Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

The Complete Carriers At War Guide

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Carriers At War >> Mods and Scenarios >> The Complete Carriers At War Guide Page: [1]
Login
Message << Older Topic   Newer Topic >>
The Complete Carriers At War Guide - 10/15/2020 10:29:21 PM   
RyanCrierie


Posts: 1461
Joined: 10/14/2005
Status: offline
OK, so here's what Carriers at War was:

Generation 1 Engine

Carriers at War 1941-1945: Fleet Carrier Operations in the Pacific
(Apple II and Commodore 64) (1984)

Shipped Scenarios:
Pearl Harbor
Coral Sea
Midway
Eastern Solomons
Santa Cruz
Philippine Sea

Run5 Scenarios:
Gilberts Strike
Japan Sweeps South
Leyte Gulf
Operation Pedestal
Relief of Wake Island
The Final Countdown

From the Game Folder:

THE GAME DESIGN KIT — The nature of the program and the detail of the design decisions allow us to complement your game with a complete Game Design Kit. It can be used to create variations on the historical scenarios or to produce original scenarios recreating air/naval warfare in any theatre of WWII. These simple to use utilities are illustrated with the step-by-step creation of a totally new scenario recreating the Japanese carrier operations against the Royal Navy off the coast of Ceylon in April 1942. You have, at your disposal, all of the following data bases.

• A massive 84 by 72 hex grid. At 20 nautical miles to the hex, an area in excess of three million square miles is represented.
• Up to 63 individual plane types can be defined.
• A total of 4000 aircraft can be used in each scenario, divided amongst 126 squadrons.
• Twenty-three airbases can be constructed.
• Up to 63 individual ship classes can be defined within 5 major ship types (carriers, capital warships, minor warships, submarines and auxiliaries).
• A total of 31 carriers and 215 other ships can be allocated to 48 Task Groups, each with its own flagship.
• Task Force creation, deployment and mission assignment.
• National doctrine and characteristics.
• Ordnance performance.
• Weather creation and forecasting.
• Scenario Briefing.

The Game Design Kit is a powerful and unique tool certain to appeal to any gamer or historian with even a passing interest in the Pacific War.



_____________________________

Post #: 1
RE: The Complete Carriers At War Guide - 10/15/2020 10:31:07 PM   
RyanCrierie


Posts: 1461
Joined: 10/14/2005
Status: offline
Generation 2 Engine

Carriers at War 1
(IBM PC) (1992)

NOTES: Version # is given as 1.0 in game.

Scenarios as Shipped:
Pearl Harbor
Coral Sea
Midway
Eastern Solomons
Santa Cruz
Philippine Sea

quote:

From SSG's “Run 5” magazine, Issue 17
DESIGN NOTES FOR CARRIERS AT WAR
by Gregor Whiley
It looks like we will be releasing Carriers at War in time to celebrate the 50th Anniversary of the Battle of the Coral Sea. If we don't make that, there's always Midway... or Solomons... or Santa Cruz...

Whatever, we guarantee it will be published before the 50th anniversary of the Great Marianas Turkey Shoot!

Carriers at War is a game of fleet carrier battles in the Pacific 1941-45. SSG released the original 8 bit version in 1984, to a wildly enthusiastic reception. Now if s time for a 16 bit version. Carrier operations are inherently tense, uncertain and dangerous affairs, and the 8 bit version conveyed that excitement very well. That meant that we didn't have to change what the game was about, but we welcomed the chance to do it again, and do it even better.

The first action was to discard all the original code. The new CAW is not really a conversion. It's a brand new game that uses the same subject and philosophy as the original. We wanted to take a very detailed approach to elements that were decided at a much higher level in the original game. Rather than accepting compromises that were forced on the 8 bit version, we decided to start from scratch. Those of you who have played the original game will appreciate just how far-reaching the changes have been.

Ships
Ships are still created as ship classes, with individual data for each ship. Each ship class now has an individual picture, which is used in various parts of the game, and can be called up at any time. The system now supplies complete technical information on each ship, plus a note on its historical fate.

Ships now have a much more dynamic damage system. Bomb or torpedo hits cause permanent damage and can also start fires. Over time, fires can spread, and also cause further damage. Damage control crews attempt to extinguish the fires, although they cannot remove permanent damage. Any damage or fires on a ship will be shown on the ship's status picture.

A ship with good damage control could suffer quite a lot of fire damage but eventually be put more or less right. A ship with poor damage control could suffer only a few hits, but turn into an uncontrollable wreck.

Ships are also rated for vulnerability. Conceptually, a carrier is a large, essentially unarmoured, avgas and ammunition store with a nice flat deck for catching bombs. CAW won't let you forget this fact.

Planes
Each plane in CAW is now tracked in great detail. As well as the normal statistics for each plane type, each individual plane has it's own pilot who is rated as Ace, Veteran, Trained or Green. The fate or location of each plane is also known at all times. Every plane type has its own illustration as well as full technical details.

