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RE: War in the Pacific Release thread - 10/12/2021 9:16:00 PM   
Elessar2


Posts: 722
Joined: 11/30/2016
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.810 , lots of fixes, some new features. I am hoping this is the last major version before the first nonbeta release.
-------------------------------------------------------------------------------------------------------------------------

1. New unit, Destroyer Escorts, replacing Motor Torpedo Boats. Cost 90 MPPs, production delay 4 months, sub attack & defense 1.5 and 4.5 (vs. fleet destroyers which are 1 & 4), otherwise zero Naval Attack ratings, 0.5 on defense. They like other warships help contribute to overlapping naval zones of control, note.


2. Subs' default diving % now 40% (was 20%), their Radar evasion % per level now 20% (was 10%: the game engine only uses this vs. aircraft).

3. Various unit tweaks:

a. The UK now is allowed to build Dreadnoughts (the Lions), 5 Naval Attack, 5.5 Naval Defense, speed 21. Regular UK BBs have a NA of 4.5 (was 5), speed 19. Their "Fast Battleships" remain the original battlecruisers, as do the Japanese's, with the default stats (275 MPP, 4 NA & ND). US Fast Battleship costs now 350.

4. Map changes:

* Added 2nd inland road into Burma from Thailand, 4 new cities/towns, changed the Thai/Indochina border to be more historically accurate.

* Mille + port got properly flipped to Japanese control, as did the two ports off of Shanghai.

* 2 new towns in W China/N Indochina.

* Indian Ocean Christmas Island made operational, Pacific counterpart renamed to its original moniker Kiritimati (still nonoperational).

* Cold Bay Alaska made a base as well

* Extra port near San Diego

* Addressed a "feature" where if a port isn't attached to a land hexside it won't give proper supply to any land units stationed in another direction (~8 instances). Supply still works correctly if the "land" in the port hex is a self-contained island or island chain or is directly attached to the land installation. [Ports cannot be placed on a 100% sea hex] Note you need to run a road from the port to the installation to get the supply bonus (to 5).

* Fixed Vancouver Island to allow the Canadian Navy to sail out (both to the N & S of it).

* Streamlined the road network in China, tweaked a few rail lines, filled in some gaps (had broken rail lines carried over from WitP AE, but in SC rails are often used for Operational Movement over a longer period of time than the typical 1 day turns in AE).

* Added a New Guinea-Australia convoy line.

5. Industrial Modifier & Tech changes: reduced India's Industrial Modifier from 80 to 60. Increased starting Australian IM from 50 to 60, decreased UK's from 35 to 30. USSR starting Mobilization now 10%. [was 20%] Max Australia-India Lend Lease now 100% (it can't be greater than base income, which for the Aussies is now 50 if they have all of their starting holdings). Australia Ind Tech cost now 50 (was 40). Japanese starting Production Tech lowered to L1 (from L2).

6. Swapped around some Chinese units, added a corps and division in the west, moved some US ships in Philippines southwards. For India deleted the starting Indian Special Forces, added a garrison. US/Japan/UK/Australia also get an extra garrison. The US gets 2 subs in the queue, Japan 1 on the map 1 in the queue, UK & USSR 1 on the map. A US tank corps spawn on Samoa was turned back on (giving quick aid to Australia in case they are invaded early). Added a US Maritime Bomber on Palmyra. Added a UK Fighter in their home islands.

7. Some build limit tweaks here and there (Chinese corps down to 20, adjusted for the Fast Battleship & Destroyer Escort units by deleting some regular BB & DD builds & adding in FB & DE ones, UK ship builds increased a bit). New Zealand gets Fighter, Medium Bomber, & Maritime Bomber builds.

8. Yamato cancellation morale penalty increased to -6000 from -5000 (which is ~-5%).

9. Surface ship naval spotting ranges increased a bit (IJN 3, all others 2).

10. Deleted the vanilla extra actions/attacks that the Warfare techs give their associated units (in Vanilla there is only one level, not the 4 I am using; the units in question already have the extra attacks at level 0).

11. Added an Australian Belligerence script when the UK declares war (since they are now their own major-otherwise the Allied player has to declare for them on the Japanese), along with a New Zealand Mobilization 3 one to match. New Zealand & New Guinea are now Australian minors.

12. Fixed the vanilla Himalayan Hump dummy scripts which gave +60 MMP not the +30 the Decision Event (correctly) indicates; added Burma Road & Persia Lend Lease dummy scripts to properly deduct the MPPs from the US's income.

13. Increased engineer-built fortification's maximum entrenchment back to 4 (got changed to 3 somehow).

14. Artillery reduced in cost from 200 to 150.

15. Tech costs revamped across the board: 4 cost regimes outside of the individualized Industrial Tech ones: 150/125/110/90, from 5 to 7 each. This is to minimize the ability of the opponent to infer what techs the other side bought by looking at the tech graphs.

