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RE: War in the Pacific Release thread - 11/14/2021 11:16:02 PM   
Elessar2


Posts: 883
Joined: 11/30/2016
Status: offline
Jazon that is all very helpful.

The air unit island operate thing was because I kept vanilla's minimum requirement of 5 resource supply. It's 3 now for the next version (the game engine ignores the actual supply of the hex as boosted by its port).

Note the British Indian ocean fleet also got their clock cleaned early on in our match as well. I likewise began major offensives in India & China to soak up his MPPs, tho he skimped on them sufficiently to upgrade his fleet in time for the Big Clash.

Interesting that you won your 1944 MoaB. Did your low NM not significantly reduce your damage like it apparently did mine? Note after like 3 breakthroughs I hit Naval Weapons 3 in mid-'43. Fighters were also L3, tho AA only L2. OCB can confirm that he was also at 332 I believe. I'm not sure how you can get to 3:1 in numerical odds by mid-'44 when I (with the Australian fleet added in) just barely hit 1:1 in late '43. Did your opponent choose the 4 Shokaku's?

I do agree that carriers seem to lack some punch. The other issue there is that ship movement rates are "faster" than plane movement rates (= ranges), by a factor of about 3:1 which means that any carrier vs. carrier battle will then devolve quickly into a slugfest of the escorts because they'll be within easy reach even if they hit a ZoC or two. I see no way in the current game system to reduce the effect of this issue.

Just a quick note: while I plan to release .900 within ~2-3 weeks and plan to stick it out to get a full release version out by hopefully the 1st of the year, I am toying with expanding the map by a factor of 2 [20 Statue Mile hexes] using the Map Exporter by taking the current map, editing the blue ocean color in, and converting it thru the application. Yeah if I do it means another 3+ months of work just on the map, but I'll be using the existing map as a template, and all of the existing balance tweaks can be easily readded in.

As I PM'ed OCB last night, this will help to remedy several issues. The surface ship slugfests, the lack of stealth for these huge task forces since they take up so much space, the inability of subs to hide from their gangbangers, the high supply that the Chinese get (another brainstorm I had was to double their NM losses per strength point of damage; in my offensives even tho I was killing IJA units left and right it ate up my attackers something nasty (OCB's nemesis the Chinese Tank Corps had to be repaired from 4 like 4-5 times)). But meanhoo my Euro scenario sits unloved half-complete, can't do everything...


(in reply to Jazon)
Post #: 151
RE: War in the Pacific Release thread - 11/15/2021 1:53:30 AM   
Jazon


Posts: 121
Joined: 8/18/2020
Status: offline
Hi,
good to hear you will solve the strategical movement of planes, that would really give more realism. As from my observations, it is true you can't hide your fleet, IF enemy got air force along those tiny Pacific Islands. Actually apart from NM objectives, the only reason I took them was in order to control approach routes to Japan and conceal my movement.
As for Big Clash on Philippines sea, I got one screenshot, one turn BEFORE it. Both our fleet were level 2 Naval Weaponry, but as you can see from the map below, his morale was reduced due to morale loss (China, and Islands on the Pacific), also he did choose to built additional carriers, but apparently didn't have enough MPPs to equip them. As you can see on the map, whole US NAVY is operating together(I did take a lesson from Java Sea defeat, when my forces where spread too much). Near Okinawa Japanese Task Force is approaching. You can see it is like 1/3 of my quantity. I assume that was the ships, that weren't damaged, and ready for battle. While US NAVY did not take any serious involvement up to this moment in the game.
I was also thinking how to balance game more...
It seems for sure AU NAvy should share Royal Navy tech, but maybe less MPP's itself so it will rely more on the US help. Also those Dutch, shouldn't be under US control maybe? Because with US MPP's it is so easy to strengthen them a lot in quick time.
Also Partisans in China seem too harsh, maybe leave the China's both sides forces intact, but ease a lot the partisan burden for Japanese? That will give Japanese more flexibility. Also in Chinese theater at this time, a big factor that helped to stop Rising Sun expansion was terrain and supply issues. Maybe Chinese get weaker, but modify supply to make it more focused on few narrow lanes? Doing like this may reflect the lack of progress for both sides until late in the war.