A squadron report can tell you exactly how many planes you have, their damage status, and the experience of each pilot. You can also see why any plane was lost e.g. lost on take-off, damaged by flak, shot down by CAP and so on.

All combat is resolved on an individual plane basis, and up to 2048 planes can be simulated.

Surface Combat
The new surface combat routines are quite sophisticated. If surface combat is possible, ships are automatically sorted by type. Capital ships (BB, BC and CA) are placed in a battle line. Light ships (DD and CL) are divided between screening formations ahead and behind the battle line. Carriers, transports and anything else are placed behind the battle line, in a protected position.

You can order formations to open or close the range, and nominate targets for each weapon type in range. Light ships may want to close the range to employ torpedoes, while capital ships will probably wish to keep the combat at battleship gun range. Special rules will apply for combat at night, where the opening ranges in a battle will normally be much shorter than in daylight.

Combat occurs in a series of five minute rounds.

We wanted to bring some tactical decision making to surface combat, even though it won't occur all that often. We also felt that anyone who fought a surface group to within gun range of a carrier task force deserved some reward for their enterprise.

Searching/Sighting
This is one of the most critical areas of CAW. For each search sector you have chosen, the system maintains a search plane on an outward search leg. If a plane sights something, then it automatically shadows the sighting, and a new plane is launched. At any time you can call up a reports showing all your current sightings or the exact location and status of all of your search planes. False reports, and misreporting of sightings were simply a fact of life, and the system is designed to reproduce these conditions. It's up to you to sort out what is happening, and make crucial decisions... like launching a strike!

Air/Naval Combat
If you have a sighting, you can launch a strike. The system helps you organise this, and shows you important information like range, time to target and expected recovery time for the strike. Once launched, a strike must locate the target for itself before it can attack. Strikes will do their own searching if the target isn't where they think it should be. Escort fighters will attempt to engage any CAP, while the bombers run the gauntlet of CAP and light and heavy AA. Even if attacking bombers are not damaged, they can be harassed into a less accurate bombing run. These routines will produce a very accurate simulation of air/naval combat.

Combat Reporting
Choosing the full combat reporting option delivers a blow by blow account of combat. A detailed graphic display shows the fate of each plane as it makes its attack run, and whether its ordnance hits or misses. Hits are shown by animated explosions on the ship, as are any fires or damage caused. This makes the combat sequence very exciting, as you follow the inevitable attrition on your aircraft, and await the result of each bomb drop or torpedo run. Purists can turn this option off, and rely on the far less informative and less accurate after action reports.

Game Control
Carriers at War was designed from the ground up to be mouse controlled, although there is a keyboard option. The system is structured so that it is easy to move laterally, giving the same order to different groups, without having to move up and down menu hierarchies.

Graphics
We have concentrated very strongly on the visual appearance of the game. On the IBM, we have used a hi-res VGA mode with a variable palette of 16 out of 262,144 colours. EGA users are stuck with their fixed 16 color palette. Having a variable palette greatly enhances the visual effect we were able to achieve.

Scenario Editor
With CAW, we have decided to make the scenario editor a separate item for reasons of price, quality and time. To bundle all the editor material in with the already huge size of the main game would push the price to unacceptable levels. It would also further delay the release of an already long-awaited game. Produced as a separate item, a scenario editor can be a polished and professional piece of work, which only those people who really want it have to pay for. The editor itself will be a fairly massive undertaking, as an explanation of just one section of it will show.

WarRoom™
The main reason for CAW taking as long as it has is the work we have put into the brand new WarRoom™ module. WarRoom™ is the ultimate AI system for wargames, and is the culmination of all of SSG's experience in AI systems for strategy games.

Instead of trying to hard-wire a series of rules for computer players that will be valid for all scenarios, WarRoom™ takes that decision making and gives it all to the scenario creator Now each scenario comes with a series of specially crafted, infinitely flexible plans for the computer player.

The problem with most AI schemes is that they produce a predictable response by the computer player. After a few games, players know what to expect. WarRoom™ solves this problem completely. A few examples from the Coral Sea scenario will illustrate what can happen.

The transport fleet invading Port Moresby used to sail a fixed route at a known time. Now we can simply delay its start time by a few days. Or it could take a zigzag path through the Solomon Sea. The Japanese carriers used to sail more or less straight for the middle of the Coral Sea. Now, they could precede the transport group, or escort it closely, or make a high speed dash for the Louisiade Achipelago. US admirals who simply turn up off the end of New Guinea on day three could be in for a very nasty surprise.

It is hard to describe the vast range of options WarRoom™ affords to us as scenario designers. Task Forces (TFs) can be ordered to proceed in an innocuous direction at a leisurely pace for the benefit of search planes during the day, then turn around for a high speed run during the night. Each TF action can have a probability assigned to it, so that the fact that a player has observed actions A and B does not allow him to infer that action C will follow. The creator can set, and change at any time, all the decision making processes of a TF. These include where to search, what CAP to fly, what sort of targets to strike and which to ignore, special areas for attention, no go zones, speeds and basic TF missions.

