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RE: Naval War Mod glitches - 11/16/2020 2:20:09 PM   
Bonners


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Hope this is okay to piggyback onto this thread. I've had a search round for answers and cant seem to find what I'm looking for, so apologies in advance if this is repeating issues that are answered elsewhere.

I am trying to start an AI campaign using the Naval War Mod and the Iron Cross Mod 4.6.

I am loading it up from the community pack that is on the start menu. A couple of things that I cant seem to sort out:

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.
2. At the start of each turn it plays the music of the Naval Mod in the intro and it seems to go on for ever, is there a way to turn this off?

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.

< Message edited by Bonners -- 11/16/2020 2:24:35 PM >

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RE: Naval War Mod glitches - 11/16/2020 2:54:25 PM   
Elessar2


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That is a known glitch for the Russian counters; so far has not been remedied in any patches.

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RE: Naval War Mod glitches - 11/16/2020 3:50:43 PM   
Bonners


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Ahh right, thanks for the info. At least I know I'm not going mad!

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RE: Naval War Mod glitches - 12/1/2020 6:29:54 AM   
Hairog


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quote:

2. At the start of each turn it plays the music of the Naval Mod in the intro and it seems to go on for ever, is there a way to turn this off?


The music should only play once a game, so I don't know why yours keeps coming back. You have to go into the scripts to eliminate it. Sorry about the Rule the Waves length. I just got carried away. You can edit it using a number of free software apps that can handle .ogg files.

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RE: Naval War Mod glitches - 12/1/2020 7:13:26 PM   
jjdenver

 

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Hello. The idea for naval war mod seems good. And I was excited to play it. However after trying pbem using it (I get bored playing AI), I really do not like the fact that many ships cannot be reinforced to 10. This includes newly built ships as well as ships that you start the game with. I'm using "ships" but I realize the game intends these to be "task forces".

I'm not very experienced with the game but there seems to be some variability in this. For example some ships when built will show up with 10 strength then when damaged and returned to a 10+ port they can only be repaired back to 6 for example. It's really annoying to have a bunch of ships floating around at 6 strength.

Can there be a version of this mod that allows all ships to have the same "10" strength to make them a bit more survivable and useful than the very weak 6 strength ships?

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Post #: 35
RE: Naval War Mod glitches - 12/5/2020 3:36:06 AM   
Hairog


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The 6 strength ships are by design and represent TF made up of screening forces. These are a bunch of DD, DE and CLs,(which in WW2 were sunk by the hundreds...yes hundreds: 197 for the US alone. Yet sunk Capital ships they are few and far between. 2CV, 2BB, 5CA, 7CL.

You should note how fast and cheap they are to bring them to life again. These are the pawns of WW2 naval strategy. When any escort or screening TF is "destroyed" what that means is that enough ships in that TF were put out of commission that the TF is useless for combat and must go back to the main base for refit and replacements, quite fast and quite inexpensive.

< Message edited by Hairog -- 12/9/2020 4:04:43 AM >


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Post #: 36
RE: Naval War Mod glitches - 12/8/2020 10:52:08 PM   
Rexor

 

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Hey, enjoying the naval mod. I especially like the spotting dynamic, which seems much more realistic. I'm just wondering how many others are running into "damage avoided" when playing the AI. I know it sounds paranoid, and I'm sure there's no coding issue, but wow! does the Axis AI avoid getting damaged by my attacks. Way more than sixty percent of the time. As for attacks on me, As of the middle of 1940 (especially in the Med), I have yet to see more than one of my TF avoid damage. It's becoming a little weird. Just wondering if it's bad luck or something else. Anyone?

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RE: Naval War Mod glitches - 12/9/2020 4:02:30 AM   
Hairog


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I think this is the first time I've heard of this one. If anyone else is having the same problems, please let me know.

I know a lot of you fantasize about your Yamato sliding up to the Enterprise and blowing it to hell. It should not be happening. I did too, but it got kind of old, having all these ships appear out of nowhere, blowing you to hell and then disappearing.

