Here's the latest version 3.2.15 of Pacific War available for download. This file is a zip of an entire directory (Pacwar3215). Unzip the directory and just run (double-click) the "0START THE GAME.bat" batch file within the directory to start the game. Pacific War 32.15 will run under a modified version of Dosbox contained within the directory. This version of Dosbox has been altered to improve the color display within Pacific War. I've also attempted to update all the scenario files to be compatible with this latest version. OBC41, OBC42, OBSOL and OBMARI are in relatively good shape. The other campaigns are all compatible, but will still need some more work. The directory also contains the latest list of ongoing fixes / modifications. You can download it here:
Pacific War Update Version 3.2.15
The latest version 3.2.15 EXE fixes / features are shown below.
68) I made some more alterations to the AI. When attacking an enemy base, if the enemy LCUs are very strong, then the AI may spend a few weeks softening up the enemy before sending in troop ships.
69) I adjusted the consumption of warship fuel consumption upward to so that major naval operations consume more fuel and have a bit more impact on the Japanese oil reserves, as was historical.
70) I adjusted the routine supply code so that it takes more cargo ships to move oil and resources back to Japan. This has been done in an effort to make maintenance of the oil and resources reserves more of a challenge for the Japanese player.
71) I altered the effectiveness of the Allied AI (only) submarine attacks against the Japanese routine convoy system to make it more effective.
72) I made a number of changes to the surface combat routines as follows:
• I eliminated an arbitrary hit odds reduction routine (whereby the odds of a gun type hitting the enemy drops by 50% with each successful hit), so you now get the same odds of hitting with each shot fired.
• I altered the non-penetrating armor damage routine. Instead of automatically getting 1 point of damage with each hit, 1 point of non-penetrating damage now occurs if: random(armor) / random(warhead) <= 10. This decreases the likelihood of relatively small caliber weapons doing damage to heavily armored ships (e.g. DD guns and flak vs. BB).
• I added increasing rates of fire with decreasing caliber guns. Guns with warhead > 30 (~BB 12"+) get a factor of 2, warhead > 8 (~CA 7"+) get a factor of 3, warhead > 3 (~CL 6"+) get a factor of 4, warhead <= 3 (DD 5"-) get a factor of 5.
• For guns other than in slot 1 (main weapon), the number of guns firing is divided by 2 to account for the side mounting of most non-primary guns, rounding up for odd numbers. This does not apply to torpedoes.
• I limited the number of ships firing in a single ship group to 4 (don't want 50 ship MCS firing multitudes of flak in surface combat).
All these changes hopefully make surface combat a bit more realistic, and make DD vs. DD and MCS ship actions more exciting and deadly. In my testing so far, it looks like ship losses are still reasonable and not out-of-whack with the original game.
73) I made some changes to AI TF creation routines. I restricted Allied CVEs with no aircraft to replenish missions only. This should reduce CVE losses in AI controlled games. Likewise, I restricted Allied CVEs with aircraft to air combat, escort & transport missions only. I also now prevent Japanese TKs from joining AI replenish missions (this was sucking up all TKs away from oil collection).
74) I eliminated some faulty code that sometimes converted replenishment convoys into surface combat TFs (not a good idea).
75) I fixed some of the issues with the airlift supply routines. There was a bug that caused atolls to get loaded up with excess supplies. This has been eliminated. Also, the code didn’t correctly subtract supplies from the base providing airlift; this has been fixed. Each cargo aircraft will deliver 1 unit of supply or fuel. Previously this value was multiplied by 10; this multiplier has been removed; so fuel and supplies are moved on a one for one basis. The AI is now a little smarter about where it airlifts. It only airlifts supplies to friendly bases with less than 200 supply points, and airlifts fuel to friendly bases with less than 100 fuel points. Airlift is still provided to friendly LCUs at enemy bases to increase readiness as indicated in the rules. I now allow a higher maximum LCU readiness with airlift supply (from 49 to 99). If the airlift keeps coming, the readiness can now gradually increase to 99. I also altered slightly the text description of the airlift operation from 1,000 of lbs to tons of supplies / fuel.
76) When calculating LCU combat and bombardment losses, low readiness LCUs have been extremely well sheltered from losses, as only LCUs up to the percentage of current readiness could be lost. I have altered this somewhat, so that now, the minimum readiness used to calculate losses is 25. This provides a minor increase in losses to very low readiness LCUs against land combat and air or surface bombardments.
77) LCU combat routines do not currently itemize losses during the artillery phase of combat. I have altered the combat report routines so that you can now see losses in all 3 phases of land combat (artillery, anti-tank, and assault). You will now see the first phase of combat which will show squad and new added text for gun (artillery) losses.