The basis of WarRoom™ is the selection of a series of cards by the computer. Each card contains actions that the scenario creator has programmed for a particular TF. The idea behind the cards is that the scenario creator can make a coherent plan and doctrine for each TF in the scenario, much like a human player would.

This plan is not just a simple sequence of activities. Each card can contain a probability of being chosen which allows a great deal of flexibility. A TF at some pivotal point in the scenario could be allowed a choice between three or four different cards.

These could each be start of planned sequences, which could themselves contain further variation. The system also allows for the creator to regain the attention of a TF and redirect if's activities if it has lost its way due to the heat of battle.

The result of a well constructed WarRoom™ set will be to give the computer a real fighting plan for the battle, while forcing the human player to make decisions based on current information, not prior knowledge of how the computer plays.

These are exactly the sort of decisions a real admiral had to make. So much so that now, when you play CAW, you won't just be playing against the computer, you'll be playing against us. We look forward to kicking your butt!

Don’t forget! Owners of the original AII/C64 version can upgrade to an IBM version for half the RRP.

It’s the best deal in town!


_____________________________


(in reply to RyanCrierie)
Post #: 2
RE: The Complete Carriers At War Guide - 10/15/2020 10:32:01 PM   
RyanCrierie


Posts: 1461
Joined: 10/14/2005
Status: offline
Carriers at War Construction Kit

Shipped with these new scenarios:

Wake Island
Guadalcanal
Tarawa

And had artwork for ships and planes for future use. Was compatible with CAWI and CAWII.

quote:

From SSG's “Run 5” magazine, Issue 18

CARRIERS AT WAR CONSTRUCTION KIT (IBM)

As you read this the Construction Kit for Carriers At War should be just about on the shelves. In addition to the very comprehensive creation, graphics and intelligence routines, you'll also get three new scenarios (Wake Island, Guadalcanal and Tarawa), upgrades for the existing scenario, graphics and intelligence files, more scenario variants and finally an upgrade for the game program itself.

In particular, the Midway, Eastern Solomons and Santa Cruz scenarios have benefited from map realignment. Sometime after the release of the original game, it occurred to me (IKT) that the reason for the cramped deployment areas in these scenarios was simply the positioning of the playing area! I still can't believe that it took me that long to realise... so much for lateral thinking. Anyway, the new scenarios are much more flexible.

CARRIERS AT WAR (MACINTOSH)
The Macintosh version of Carriers at War will be released at the same time as the IBM Construction Kit. We are releasing it for color Macs (or 256 color grey scale) only.




_____________________________


(in reply to RyanCrierie)
Post #: 3
RE: The Complete Carriers At War Guide - 10/15/2020 10:33:44 PM   
RyanCrierie


Posts: 1461
Joined: 10/14/2005
Status: offline
Carriers at War 2
(IBM PC) (1992)

NOTES: Version #2.05 is given as in game.

NOTES: Changes over CAW1 included:

*--Improved WarRoom AI routines

*--Option to split off damaged ships

*--Weather can now be displayed on screen at all times.

Scenarios:
Plan Orange
Task Force Z
Port Darwin
Java Sea
Trincomalee
Leyte Gulf
Okinawa
Operation Olympic

quote:

From SSG's “Run 5” magazine, Issue 18

Japan Sweeps South (IBM and Mac).

This will be a second game in the Carriers at War series featuring another six historical (and hypothetical) clashes from the War in the Pacific. The first scenario will explore a hypothetical clash between the American and Japanese battle fleets in 1936, when tensions first ran high between the two countries. Both sides will have plenty of battleships... and bi-plane aircraft aboard their flat-tops. I've been waiting a long time to work on this! Other scenarios will include the initial Japanese attacks on Malaya, the Philippines and the Dutch East Indies (including a more effective British response), the Japanese carrier raid into the Indian Ocean and the attacks on Australia and finally the American invasions of the Philippines and Okinawa (with lots of Kamikazes). Nick Stathopoulos, our resident artist, has produced superb cover art, a section of which has been used as the cover for this issue of Run 5.


quote:

From SSG's “Run 5” magazine, Issue 19

Carriers at War II
Fleet Carrier Operations in Southeast Asia, 1936-1946


We had initially titled this one Japan Sweeps South, but in the end opted for the far more original Carriers at War II. My favorite scenario is Plan Orange. Still under development this hypothetical battle pits a large American Battle Fleet (16+ BBs and 2 CVs) attempting to push through a resupply mission to the Philippine capital of Manilla in the summer of 1936. Japan's ten pre-war battleships, two fleet carriers and several light carriers, together with a motley collection of land-based bi-plane and monoplane aircraft are ready to contest the American moves. A similar collection of mid-30s, land-based US aircraft will be on hand to help out.

Surface combat promises to be the mechanism of decision, although the contribution of puny, bi-plane, carrier-borne aircraft can't be ruled out entirely.

British and Dutch air and naval forces make their first appearance in the Force Z, Java Sea, Port Darwin and Trincomalee scenarios while the Americans have to wait until the Leyte Gulf, Okinawa and Operation Olympic scenarios for another appearance.