These just my ideas, anyway scenario on that epic scale, must have issues to adjust the balance, it is natural this issue came up.

Cheers

Jazon

PS
Map shows situation in 13th October 1943, one turn before Big Fight of the fleets

PS 2
What does OCB stand for? Opponent in Current Battle?






Attachment (1)

< Message edited by Jazon -- 11/15/2021 2:01:40 AM >

(in reply to Elessar2)
Post #: 152
RE: War in the Pacific Release thread - 11/16/2021 2:24:08 AM   
Elessar2


Posts: 883
Joined: 11/30/2016
Status: offline
LOL, OCB is my opponent, the esteemed Old Crow Balthazor.

Interesting that you attacked at the same time I did, but got wildly different results. As intimated in my other post in the AAR, I am currently testing CV vs. CV combat, and have discovered one very crazy anomaly. [More to come after I do some more testing to confirm these patterns...] What was your CV:CV ratio (incl. CVLs)? Final sinking exchange rate? I would really appreciate an extra set of detailed data on this...

I am weakening China by several means (lower tech rates, lower builds until they get hits on Army Mobilization, lower HQ ratings). Partisans stay, otherwise we may see the blitzkriegs that we get in vanilla; if Japan wants to do that, they can give it a shot, but it will require some tanks/mechs + tank tech, and a mess of garrisons. The partisans should be sufficient by themselves to threaten to pork IJA supply and slow down any dramatic advances.

As also said, Aussies will share US/Commonwealth tech but with the -1 chits across the board to slow down their advances. Catchup and S&I bonuses count for far more than they do in vanilla.

I do think I'll keep China & US cooperative since US bombers did historically operate from Chinese bases, but I'll need to test it both ways to decide for sure.

(in reply to Jazon)
Post #: 153
RE: War in the Pacific Release thread - 11/17/2021 12:52:20 AM   
Elessar2


Posts: 883
Joined: 11/30/2016
Status: offline
Naval Test Scenario

Built off of my main scenario, this will allow you to run tests of naval battles.

1. National Morale levels for the US & Japan have been reset to 90 (both start at-war with each other), tho a couple of scripts will drop the US value down a tad.

2. Choose NO for the 4 Shokaku's DE to avoid the drop in Japanese NM.

3. You have 2 groups of fleets at your disposal, 10 CV's & 2 CVL's near French Frigate Shoals, and then non carriers NE of Hawaii. I didn't delete the autospawns of the US Pearl Harbor fleet, you can ignore them in your tests. I kept the +1 experience levels for the 4 veteran IJN fleet CVs (you can drop them to zero in the editor if desired).

I'll be starting a new thread in Tech Support with more details and suggestions here in a moment.

(in reply to Elessar2)
Post #: 154
RE: War in the Pacific Release thread - 12/22/2021 2:32:14 AM   
Elessar2


Posts: 883
Joined: 11/30/2016
Status: offline
.900 is ready for public consumption!

WitP .900 Changelog:
-------------------------

Map changes:

French Frigate Shoals now is a base with a port (make it easier to fly air units to Midway).
Fixed a couple of ports which got tagged as neutral, incl. Wallis Island.
Added a new settlement in S China (Chenzhou).
Addu atoll base S of India added.
Fiji mistake with a road fixed (only gave 3 supply to garrison in Suva).
Honolulu made a secondary supply source.
Davao made an industrial center (vanilla change in most recent patch).
2nd Rangoon port deleted.
Some more rail lines connected, mainly in India.
Major Cities given a 1.5x MPP modifier, Calcutta made a Major City.
Added a new Settlement NW of Hanoi (Lao Cai), renamed the former Lao Cai to Dien Bien Phu.
Some minor rail/road rerouting in the Himalayas.


