: Build ships? Combat? Lets see some screenshots!
Hi, There is a tremendus difference between what happens when I run the first 6 months and when I begin in May 1942.
A May 42 start means Japan is prepared (in the historic haphazzard insuffient manner) to fight Coral Sea and go for Port Moresby. I plan on PM falling in March or April at latest.
In 6 months I have already secured the rail line that is Japans front line for the rest of the war in China.
The troops I intend on using in the SOuth Pacific/Central Pacific come from 14th/15th/16th and 25th Armies they will already be ready for combat in the Dec 41 start. They will still be sitting waiting for transport in May start. (and it takes between 50 to 100 days to prepare to invade PM)
My start Truk and Rabaul already have fuel and supply stockpiled. May start I'm not sure what Japans logistics look like. I capture the oil and resource bases sooner then actual. I have no grand plan for invading a single area Japan did not actually send forces into. I just try to get there sooner or get there at the historic date but in more force.
The Japanese player that saves 100 days also loses 100 days of possible I-boat encounters with USN CV. And 100 days of human allied players who feel they have to do something brillant.
(Besides as Japan I know I am going to have over 1000 days of getting the snot beat out of me I want the 100 days of being the one doing the beating.)
And there is a historic turn 1 option. But neither player gets to input any orders.
A May 42 start means Japan is prepared (in the historic haphazzard insuffient manner) to fight Coral Sea and go for Port Moresby. I plan on PM falling in March or April at latest.
In 6 months I have already secured the rail line that is Japans front line for the rest of the war in China.
The troops I intend on using in the SOuth Pacific/Central Pacific come from 14th/15th/16th and 25th Armies they will already be ready for combat in the Dec 41 start. They will still be sitting waiting for transport in May start. (and it takes between 50 to 100 days to prepare to invade PM)
My start Truk and Rabaul already have fuel and supply stockpiled. May start I'm not sure what Japans logistics look like. I capture the oil and resource bases sooner then actual. I have no grand plan for invading a single area Japan did not actually send forces into. I just try to get there sooner or get there at the historic date but in more force.
The Japanese player that saves 100 days also loses 100 days of possible I-boat encounters with USN CV. And 100 days of human allied players who feel they have to do something brillant.
(Besides as Japan I know I am going to have over 1000 days of getting the snot beat out of me I want the 100 days of being the one doing the beating.)
And there is a historic turn 1 option. But neither player gets to input any orders.
I'm not retreating, I'm attacking in a different direction!
RE: Build ships? Combat? Lets see some screenshots!
One of the other aspects is looking to the east.
Japan has the ability to work their way farther down into the island chains east of the Solomons and establish some nice air bases to put those Betty's on to ravage convoys coming from the USA to support the cause, potentially isolating Oz.
Having to route traffic far to the south to keep it from getting creamed by long ranged torpedo bombers is just something else to slow the Allies down with. Yes, the USA has tons of everything, but it is *in* the USA. It's gotta be shipped somewhere to be of use. It also ties up USA CV's to provide air cover, which means Japan CV's get free reign longer to inflict damage.
I do agree with Mogami though, I could do without the 100 days of having transports sunk by damn subs. [:(]
Japan has the ability to work their way farther down into the island chains east of the Solomons and establish some nice air bases to put those Betty's on to ravage convoys coming from the USA to support the cause, potentially isolating Oz.
Having to route traffic far to the south to keep it from getting creamed by long ranged torpedo bombers is just something else to slow the Allies down with. Yes, the USA has tons of everything, but it is *in* the USA. It's gotta be shipped somewhere to be of use. It also ties up USA CV's to provide air cover, which means Japan CV's get free reign longer to inflict damage.
I do agree with Mogami though, I could do without the 100 days of having transports sunk by damn subs. [:(]
RE: Build ships? Combat? Lets see some screenshots!
Just to get back to the initial question: is there any cahnges to the way combat replays play out in the new game?
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RE: Build ships? Combat? Lets see some screenshots!
Perhaps it's not for me then, thanks for the input from all! When I play a strategy game, Panzer General 2 for example, I feel a need to complete a campaign to really accomplish something, and this has to happen before I get too bored with playing the same game all the time (around a month). Perhaps I need something more 'generalized' (like PTO for Sega genesis). Suggestions anyone?