In particular, the Japanese operations against Malaya and Java in the early months of the war offer some very intesting possibilities. It was only plain bad luck that the British warships HMS Prince of Wales and HMS Repulse were not accompanied by at least one, tough British flat-top.

In the Okinawa and Operation Olympic scenarios, the Japanese have extensive Kamikaze air forces available.

Carriers at War II is completely compatible with CAW Construction Kit and will come with new graphic files to extend the range of aircraft and warships available for use within the system.

A couple of examples of the new artwork for the game accompany these notes.


_____________________________


(in reply to RyanCrierie)
Post #: 4
RE: The Complete Carriers At War Guide - 10/15/2020 10:34:55 PM   
RyanCrierie


Posts: 1461
Joined: 10/14/2005
Status: offline
Complete Carriers at War CD-ROM

This compiled CAWI, CAWII, and CAW Construction Kit into a single program (now version 2.10) and added the following:

*--North Sea/Mediterranean Scenarios

*--Graphics for German, French and Italian Navies and Planes.

*--Improved US/IJN ship graphics

Leading to a total of the following scenarios and variants:

Plan Orange (A, A+, B, B+)
Norway (Historical)
Action off Calabria (Historical/Aggressive Italy/Early Convoy)
Cape Spartivento (Historical)
Cape Matapan (Historical/No ULTRA/Italian CV/Axis Coordination)
Pearl Harbor (Historical/Final Countdown/Unsurprised)
Task Force Z (Historical/Japanese CVs/No G4M Bettys/Malaya Reinforced)
Rainbow 5 (Rainbow 5)
Port Darwin (Historical/Invasion Darwin/Allies Reinforced)
Java Sea (Historical/Stronger Allies)
Trincomalee (Historical/Invasion Ceylon/Modern Planes)
Convoy Raiders (Another Jutland/Atlantic Peril/Get Outta This!/Get the Bismarck)
Operation Ironclad (Historical/Japanese Landings/Jap Landings and BEF/Vive Le France/Japanese Intervention)
Coral Sea (Historical/More Protection/More Enterprise)
Midway (Historical/Saratoga Arrives)
Convoy PQ.17 (Historical/No Paranoia/More Ships)
Guadalcanal (Historical?/Earlier Response/Early Response)
Pedestal (Historical / Out to Fight)
Eastern Solomons (Historical / New Approach / Hiho Hiyo)
Hawaii (Historical)
Santa Cruz (Historical / Saratoga Survives / Anything Goes! / Buin Developed)
Arctic Convoy (Historical / Kola and Return / Get Tirpitz! / Outgunned / Tirpitz Terror)
Atlantic (Historical OB / Even more CVs/ Plan Z / Plan Z + CVs/ German CVs)
Rabaul (Historical / Jap CVs move / Combined Fleet / TG 50.3 and .4 Unite / Better Axis CAGs)
Tarawa (Historical / Shinano Surprise!)
North Cape (Historical / More Planes)
Philippine Sea (Historical / Kamikaze / Raise the Dead)
Leyte Gulf (Historical / Extra Squadrons)
Okinawa (Historical / Extra Air)
Operation Olympic (Last Surprise/Kamikaze)
Coral Sea 1946 (Historical/Japan Aggressive/Invasion Follow Up)

_____________________________


(in reply to RyanCrierie)
Post #: 5
RE: The Complete Carriers At War Guide - 10/15/2020 10:39:55 PM   
RyanCrierie


Posts: 1461
Joined: 10/14/2005
Status: offline
Generation 3 Engine

Carriers at War (2007) (Matrix Games)

This is what this forum is for. Much of the older CAW Generation 2 data is mostly compatible with CAW-2007. You can simply load the old scenarios into Nu-CAW; and most of the hard work will be done for you. You will still have to make Generation 3 artwork; as it doesn't auto copy the graphics from Generation 2 over.

Scenarios as Shipped in 2007:
Pearl Harbour
Coral Sea
Midway
Eastern Solomons
Santa Cruz
Phillipine Sea

Scenarios added via official patches
Tarawa (v1.02 in January 2008)

< Message edited by RyanCrierie -- 10/15/2020 10:40:42 PM >


_____________________________


(in reply to RyanCrierie)
Post #: 6
RE: The Complete Carriers At War Guide - 10/15/2020 11:00:11 PM   
RyanCrierie


Posts: 1461
Joined: 10/14/2005
Status: offline
Converting Artwork from Generation 2 to Generation 3

You'll need the Carriers at War Construction Kit or the Complete Carriers at War for this.

I highly suggest making a scratch directory in your DOSBOX install like:

..\VirtualHD\CCAW_Scratch because the Construction kit will edit the files, and you want to keep the originals.

Start CP.EXE

You'll see this.



Pick TEMPLATE
Pick MAKE BIG PICT

You'll see this.



Base 1001...1001...1002 etc are in-game screens for nationality 1.