Most significant change is the new Army Mobilization tech. Each level will increase the build limits for most land units. Also tightened up the Aircraft and Ship Production build limits; expanding your armed forces will now require significant investments in these techs. Tech costs tweaked (110/125/150 for land/air/sea respectively). Since it replaced Tank Warfare I rolled all mech/armor unit bonuses into the Infantry Warfare one, renamed it to Land Warfare.

Second biggest change is reducing max chits across the board by 1 for India, China, and Australia, except for the 2 economy techs (China & India with their meager navies only get 1 chit max in Ship Production). They'll still get the +1 catchup and sharing bonuses when applicable. This will ensure that Japan can keep ahead (at least for the first year or two) of them if she decides to make the investments, and that the UK/US will have to coordinate which techs will give their allies a boost.

We also have some significant changes in incomes. Japan now should get ~ 75 more MPPs at their high-water mark (mixture of extra DEI oil wells and increase in Industrial Modifier to 125%), Australia, China, and India all reduced by 10%, Russia -20%, UK +5%, US +15% (which for the Americans will more or less equal Japan's increase). Lend-Lease from US to Australia decreased from 15% to 12%. UK starting MPPs upped to 500, Australia to 400, India to 600 (to balance most of her land units being unupgraded). US IT cost is now 300 MPP, USSR 50, everyone else 75 (the 75%'ers should all get ~+10 MPPs/level).

Light carriers now get 2 intercepts, but only 1.5 Carrier defense. Fixed the value of Japanese fleet carrier Carrier Defense (somehow got reverted during an update) to the intended 1.5, 1.0 for light carriers.

Surface ships all now have a maximum Carrier Attack of 1, no tech bonuses, to reflect the difficulty of getting within gun/torpedo range of a carrier. Not zero since I didn't want them to get a free ride and just sail around with impunity; at least 3 times in the war they DID get caught, note.

The National Morale turn-by-turn occupation penalties for the Allies lowered 40-60% across the board, all set to start in January 1943 and not as soon as they are conquered. The morale penalty for cancelling the Yamatos was increased from -5% to -8%. Ongoing NM bonuses for the "virtual" Lend-Lease events [Hump, Burma Road for China, Persia for USSR] lowered by about 1/3rd in accordance with the greater number of yearly turns as compared to vanilla.

Chinese changes:

Lowered the starting build limits as with other countries, so no Tank/Mech Corps available right off the bat (they can buy 1 Mech & Tank Division each).
The 5 divisions which were in the south now only come in if Japan inches too close to certain cities down there. Now only Japan gets the option to become active in that area, at least for the first half of the scenario.
Modified a vanilla script for the Nationalist/Communist tensions (7% chance of each unit on the border there losing a strength point + some morale; lowered from 10% to 7% because testing showed it could fire on either player's turn).
Most Chinese generals' ratings lowered by at least -1 across the board (most were pretty ineffectual).

Most of India's starting land units begin unupgraded, start at strength 8. As with China (and Australia) they can't build any Mech/Tank Corps until 2 levels of Mobilization are achieved. Burma now has the vanilla partisan events (vs. Japan only, hardcoded to only work one way), plus a script which does some supply damage when Allied occupied, as does India.

Fixed old and new BB build times for the US (14 & 16 months respectively).

Southern convoy routes switched their "winter" discount to "summer" (which of course is the southern hemisphere winter).

Minimum supply for the destination hex for operate moves lowered to 3 (otherwise some islands can't be reached by aircraft, others required many turns of island hopping).
Reduced operational costs from 15% to 10% (mainly to help out air units going to said islands).

Made both Japanese and US fleet OOBs much more accurate historically, at least for light cruisers on up. Deleted the Hosho CVL because with her tiny air group (15) she was moved to training after Midway, but added the Ryuho CVL into the build queue (Nov '42). Various other small unit tweaks (biggest one was Mountbatten being moved from an event-which never fired in our game-to the Indian build queue). New UK CL in Britain. Added several Coastal Guns here and there, and some minor unit swaps (most notably an IJA Artillery unit moved from China to India).