78) I found what I think is a major bug in the LCU combat routine. The original rules specified readiness checks for LCU combat. The first 2 dealt with low experience units. The first check decreases readiness of an LCU down to 1 (a death sentence) if they does not pass. The LCU experience check for this was: The LCU passes its Experience Check if Random (900) is less than Experience squared. The actual current code is: The LCU passes its Experience Check if Random 30 <= LCU Experience ^2 / 100. The rules meant that an LCU with experience above 30 was immune to this reduction. The actual code puts LCUs at risk up to an experience of about 54, and LCUs with an experience of 30 have a (30-9)/30 chance of getting hit by this. I have fixed the code so that now: The LCU passes its Experience Check if Random 9 <= LCU Experience ^2 / 100. There was a 2nd check that could reduce an LCU down to a readiness of 25. The code is similarly botched. I have altered the code so it now matches the rules: The LCU passes its Experience Check if Random 25 (instead of 50) <= LCU Experience ^2 / 100.
79) The final LCU readiness check allowed an LCU to have its readiness increased by up to 50 if it passes its checks. I believe this increase is too extreme, because it allowed a low readiness unit, say 10, to attack at 60 readiness, but only suffer losses at 10 readiness. I have decreased this value to 25, which makes losses caused by very low readiness isolated units a little less painful.
80) In a further effort to make maintenance of Japan’s oil and resource reserves more of a challenge, as is historical, I have tied the maximum value of the oil and resources reserves to the sum of Japan’s heavy industry factors, with a minimum of 1000 for each. This means Japan’s maximum reserves cannot exceed about 60,000-65,000 each, and they will be gradually reduced as the air assault against Japan grows and heavy industry is destroyed.
81) I have adjusted the LCU combat experience gain to be partially dependent upon readiness level of the unit. Lower readiness units have less participation in combat, so they now also get less of an experience increase. The function used is: Experience Gain = (113 + Readiness * 7/20 - Experience) / 50. This prevents isolated LCUs from easily gaining experience levels of 99.
82) Eliminated, hopefully, the “End of War” bug.
83) Fixed control level settings to “Full Human Control” at start of new scenarios in Human Player games.
84) Added airborne assaults to the game. Airborne units are now identified by using the editor to place a value of 255 in the “Unit” slot for detachment # of subordinate units; detachment #’s aren’t used by parent units making this slot available to non-subordinate units using this feature. So, for example, if we place the value of 255 in the “Unit” slot for units 85 (1st Para), 242 (11th Abn), 275 (44th Abn), 296 (5th Abn), and 337 (503rd Par), then all these units are available for airborne assault. In order to conduct an airborne assault, one of these units must be placed in a base with an air transport air group, like the 1st CCG (C-47 Dakota), and the air base must set a priority target (press key “B”). This priority target is the base where the unit will paradrop. It can be a friendly or enemy base. If the target is an enemy base, then it must be isolated (Ctrl O: by previous air attacks / bombardments) for the airborne assault to occur. The airborne LCU is air dropped during the air supply phase. If the LCU makes the move, you will see reported “Airborne Movement”. If the airborne LCU is too big for the air group, then the LCU will be moved gradually. Multiple air transport air groups will move the LCU more quickly. The airborne assault may not happen if enemy air zones of control are too strong, which is the same for flying air supplies. I have re-equipped the Japanese with air transport aircraft in the OBC41 file, so the Japanese can also use the airborne assault feature. The AI can also use this feature.
85) Aircraft in air groups on CVs in port are no longer damaged due to a small port airfield. Previously, if a CV went into port with an airfield size of, for example, 1, aircraft in excess of 10 in each air group on the CV became damaged. As it is, air groups on CVs in port currently perform no air operations, and this feature was a real problem for the AI, which routinely disbands its CV TFs in ports with small airfields.
86) Decreased slightly the impact of the new code added in item 23) that adds accumulating minor damage to ships in task forces each week in order to simulate the fact that a task force could not remain at sea forever; it must regularly return to report for repairs and refurbishment.
The new code still adds approximately 2 damage points (some minor randomness applied) to each ship that remains in a TF each week. Now, however, instead of a damage level of 30, now if a ship damage level exceeds 15, no additional damage is added for time at sea. In addition, above 15, a ship may make minor repairs at sea to reduce damage to as low as 15. This was done so a ship severely damaged in combat can make some at sea repairs to get it back to port. A ship with 15 or less damage points in a TF cannot remove damage due to repair at sea.
As before, once a ship returns to port and leaves the TF, it will start repairing all damage. If the damage level is not above 8 points, the ship will automatically repair 2 points of damage, at no cost to shipyard points. The ship may also get additional normal shipyard repairs, which may cost shipyard points. If the damage level is not above 15 points, the ship will automatically repair 1 point of damage, at no cost to shipyard points. The ship may also get additional normal shipyard repairs, which may cost shipyard points. Above 15 points of damage, the ship is repaired through the existing shipyard repair code, which may cost shipyard points.