The stuff like "2.) Atlantic" are the in-game map images for scenarios.

We dump ATLANTIC; by selecting it and then pushing "BUILD #"

It then goes blank and you see

Pack type 2, pack file atlantic

In the /SCENARIO file, you should see

ATLANTIC.LBM

LBM is an old file format invented by DELUXE PAINT, also used in Steel Panthers.

Paint Shop Pro by JASC can edit/save LBMs.

We open it in Paint SHop Pro and...



What the ***?

See, CAW uses something called "indexed color palettes", which enabled things like cheap animations (space and speed wise) via color cycling.

Fortunately, in the old SSG Run 5 magazine, the CAW Generation II engine palette indexes were reproduced:



By retyping all that for the 256 color palette area into JASC, I manged to make a palette file (I will upload it later).

To "fix" the colors, in JASC, you go:

IMAGE
PALETTE
LOAD PALETTE

and use these options



and...



This can then be used to create a new CAW Generation III map image.

But that's for another day!

The JASC Paint Shop Pro Palette for CCAW is attached to this post as a ZIP file masquerading as a TXT file. Simply rename to ZIP.

Attachment (1)

_____________________________


(in reply to RyanCrierie)
Post #: 7
RE: The Complete Carriers At War Guide - 10/16/2020 10:05:18 PM   
RyanCrierie


Posts: 1461
Joined: 10/14/2005
Status: offline
Using AI to upscale map artwork:

https://github.com/JoeyBallentine/ESRGAN
https://upscale.wiki/wiki/Main_Page


Original CAW v2 Atlantic Map, with flags removed via editing

After it's been run through the deviantPixelHD trained AI upscaler:



I then resized it to fit the new CAWv3 map image size of 1097x1089 pixels.

_____________________________


(in reply to RyanCrierie)
Post #: 8
RE: The Complete Carriers At War Guide - 10/17/2020 12:54:31 PM   
RyanCrierie


Posts: 1461
Joined: 10/14/2005
Status: offline
So here is a ZIP file containing all the LBM images used for map images in CCAW, and after they've been processed to PNG files by paint shop pro.

You'll note that some "maps" repeat, because in each scenario the location of bases is slightly different, and in 1991/1992; they didn't have the CPU power to have dynamically generated "floating" flags over each base location, so they "hardcoded" in the base locations by painting the flags onto the scenario map.

There also appear to be some "pre-production" scenario map images by the SSG artists that were accidentally left into the CD that shipped (probably because space was no longer at a premium for CD distribution...

800 KB ZIP of all LBM and PNG images

_____________________________


(in reply to RyanCrierie)
Post #: 9
RE: The Complete Carriers At War Guide - 10/19/2020 9:54:12 PM   
RyanCrierie


Posts: 1461
Joined: 10/14/2005
Status: offline
I noticed in the CAW 2007 manual that:

*A Surface resource is very similar to a Texture resource, the only difference being that a surface resource doesn’t have to be in power of 2 sizes, and it may be larger than 1024x1024. For this reason, the scenario maps are surface resources.

and

*All Texture sizes should be kept below 1024x1024 to ensure memory requirements are not exceeded.

_____________________________


(in reply to RyanCrierie)
Post #: 10
RE: The Complete Carriers At War Guide - 10/19/2020 11:25:45 PM   
RyanCrierie


Posts: 1461
Joined: 10/14/2005
Status: offline
Another thing I noticed:

2.8~ MB PNG of all the CAW 2007 maps extracted

SSG appears to have made a "master" map of the Pacific Theatre, from how all the maps line up.

_____________________________


(in reply to RyanCrierie)
Post #: 11
RE: The Complete Carriers At War Guide - 10/20/2020 12:30:14 AM   
RyanCrierie


Posts: 1461
Joined: 10/14/2005
Status: offline
So....there is a near 1:1 link between some CCAW and CAW (2007) maps:



_____________________________


(in reply to RyanCrierie)
Post #: 12
RE: The Complete Carriers At War Guide - 12/20/2020 11:41:37 PM   
Propitious Crane

 

Posts: 30
Joined: 9/15/2018
Status: offline
Really interesting Ryan, thanks.

All my home-made maps have been based on Google Maps images, adjusted for curvature. This usually means measuring point-to-point surface distances within Google Maps, then fiddling with the map so that eg Singapore is the correct 800 miles from Saigon (or whatever that distance is).

When you look at the Coral Sea map, it looks to me like someone has guesstimated a map then corrected the distances. If you look at a 1,680 by 1,440 nautical mile grab of this theatre on Google Earth it looks materially different to the game's map:

https://www.dropbox.com/s/yqd2d2xy95me8oo/coral%20sea.png?dl=0

The red pin drop is Port Moresby. The top right corner, bottom left corner and the right border are missing.