US: Added CL Detroit to Pearl Harbor.
Removed CA Minneapolis from S Hawaii
Removed CL Boise from S Philippines
Added CA Louisville to S Philippines
Switched name of SS Sargo to S-39 (C Philippines)
CA Tuscaloosa added as script build Jan '45
CL Concord added to San Diego
CA Quincy removed from build queue Jun '42

Japan: CVL Hosho deleted
CVL Ryuho added to queue, due Nov 30 '42
CA Mikuma moved to Sarawak/Brunei invasion force
CA's Haguro, Maya, & Mogami deleted
CA's Furutaka & Aoba added to Guam invasion force
CA Myoko added to Palau
CA's Takao & Atago added to Taiwan fleet
CA Suzuya added to Malaysian invasion force
CL Isuzu renamed Kiso, moved to Kurile Islands
CL Jintsu moved to Palau from Taiwan
CL Katori moved to Kwajalein from Truk
CL Kashima moved to Truk from Indochina
CL Yura added to Malaysian Invasion force
CL Kashii added to Sarawak invasion force
CL Noshiro added as event, due Jun '43
DD Kiso deleted (misnamed)
DD Shimotsuki added to Palau


Slight tweak to artillery (morale bonus per level now +10).

Various small bug fixes, including where C&C tech still gave the vanilla boost to SF build limits, which I had moved to Amphib tech, the Chiyoda & Chitose now come in a year after their DE as intended.

Various other minor script tweaks.

Someone noticed on the Matrix forum that some hexes in Truk and Hawaii don't flip after conquest. That's a vanilla "feature" where they only change if an adjoining land hex flips (since they don't have any, they can't flip), nothing I can do. Both sides need these advanced ports for quick upgrades of their fleets.

French Polynesia made an active British minor.

Naval Warfare 5% morale bonus removed from both kinds of carriers (they still get the 5% from Aerial Warfare note).

6 Japanese land-based air units begin with 1 experience.

Subs given a boost in base movement speed from 16 to 20 (most of the time in our playtests they were invariably put in Submerged mode (was 11, now 13) when in enemy waters unless raiding). Advanced subs gives them +1 movement per level. Also upped sub builds for both Japan & the US by several units.


(in reply to Elessar2)
Post #: 155
RE: War in the Pacific Release thread - 12/22/2021 5:19:08 AM   
OldCrowBalthazor


Posts: 1108
Joined: 7/2/2020
From: Republic of Cascadia
Status: offline

quote:

ORIGINAL: Elessar2

.900 is ready for public consumption!

WitP .900 Changelog:
-------------------------

Map changes:

French Frigate Shoals now is a base with a port (make it easier to fly air units to Midway).
Fixed a couple of ports which got tagged as neutral, incl. Wallis Island.
Added a new settlement in S China (Chenzhou).
Addu atoll base S of India added.
Fiji mistake with a road fixed (only gave 3 supply to garrison in Suva).
Honolulu made a secondary supply source.
Davao made an industrial center (vanilla change in most recent patch).
2nd Rangoon port deleted.
Some more rail lines connected, mainly in India.
Major Cities given a 1.5x MPP modifier, Calcutta made a Major City.
Added a new Settlement NW of Hanoi (Lao Cai), renamed the former Lao Cai to Dien Bien Phu.
Some minor rail/road rerouting in the Himalayas.


Most significant change is the new Army Mobilization tech. Each level will increase the build limits for most land units. Also tightened up the Aircraft and Ship Production build limits; expanding your armed forces will now require significant investments in these techs. Tech costs tweaked (110/125/150 for land/air/sea respectively). Since it replaced Tank Warfare I rolled all mech/armor unit bonuses into the Infantry Warfare one, renamed it to Land Warfare.

Second biggest change is reducing max chits across the board by 1 for India, China, and Australia, except for the 2 economy techs (China & India with their meager navies only get 1 chit max in Ship Production). They'll still get the +1 catchup and sharing bonuses when applicable. This will ensure that Japan can keep ahead (at least for the first year or two) of them if she decides to make the investments, and that the UK/US will have to coordinate which techs will give their allies a boost.