86) Removed item 14) adjusting the on-hand fuel and supply multiplier as this code change didn’t actually have much effect.
87) Removed item 24c) which ratioed down routine convoy supply / fuel deliveries with dwindling reserves, as it didn’t actually much effect on actual supply routines.
88) Fixed the text gibberish that occasionally popped up when the AI move a submarine on patrol.
89) Made a number of minor tweaks to make the AI a little more competitive.
90) Fixed the bug in submarine patrol’s calculated distance from home port.
91) Fixed the bug that incorrectly allowed empty TF’s to “peek” at enemy base fuel, supply, and air groups.
92) Altered the Philippine Guerrilla function. Philippine guerrillas will now start appearing in 1943 if the Japanese do not properly garrison any Philippine bases. Guerrillas will also appear in support of an Allied invasion at a Philippine base.
93) Fixed a bug in the game weeks passed function which rolled over from 255 to 0 near the end of 1946, which wreaked havoc on a number of game functions including aircraft arrival time.
94) Changed the “Combat Report” to display number of squads lost instead of number of men lost. I think this makes the report much clearer reporting squads, guns, and AFVs lost. In addition, the report of “Attacked with” and “Defended with” now shows the number of squads, guns, and AFVs that participated at the start of combat, not what remains at the end of combat. This will eliminate the “defended with 2 squads” report, which really represented what was left after an LCU was eliminated.
95) Altered the maximum airfield / port sizes relative to terrain to be a little closer to Gary Grigsby’s original definition as shown below.
Terrain Airfield / Port Size
96) Fixed a couple of bugs in CV air group size calculation, including one that occurred at the start of 1946, which messed up the code calculation of which air group “formula” to use, which only accounted for year up to 1945.
97) Did some major re-work of the map. Altered the artwork slightly, improved land mass appearance, made minor alterations to base paths, and adjusted base locations to be much closer to real world inter-base distances. I also adjusted the code so that land masses more properly restrict naval movement.
98) Players will now be able to place multiple HQs at one base. The AI does this routinely; I think human players should also be able to do this.
99) Increased the effectiveness of naval bombardment TFs in damaging supply depots.
100) Added Kagoshima to code referencing key Japanese Home Island bases.
101) Made some minor adjustments to air group training / experience gain routines.
102) Altered the Kamikaze availability routines to more closely reflect the original intent of the rules. Kamikaze missions “will only be allowed late in the war, starting in 1944, after the Allies have cracked the Japanese inner defense perimeter. During 1944 the Japanese may convert 4 Air Groups per week to Kamikaze missions. During 1945 the Japanese may convert 8 Air Groups per week to Kamikaze missions.” I’m using 4 and 8, instead of the original rules of 5 and 10.
103) Altered the Allied “Kill” multiplier for Japanese victory point calculation to be calculated every month instead of only at the start of a new year. So now the victory points for Allied losses will increase every month starting in Jan 1943. The multiplier has been adjusted so that:
• 1 Jan 43 = x 1.0
• 1 Jan 44 = x 2.0
• 1 Jan 45 = x 3.0
This should improve Japanese chances for a decisive battle victory some time from late 1943 to early 1945. The player “Help” code now adjusts the kill multiplier up or down depending on help provided. On max help for Japan, the multiplier is as follows:
• 1 Jan 43 = x 1.0
• 1 Jan 44 = x 2.5
• 1 Jan 45 = x 4.0
On max help for the Allies, the multiplier is as follows:
• 1 Jan 43 = x 1.0
• 1 Jan 44 = x 1.5
• 1 Jan 45 = x 2.0
As provided in the original game, if Japanese production drops below 500, the kill multiplier is lost. This is generally what brings about an Allied victory. I’ve found that in general, it’s very difficult for Japan to win, so I’ve adjusted the multipliers accordingly. After trying these values, let me know if you think they need adjustment (up or down).
104) Made some minor alterations to improve text table appearances.
105) Fixed (I think) the bug that caused submarines to sometimes attack with the incorrect weapon.
106) Altered the aircraft factory and air group aircraft upgrade paths so the AI will make better use of the historical aircraft available.
107) Fixed a bug in the code that was affecting aircraft carrier air group size changes throughout the war. You should now see air group sizes changing as originally intended.
108) Fixed the bug that was giving a night fighter bonus to B-26 Marauder aircraft instead of the intended P-61 Black Widow.
109) Improved base building capabilities of the AI.
110) Made some test / experimental modifications to aircraft cannon values to better reflect the potency of high explosive cannon shells based upon information I found at the following web page: http://www.quarryhs.co.uk/WW2guneffect.htm and the Excel spreadsheet “ACWpns_Pacwar.xlsx” provided in the game update 3.2.15 zip file. The cannon values will be re-adjusted if found to be too high, although I haven’t seen any issues in my testing.