Doesn't affect gameplay. It is an interesting discipline making these maps so that important distances are actually correct. I had to mess about with Norway to make the flying distances correct for my Ikarus (invasion Iceland) scenario.

https://www.dropbox.com/s/r3dyd5kodfdegrh/Ikarus%20map%20gridhexes.png?dl=0

Do you know how to get rid of, or edit, the text that insists the Axis is always "Japan"? It seems to default to this regardless of what you set the nationalities to. In my Falklands 1982 scenario, the Argentines are "Axis Japan" and for the situation they get the Japanese briefing!

https://www.dropbox.com/s/b4xc4swghd8s8xs/Falklands.png?dl=0




(in reply to RyanCrierie)
Post #: 13
RE: The Complete Carriers At War Guide - 2/12/2021 9:07:33 PM   
TimOusley

 

Posts: 49
Joined: 1/24/2007
Status: offline
Looking for info on this game, have PM'd one of the posters but don't know if he'll get it, so I'm asking here as well.
Hi--I had this game many, many moons ago and am considering a re-purchase. I have some questions and hope you can answer them:
1. Is the Matrix $39 version Win 10 compatible or do I need DOSBOX?
2. Is this the game that seems to be referred to as "Complete Carriers At War?"
3. My grandson is enthralled with the Final Countdown movie but he wanted to see the fight. Is that scenario still modeled in the Matrix version?
Thank you,
Tim Ousley

(in reply to Propitious Crane)
Post #: 14
RE: The Complete Carriers At War Guide - 2/17/2021 10:14:51 PM   
superian

 

Posts: 19
Joined: 12/21/2018
Status: offline
quote:

ORIGINAL: TimOusley

1. Is the Matrix $39 version Win 10 compatible or do I need DOSBOX?


It's a Windows game, and it does run under Windows 10 (see 'windows 10 test' here)

quote:

2. Is this the game that seems to be referred to as "Complete Carriers At War?"


It's 'Carriers At War III' really. There is a scenario editor, that's a similar update to the Construction Kit, but there isn't the same level of detailed manual for it. Everything is documented, I think, but there aren't any 'here's a few examples'.

I wish I could find my CAW/CAW CC/CAW II manuals - those three bundled together were 'Complete CAW'.

quote:

3. My grandson is enthralled with the Final Countdown movie but he wanted to see the fight. Is that scenario still modeled in the Matrix version?


Was it in the DOS version or just in an edition of Run5?

I think number of scenarios included is sadly less than CAW II had, but they're prettier and, as above, the DOS ones are more or less compatible with some work.


< Message edited by superian -- 2/18/2021 7:35:10 AM >

(in reply to TimOusley)
Post #: 15
RE: The Complete Carriers At War Guide - 2/18/2021 9:28:19 PM   
Propitious Crane

 

Posts: 30
Joined: 9/15/2018
Status: offline
Word of warning - although I was successfully running this game under W10 for a couple of years, it now absolutely will not run, and simply crashes to the desktop every time. No way into it at all. I've uninstalled and reinstalled etc but no dice. I can only think some auto-downloaded W10 or driver update has wrecked it.

Shame.

(in reply to superian)
Post #: 16
RE: The Complete Carriers At War Guide - 2/20/2021 6:52:49 PM   
Kiwi Red One

 

Posts: 36
Joined: 4/17/2007
Status: offline
Hello propitious Crane

Wow CAW lives!! First time I have been in the CAW board for quite a while.....

I've just reinstalled my 2007 edition CAW (Version 1.20 plus patch) after many years and find that it runs OK under Windows 10 without any issues at all.

Thanks to all those members who have reuploaded scenarios/planes/ships in the last few months.

Those Ikarus and Falklands scenario maps look very nice indeed.....any chance of uploading the scenarios, or at least the maps.....please?

Cheers
KRO

(in reply to Propitious Crane)
Post #: 17
RE: The Complete Carriers At War Guide - 2/23/2021 9:50:37 AM   
superian

 

Posts: 19
Joined: 12/21/2018
Status: offline

quote:

ORIGINAL: superian

quote:

ORIGINAL: TimOusley

3. My grandson is enthralled with the Final Countdown movie but he wanted to see the fight. Is that scenario still modeled in the Matrix version?


Was it in the DOS version or just in an edition of Run5?


Ah ha, it was in issue 2 of Run 5 ("7. Names. Add Kirk Douglas as the commander for Allied Task Force 3"..) There are sixty or so versions of Midway included, and one of them may be this one - they don't give details as to what each does to avoid spoilers unless you look with the editor. If not, adding a single ship is not going to be hard.

(in reply to superian)
Post #: 18
RE: The Complete Carriers At War Guide - 2/27/2021 2:31:55 AM   
cardiv2hiryu

 

Posts: 6
Joined: 2/13/2020
Status: offline
I'm glad I surfed thru this forum this evening. I have a working hard drive loaded Matrix version 1.0 via cdrom of this on my win10 laptop. About 2 years ago i played a couple games of Midway on it. It ran perfect and tonight i pulled it up and was reviewing Phillipine Sea to maybe start a Japanese single player game. Yeah I like tough situations.

I have a couple questions that I would love answers to....