We also have some significant changes in incomes. Japan now should get ~ 75 more MPPs at their high-water mark (mixture of extra DEI oil wells and increase in Industrial Modifier to 125%), Australia, China, and India all reduced by 10%, Russia -20%, UK +5%, US +15% (which for the Americans will more or less equal Japan's increase). Lend-Lease from US to Australia decreased from 15% to 12%. UK starting MPPs upped to 500, Australia to 400, India to 600 (to balance most of her land units being unupgraded). US IT cost is now 300 MPP, USSR 50, everyone else 75 (the 75%'ers should all get ~+10 MPPs/level).

Light carriers now get 2 intercepts, but only 1.5 Carrier defense. Fixed the value of Japanese fleet carrier Carrier Defense (somehow got reverted during an update) to the intended 1.5, 1.0 for light carriers.

Surface ships all now have a maximum Carrier Attack of 1, no tech bonuses, to reflect the difficulty of getting within gun/torpedo range of a carrier. Not zero since I didn't want them to get a free ride and just sail around with impunity; at least 3 times in the war they DID get caught, note.

The National Morale turn-by-turn occupation penalties for the Allies lowered 40-60% across the board, all set to start in January 1943 and not as soon as they are conquered. The morale penalty for cancelling the Yamatos was increased from -5% to -8%. Ongoing NM bonuses for the "virtual" Lend-Lease events [Hump, Burma Road for China, Persia for USSR] lowered by about 1/3rd in accordance with the greater number of yearly turns as compared to vanilla.

Chinese changes:

Lowered the starting build limits as with other countries, so no Tank/Mech Corps available right off the bat (they can buy 1 Mech & Tank Division each).
The 5 divisions which were in the south now only come in if Japan inches too close to certain cities down there. Now only Japan gets the option to become active in that area, at least for the first half of the scenario.
Modified a vanilla script for the Nationalist/Communist tensions (7% chance of each unit on the border there losing a strength point + some morale; lowered from 10% to 7% because testing showed it could fire on either player's turn).
Most Chinese generals' ratings lowered by at least -1 across the board (most were pretty ineffectual).

Most of India's starting land units begin unupgraded, start at strength 8. As with China (and Australia) they can't build any Mech/Tank Corps until 2 levels of Mobilization are achieved. Burma now has the vanilla partisan events (vs. Japan only, hardcoded to only work one way), plus a script which does some supply damage when Allied occupied, as does India.

Fixed old and new BB build times for the US (14 & 16 months respectively).

Southern convoy routes switched their "winter" discount to "summer" (which of course is the southern hemisphere winter).

Minimum supply for the destination hex for operate moves lowered to 3 (otherwise some islands can't be reached by aircraft, others required many turns of island hopping).
Reduced operational costs from 15% to 10% (mainly to help out air units going to said islands).

Made both Japanese and US fleet OOBs much more accurate historically, at least for light cruisers on up. Deleted the Hosho CVL because with her tiny air group (15) she was moved to training after Midway, but added the Ryuho CVL into the build queue (Nov '42). Various other small unit tweaks (biggest one was Mountbatten being moved from an event-which never fired in our game-to the Indian build queue). New UK CL in Britain. Added several Coastal Guns here and there, and some minor unit swaps (most notably an IJA Artillery unit moved from China to India).


US: Added CL Detroit to Pearl Harbor.
Removed CA Minneapolis from S Hawaii
Removed CL Boise from S Philippines
Added CA Louisville to S Philippines
Switched name of SS Sargo to S-39 (C Philippines)
CA Tuscaloosa added as script build Jan '45
CL Concord added to San Diego
CA Quincy removed from build queue Jun '42

Japan: CVL Hosho deleted
CVL Ryuho added to queue, due Nov 30 '42
CA Mikuma moved to Sarawak/Brunei invasion force
CA's Haguro, Maya, & Mogami deleted
CA's Furutaka & Aoba added to Guam invasion force
CA Myoko added to Palau
CA's Takao & Atago added to Taiwan fleet
CA Suzuya added to Malaysian invasion force
CL Isuzu renamed Kiso, moved to Kurile Islands
CL Jintsu moved to Palau from Taiwan
CL Katori moved to Kwajalein from Truk
CL Kashima moved to Truk from Indochina
CL Yura added to Malaysian Invasion force
CL Kashii added to Sarawak invasion force
CL Noshiro added as event, due Jun '43
DD Kiso deleted (misnamed)
DD Shimotsuki added to Palau


Slight tweak to artillery (morale bonus per level now +10).