Rexor: I have done nothing to the coding (wouldn't if I could, which I can't) and as far as I know it's a straight 60%. What units are you attacking with and how in the heck did you get close to a CV in the first place? That only happened twice in the whole war so I've set up the mod to reflect reality. To be blunt, If you are spending your time trying to track down CV Task Forces with your BB Task Forces I suggest you stop wasting your time. It sounds like the 60% is doing the job. I should have set it to 90%. By my count, there were 227 carriers involved in the war from all nations. 2 sunk by naval gunfire out of 227 in close enough to 1% for me. So in reality, I should set the avoidance to 99%

Is the AI catching your CV Task Forces and getting hits? That shouldn't be happening.

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Post #: 38
RE: Naval War Mod glitches - 12/9/2020 5:01:59 PM   
Rexor

 

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Not CVs. The CV thing is working fine, I believe. I'm playing the Allies in the 1939 campaign. LOTS of action in the Med and the North Sea in 1940. In the Med, storms prevented me from using my two fast carrier groups for months, so they sat it out. I tried as best I could to maneuver my strike forces and covering forces (I had two of each) to get the Italian BBs, but they got "evaded damage" every time. When the Italians attacked, they managed to find a way around my screens and then blew my heavy units to bits. I had to send my strikes and covers to port and was left only with screens, which fared badly against the heavy Italian units.

My point isn't that the naval mod is nerfed; it's just that the "evade damage", so far at least, has wildly favored the AI. The Royal Navy is in dire straights right now. I'll concede that it could be unfortunate die rolls, luck is always a factor. I just wanted to check in about it.

In the North Sea, same thing but not as bad. Clear weather allowed me to use my carrier group, but their bombers got "evaded damage" against their targets more than half the time. The Germans used their heavies and landed damage every time.

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RE: Naval War Mod glitches - 12/9/2020 5:08:38 PM   
Rexor

 

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In other words, I wish my units evaded damage as often as the enemy's, but I can't seem to make that happen. I'll keep at it and see if my luck changes!

EDIT: My carriers have been safe from surface attacks so far, although enemy subs have done some damage to them. But my CV bombers keep getting "evaded damage" when they attack enemy ships. I have them on bombers mode.

< Message edited by Rexor -- 12/9/2020 5:12:40 PM >


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RE: Naval War Mod glitches - 12/9/2020 6:11:24 PM   
Elessar2


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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 - 12/9/2020 6:28:51 PM   
Rexor

 

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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

< Message edited by Rexor -- 12/9/2020 6:29:58 PM >


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RE: Naval War Mod glitches - 12/26/2020 5:01:51 PM   
Hairog


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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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RE: Naval War Mod glitches - 1/27/2021 7:18:09 AM   
kirk23


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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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RE: Naval War Mod glitches - 1/27/2021 7:37:15 AM   
kirk23


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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 - 2/5/2021 9:28:13 AM   
Chema_Cagi

 

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quote:

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

< Message edited by Chema_Cagi -- 2/5/2021 9:31:34 AM >

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RE: Naval War Mod glitches - 2/11/2021 6:17:08 AM   
Hairog


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It took me a long time to figure it out too.

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RE: Naval War Mod glitches - 4/29/2021 1:01:44 PM   
TheCrazyScot

 

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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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RE: Naval War Mod glitches - 5/1/2021 11:04:19 AM   
Hairog


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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 - 9/2/2021 6:05:40 PM   
Nital

 

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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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RE: Naval War Mod glitches - 9/3/2021 3:00:01 AM   
Hairog


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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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RE: Naval War Mod glitches - 9/3/2021 8:55:24 AM   
BillRunacre

 

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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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RE: Naval War Mod glitches - 9/3/2021 6:04:54 PM   
Nital

 

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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 - 12/21/2021 4:50:21 PM   
stryc

 

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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?

< Message edited by stryc -- 12/21/2021 4:56:52 PM >

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RE: Naval War Mod glitches - 12/21/2021 7:02:17 PM   
BillRunacre

 

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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 - 12/21/2021 7:21:54 PM   
stryc

 

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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 - 12/22/2021 2:38:38 AM   
SittingDuck

 

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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 - 12/22/2021 9:31:46 AM   
BillRunacre

 

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quote:

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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RE: Naval War Mod glitches - 12/22/2021 9:48:59 AM   
stryc

 

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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.

< Message edited by stryc -- 12/22/2021 10:05:22 AM >

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RE: Naval War Mod glitches - 12/23/2021 8:46:57 AM   
BillRunacre

 

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

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