1) I have not seen any way to review my squadrons by the individual plane like the pc version did. I.e. telling you if it is damaged, training of the individual pilots in the squadron, and how the plane was lost. I absolutely enjoyed the ssg versions ability to show orphaned survivors from knocked out carriers when they made it to another carrier or friendly land base w squadrons they could integrate w.

2. If not, WHY could they not do that, and can they do it now in a later version of the Matrix title of CAW.

3. Again, the SSG CAW version allowed you to transfer squadrons to airbases from their original ones. I can't seem to find this function on my Matrix 2007 v1.00.

Any help or elaboration on these would be of great interest to me!

Regards,

Bert M.
Lee's Summit Mo, USA

(in reply to superian)
Post #: 19
RE: The Complete Carriers At War Guide - 3/3/2021 6:04:13 PM   
Propitious Crane

 

Posts: 30
Joined: 9/15/2018
Status: offline
Hi Bert

You can do all that but I am doing this from memory for the reasons outlined in my post 16 above.

1. If you start a game, at the bottom right of the main map screen is a row of buttons and the second from the end is 'Briefing screen'. Click that and on the right you get a panel of buttons you can press, one of which is 'Squadrons'. This takes you to the squadron detail. Oddly, it's less detailed than of old. It used to say 'Downed by CAP from CV Enterprise', but it no longer tells you what ship.

2. I have occasionally played scenarios where one carrier got sunk and the other got its air group mauled, but at 00:00, the survivor had a full air group once again. So it's in there, but is rare. Strike transfer seems to have disappeared altogether.

3. You can still transfer squadrons ashore or to other bases. You do it by clicking on the carrier, then on the 'Organise Strike' screen, which is the red button with the aeroplane silhouette at the bottom centre-right. Click on the squadron, then on the orange button in the 'Target' panel in the middle=left of the screen, which brings up a context menu. You have a choice of 'Strike' or 'Transfer'. Click on the latter and the land bases that squadron can reach are displayed in white, greyed out if they are out of range.

HTH!

(in reply to cardiv2hiryu)
Post #: 20
RE: The Complete Carriers At War Guide - 3/3/2021 6:07:23 PM   
Propitious Crane

 

Posts: 30
Joined: 9/15/2018
Status: offline
The Final Countdown was in the Pearl Harbor scenario, not Midway.

It's not in the latest version and neither can you really add it because cruising speed has been limited to 280 knots, even for 'Modern' aircraft. So while you could add the ships and planes, they would be operating at WW2 speeds.

(in reply to superian)
Post #: 21
RE: The Complete Carriers At War Guide - 3/3/2021 6:15:44 PM   
Propitious Crane

 

Posts: 30
Joined: 9/15/2018
Status: offline
I can do that, but none is playable / complete - almost none of the ships comes with the game, so I have had to create literally all the graphics, and I haven't finished. After that will come the AI.

With the Falklands one, I am so irritated by the 280 knots' speed limit and the 'Axis - Japan' nonsense they hardcoded I probably will not finish.

I do have a complete Trincomalee scenario with an accurate orbat and map if you're interested. Still very hard to win as the Commonwealth, but no longer impossible. The AI makes the IJN bomb Ceylon at the drop of a hat, meaning for the five or six hours that strike is going on, they have no offensive air group capacity left aboard. Or, if you concentrate against Ryujo in the north, you outnumber her in the air :-)

(in reply to Kiwi Red One)
Post #: 22
RE: The Complete Carriers At War Guide - 3/5/2021 8:14:30 PM   
Kiwi Red One

 

Posts: 36
Joined: 4/17/2007
Status: offline
I've had to reinstall my game as I too stuffered from the Win 10 "freeze" but it is working OK now.

I had not come across the 280Kt limitation since I've not tried anything more modern than ww2 scenarios myself, but thats a real limitation for anything post 1945.

It would be very interesting to see your Trincomalee scenario if you don't mind sharing it. I have Unhappy's take on the Indian Ocean Raid from the Megamod download which I have modified a bit to use some alternative aircraft and ship files for a start.

Designing scenarioes is reasonably straightforward in CAW, but what I find almost utterly frustrating is the complexity of adding new plane/ship graphics and maps.









(in reply to Propitious Crane)
Post #: 23
RE: The Complete Carriers At War Guide - 3/6/2021 5:36:07 PM   
Propitious Crane

 

Posts: 30
Joined: 9/15/2018
Status: offline
I'll upload the whole shebang to Dropbox and post a link.

It took me a while to remind myself what to copy to where to make it all work, but I fathomed it in the end. There is a folder called 'CAW backup stuff', and basically, whatever is in the subfolders goes to the same subfolder within C:/Matrix Games/Carriers At War EXCEPT that you copy the scenario.caw files to C:/Matrix Games/Carriers At War/Scenario, and the scenario.srf files to C:\Matrix Games\Carriers At War\Resources\Scenario (along with the planes, ships etc).

This is because the /Scenario file contains the Warplan etc, and the \Resources\Scenario folder the pretty map.