Various small bug fixes, including where C&C tech still gave the vanilla boost to SF build limits, which I had moved to Amphib tech, the Chiyoda & Chitose now come in a year after their DE as intended.

Various other minor script tweaks.

Someone noticed on the Matrix forum that some hexes in Truk and Hawaii don't flip after conquest. That's a vanilla "feature" where they only change if an adjoining land hex flips (since they don't have any, they can't flip), nothing I can do. Both sides need these advanced ports for quick upgrades of their fleets.

French Polynesia made an active British minor.

Naval Warfare 5% morale bonus removed from both kinds of carriers (they still get the 5% from Aerial Warfare note).

6 Japanese land-based air units begin with 1 experience.

Subs given a boost in base movement speed from 16 to 20 (most of the time in our playtests they were invariably put in Submerged mode (was 11, now 13) when in enemy waters unless raiding). Advanced subs gives them +1 movement per level. Also upped sub builds for both Japan & the US by several units.



Thanks for the Solstice present! Its running smooth as silk. Thanks for all the hard work Elessar.




Attachment (1)

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(in reply to Elessar2)
Post #: 156
RE: War in the Pacific Release thread - 12/22/2021 9:56:29 PM   
Elessar2


Posts: 883
Joined: 11/30/2016
Status: offline
Like the new wallpaper mate.

4 turns into our AAR and I have found only the most niggling of issues, nothing remotely gamebreaking. Only issues to check as we go onwards are tech and income balance.

< Message edited by Elessar2 -- 12/22/2021 9:57:47 PM >

(in reply to OldCrowBalthazor)
Post #: 157
RE: War in the Pacific Release thread - 12/23/2021 12:40:29 AM   
OldCrowBalthazor


Posts: 1108
Joined: 7/2/2020
From: Republic of Cascadia
Status: offline

quote:

ORIGINAL: Elessar2

Like the new wallpaper mate.

4 turns into our AAR and I have found only the most niggling of issues, nothing remotely gamebreaking. Only issues to check as we go onwards are tech and income balance.

Feb 17, 1942 Burma Surrenders. Burmese rebels seize Mandalay. Allied supply all messed up in country. Countryside rises up against the Anglo-Indians.

Perfect fixes Elessar! It all fired and worked. Looks historical too. Slim has to unass here like he did 80 years ago running through the jungle!

Will post this match at a later date on YT...lots of early action is in store I believe.

cheers!




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Post #: 158
RE: War in the Pacific Release thread - 12/23/2021 1:35:41 AM   
Unfortunate Son


Posts: 60
Joined: 11/30/2016
Status: offline
Well it looks like Old Crow finally captured Rangoon. Nice!

Great job Elessar2 making the improvements.

(in reply to OldCrowBalthazor)
Post #: 159
RE: War in the Pacific Release thread - 12/24/2021 5:04:48 AM   
OldCrowBalthazor


Posts: 1108
Joined: 7/2/2020
From: Republic of Cascadia
Status: offline
Well..I pulled my turn and realized I made an incorrect assumption in my last post concerning Burma.

I understand that because of the game mechanics you couldn't give pro-Japanese Partisans..but initially I thought you found a work-around. The thing is that most a large part of the Burmese population (especially the Burmans) were anti-Anglo Indians. The Indians in particular dominated the economic sphere at this time, and there was out right hostility to them in the cities. Same thing happened in Uganda in the 1970's, and Idi Amin exploited that.
There was a segment of the Burmese population that didn't favor the Japanese..but that didn't manifest itself to later in the war when the Burmese realized that Japan was not honoring its pledges.