In copying stuff in, when you get the message 'a file called xyz already exists', you can usually just click on 'skip this file'. I mostly didn't change any of the pre-loaded game files, I just created my own, so those are existing images that your off-the-shelf game already has.

It's taking a while to upload so I'll update this post with the link when it's finished.

EDIT: I think this will work https://www.dropbox.com/sh/mdikxy15b0xgk1q/AAAv_t1bnaUDDHmASqvGh787a?dl=0

Adding plane graphics is not too hard; the challenge is finding a good plan view as a lot of sites such as Wings Palette contain mostly profile views. You then have to trim the (usually) white border off the picture, which is what takes the time, and paste it into the template.

Ships are another matter. As well as profile and plan views you also have to set bow waves, explosions, fire, and damage, which is a huge pain. I have been working my way through the ships I need to add, and having got through most of the carriers and battleships, the next stage is the cruisers and destroyers. After that I have to add the animations. Only then can I start on the AI. One of the reasons it was easier to add whole new scenarios in the DOS version is that you had pretty well every ship and plane you needed; now you don't. Well, I've provided a lot of extra planes at least :-)

< Message edited by Propitious Crane -- 3/6/2021 6:03:31 PM >

(in reply to Kiwi Red One)
Post #: 24
RE: The Complete Carriers At War Guide - 3/6/2021 6:31:37 PM   
Kiwi Red One

 

Posts: 36
Joined: 4/17/2007
Status: offline
Wow....Thanks for sharing your scenarioes etc......

plenty to go on there for a while.....

THANK YOU

(in reply to Propitious Crane)
Post #: 25
RE: The Complete Carriers At War Guide - 3/11/2021 2:15:15 PM   
Propitious Crane

 

Posts: 30
Joined: 9/15/2018
Status: offline
The game now won't launch for me again. Very irritating and a big disincentive to create any content for it....

(in reply to Kiwi Red One)
Post #: 26
RE: The Complete Carriers At War Guide - 5/13/2021 9:16:17 PM   
Aksully

 

Posts: 97
Joined: 2/16/2016
Status: offline
Hello Ryan! You seem to be the expert on all things Carriers at War! Is there a download version of the Complete Carriers at War game that will work on Windows 10? Thx in advance!


(in reply to RyanCrierie)
Post #: 27
RE: The Complete Carriers At War Guide - 6/14/2021 3:31:45 PM   
Propitious Crane

 

Posts: 30
Joined: 9/15/2018
Status: offline
And now the game will work for me again.

(in reply to Aksully)
Post #: 28
RE: The Complete Carriers At War Guide - 7/17/2021 8:47:13 AM   
wiekniera

 

Posts: 2
Joined: 1/6/2014
Status: offline
quote:

ORIGINAL: Propitious Crane

I'll upload the whole shebang to Dropbox and post a link.

It took me a while to remind myself what to copy to where to make it all work, but I fathomed it in the end. There is a folder called 'CAW backup stuff', and basically, whatever is in the subfolders goes to the same subfolder within C:/Matrix Games/Carriers At War EXCEPT that you copy the scenario.caw files to C:/Matrix Games/Carriers At War/Scenario, and the scenario.srf files to C:\Matrix Games\Carriers At War\Resources\Scenario (along with the planes, ships etc).

This is because the /Scenario file contains the Warplan etc, and the \Resources\Scenario folder the pretty map.

In copying stuff in, when you get the message 'a file called xyz already exists', you can usually just click on 'skip this file'. I mostly didn't change any of the pre-loaded game files, I just created my own, so those are existing images that your off-the-shelf game already has.

It's taking a while to upload so I'll update this post with the link when it's finished.
Adding plane graphics is not too hard; the challenge is finding a good plan view as a lot of sites such as Wings Palette contain mostly profile views. You then have to trim the (usually) white border off the picture, which is what takes the time, and paste it into the template.

Ships are another matter. As well as profile and plan views you also have to set bow waves, explosions, fire, and damage, which is a huge pain. I have been working my way through the ships I need to add, and having got through most of the carriers and battleships, the next stage is the cruisers and destroyers. After that I have to add the animations. Only then can I start on the AI. One of the reasons it was easier to add whole new scenarios in the DOS version is that you had pretty well every ship and plane you needed; now you don't. Well, I've provided a lot of extra planes at least :-)


Hello friend, i found sinking the bismarck not working (it's crash to desktop everytime i click it) and battle java sea only blank when i choose, it's just blue color (no map, no ship etc).


< Message edited by wiekniera -- 7/17/2021 8:48:42 AM >

(in reply to Propitious Crane)
Post #: 29
RE: The Complete Carriers At War Guide - 10/3/2021 3:44:24 PM   
Propitious Crane

 

Posts: 30
Joined: 9/15/2018
Status: offline
yeah, those are bugged / incomplete but the maps / ships / planes may be usefu;

(in reply to wiekniera)
Post #: 30
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> Carriers At War >> Mods and Scenarios >> The Complete Carriers At War Guide Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.673