If you keep this Partisan activity..I would strongly recommend the following Pro-Japanese forces that would be available to try to hold down a possible anti-Japanese insurrection..a kind of a zero sum fix (and historical):

1 Burmese Division [Burmese Liberation Army]
3 Security Units [Burmese]

I would suggest the BLA Division come in half strength and as a DEC with a subsidy MMP price. The Japanese did sponsor this unit..at its core was a cadre called the Band of Thirty.
The Security Units should come in through time if Rangoon is captured and within 3 months of Burma's surrender.
The game mechanic to achieve this I don't know how to implement exactly.

I have studied this campaign quite extensively and can support this idea if needed.

Btw: The newest fixes with the Carriers concerning surface combat worked as you intended. Also the house rule with restricting the the CV's to Mix Mode or Bmr Mode and CVL's to the option of using Ftr mode worked well in our battle off the Phoenix Islands in our present campaign.

Its been a blast working these last issues out.




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(in reply to Unfortunate Son)
Post #: 160
RE: War in the Pacific Release thread - 12/24/2021 10:53:12 PM   
Elessar2


Posts: 883
Joined: 11/30/2016
Status: offline
There are anti-allies supply events, for the record (OCB already has been told this in a PM).

(in reply to OldCrowBalthazor)
Post #: 161
RE: War in the Pacific Release thread - 12/28/2021 7:07:33 AM   
HarrySmith

 

Posts: 42
Joined: 8/6/2019
Status: offline
Hi Elessar2,
Just finished a game of Pacific War against Panzerrommel, which i feel we both enjoyed. We played version 8.03 so an early one where i know alot of the issues have been adjusted or rectified in later versions so i wont detail them. I did feel ( I played Allies) that the mmps for Japan are not enough as with convoys from the US, India was earning more per turn. Towards the end where my opponent resigned I could tell and discussing with him that the Japanese just didnt have enough income to replace their losses yet alone do anything else. Perhaps this needs to be amended. On a positive note I loved the scale and when released i will happily purchase.
Would love this scale in European theater or Eastern front. I have recently purchased the Europe version and love the extra large map compared to WAW but find perhaps the scale in units needs to be adjusted more to the War in pacific scale than the current WAW.

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Post #: 162
RE: War in the Pacific Release thread - 12/29/2021 12:33:32 AM   
Elessar2


Posts: 883
Joined: 11/30/2016
Status: offline
Yes, Japan's income has been given a significant boost, ~75 MPPs, which includes more DEI oil wells once they get up and running (note the US income has also been boosted by roughly the same amount, but Lend Lease cut down a bit and Indian/Chinese/Aussie income dropped some).

I currently have a 20k scale Euro map (divisional unit scale) which has been on the back burner as I try to get this one more or less finished (will likely get cracking on it again after the first of the year). Note a new version of WitP is likely coming in the next week or so, if my latest brainstorm proves workable. [We became concerned because oil/fuel use is not modeled, but I think I found a kludge workaround which should prove satisfactory).

< Message edited by Elessar2 -- 12/29/2021 12:36:20 AM >

(in reply to HarrySmith)
Post #: 163
RE: War in the Pacific Release thread - 12/29/2021 3:48:38 AM   
OldCrowBalthazor


Posts: 1108
Joined: 7/2/2020
From: Republic of Cascadia
Status: offline

quote:

ORIGINAL: Elessar2

Yes, Japan's income has been given a significant boost, ~75 MPPs, which includes more DEI oil wells once they get up and running (note the US income has also been boosted by roughly the same amount, but Lend Lease cut down a bit and Indian/Chinese/Aussie income dropped some).

I currently have a 20k scale Euro map (divisional unit scale) which has been on the back burner as I try to get this one more or less finished (will likely get cracking on it again after the first of the year). Note a new version of WitP is likely coming in the next week or so, if my latest brainstorm proves workable. [We became concerned because oil/fuel use is not modeled, but I think I found a kludge workaround which should prove satisfactory).

Its a real interesting 'thinking out of the box' idea, Elessar. I will keep mum for the moment on it though.

Btw..the v900 MMPs for Japan seems both realistic and playable. Money is still tight, but with proper planning, operations can be conducted. The Japanese side though will have to prioritize which sector or front they can monetize. Not an easy thing...which was historical.

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(in reply to Elessar2)
Post #: 164
RE: War in the Pacific Release thread - 12/31/2021 1:58:27 AM   
SittingDuck

 

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Joined: 9/1/2002
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I do love the sound of that (Crow's last point)

(in reply to OldCrowBalthazor)
Post #: 165
RE: War in the Pacific Release thread - 2/1/2022 5:29:58 AM   
samspackman


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Joined: 4/26/2010
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Just popping into the thread to say excellent work Elessar! I am really impressed with how this has turned out! I'm glad I could make a small contribution to your mod.

(in reply to SittingDuck)
Post #: 166
RE: War in the Pacific Release thread - 2/1/2022 11:25:36 PM   
Elessar2


Posts: 883
Joined: 11/30/2016
Status: offline
Thanks.

A new edition should be in the offing this weekend; nothing too outrageous this time, just tidying up a few loose ends. It is likely that a full release version will be out by the spring.

(in reply to samspackman)
Post #: 167
RE: War in the Pacific Release thread - 2/3/2022 1:50:46 AM   
OldCrowBalthazor


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From: Republic of Cascadia
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quote:

ORIGINAL: samspackman

Just popping into the thread to say excellent work Elessar! I am really impressed with how this has turned out! I'm glad I could make a small contribution to your mod.

Wow..the map creator got to see the mod come to fruition. Was hoping he would see this epic work someday!

_____________________________


(in reply to samspackman)
Post #: 168
RE: War in the Pacific Release thread - 2/4/2022 12:44:33 AM   
Elessar2


Posts: 883
Joined: 11/30/2016
Status: offline
Given my glacial pace on 20K (I am currently and laboriously trying to get all of the rivers in, and that is a TON of hexes believe me-I simply can't do more than an hour without my eyes bugging out), I can definitely appreciate having all of the terrain already in place.

(in reply to OldCrowBalthazor)
Post #: 169
RE: War in the Pacific Release thread - 2/16/2022 11:48:15 PM   
Elessar2


Posts: 883
Joined: 11/30/2016
Status: offline
WitP .902


Changelog:

Build delay for Dreadnoughts increased from 18 to 20 (as was originally intended).

USSR can build up to 2 Sovietsky Soyuz Dreadnoughts if they decide to spring for at least 2 levels of Ship Production.

Doolittle Raid added as a Decision Event, providing a 4000 National Morale bonus for the US at a cost of 50 MPPs. [After much deliberating decided the USN does NOT need to move 2 fleet carriers near the Japanese home islands.]

Defense bonuses for Rivers and Major Rivers increased from 20% to 35% and 35% to 50% respectively. [But decided increasing movement penalties would be too steep at the map's scale.]

Some tidying up of the various militia scripts to reduce both the hex and unit range spreads.

Subs base move dropped from 20 to 18 (maximum of 23 with L5 Sub Tech however).

All naval units (and Coastal Guns) have a single-unit ZoC (formerly needed 2 ships), including now subs. Naval ZoC penalty increased from 8 to 10. The hope here is that it will reduce the anti-sub swarm tactics from previous versions, where ships which have already attacked are used to scout for the submerged sub so those which still have attacks can then hit them again.

All ground units get +1 Artillery Defense.

Rocket Artillery morale damage per tech level increased from 5 to 10.

Special Forces have a retreat range of 1 (was 2).

Per the latest vanilla patch, the USA joining the Allies will now increase China's National Morale by 3,000 points.

Russian belligerence script added which will begin triggering after the end of the European War until they declare war on Japan (timed to go off more or less near the historical date).

(in reply to Elessar2)
Post #: 170
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