16. Ship retreat distances increased by +1 for everything except subs and transports/amphibs. Mech & Armor units also given +1 to their retreats.

17. US HQ MacArthur spawns in Sydney.

18. Partisan supply events now have an effect radius of 3, partisan spawns 2. [+1 each]

19. Commonwealth nations all share tech with each other, also w/ US, US & India share with China. USSR shares with China.

20. Kamikazies now get +1 spotting per level of Long-Range Tech.

21. Flying Tigers Fighter unit added to Chinese queue Dec. '41, +1 experience.

22. Far East Russian Navy given a CA/DD/DE/Sub in/near Vladivostok. Added a Mobilization 2 script which will drop USSR mobilization if they sail any of their navy into Japanese-held waters past the indicated red line on the map.

23. Changed/added some militia spawns (these typically only go off if at least one enemy unit approaches within X hexes), documented them in a separate file.

24. Mobilization tech given another level, but at a cost of 150 and a maximum of one chit.

25. Mechanized Corps ground attacks dropped down to 4.0 from 4.5.

26. Gave Japanese land-based fighters +1 range across the board. [These tweaks, also for Tac & Medium Bombers, is because giving the Japanese Long Range Tech L3 to start may prove too unbalancing in certain situations]

27. Made retreat percentages more consistent: The various Infantry Divisions all 15%/8%/4% for Town/City/Fortress, All Corps/SF/Paras 10%/4%/2%, Cavalry/Recon 12/6/3.

28. Tac Bomber/Med Bomber Ground Attack tech vs. other planes reduced to +0.5 per level. [was +1.0] Cruisers' Sub Attack tech per level reduced to +0.5 [was +1.0]. Fleet Carrier Sub Attack per level of Naval Weapons increased from zero to +0.5 per level.



(in reply to OldCrowBalthazor)
Post #: 91
RE: War in the Pacific Release thread - 10/13/2021 1:16:34 PM   
Elessar2


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Joined: 11/30/2016
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.811
------------
Hotfix for Australian tech (literally the ONLY thing I didn't double-check) tried to reasonably match it up with UK's, tho nothing over L1).

Recofigured US CA/CL build limits & Ship Production tech for all countries (since each cruiser counter represents two ships). US cruiser build limits are now CA's 14, CL's 15, Ship Production gives you one extra cruiser counter (was 1.5). Destroyers, Destroyer Escorts, and Submarines remain at +2 per level of SP.

(in reply to Elessar2)
Post #: 92
RE: War in the Pacific Release thread - 10/13/2021 2:40:37 PM   
Jazon


Posts: 97
Joined: 8/18/2020
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Hi,
where can I download this updated version of this awesome MOD?
<FOUND IT> :D

< Message edited by Jazon -- 10/13/2021 2:42:28 PM >

(in reply to Elessar2)
Post #: 93
RE: War in the Pacific Release thread - 10/13/2021 3:56:33 PM   
roy64


Posts: 196
Joined: 6/9/2015
Status: online
Vientiane in Indochina belongs to the allies not sure if that's meant. I don't know if this is meant but you can't scout with planes across the sea any more.

_____________________________


(in reply to Jazon)
Post #: 94
RE: War in the Pacific Release thread - 10/13/2021 5:20:03 PM   
Elessar2


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Fixing the 1st one (the editor when flipping hex conrol has two columns, one for the default (original) country owner, and one for the current owner. It would automatically flip to Chinese control each time unless I made sure to manually flip it to Japanese. @#$@#&%#*. Appreciate the report. [vitriol directed at the editor's interface and my continuing absent-mindedness]

Not sure about the 2nd one there, are you sure it wasn't storming or raining? Or that Fog of War wasn't turned off?

(in reply to roy64)
Post #: 95
RE: War in the Pacific Release thread - 10/13/2021 5:56:58 PM   
Elessar2


Posts: 722
Joined: 11/30/2016
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.812
-----------------------------------
Hotfix for Indochinese/Thailand hexes which got accidentally flipped to Chinese control when I fixed the border there.

Kudos to roy64 for spotting this one.

< Message edited by Elessar2 -- 10/13/2021 5:58:51 PM >

(in reply to Elessar2)
Post #: 96
RE: War in the Pacific Release thread - 10/14/2021 12:13:57 AM   
CaesarAug

 

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Elessar2, beautiful mod! Looking to have some fun in the enormous Pacific theatre!

But I noticed that the sprite index is changed.
The Japanese army and navy looked... Russian...

I checked the editor and sure enough, Japan was set to use bitmap_04 which in the standard game is the Soviet Union.

I suppose it's just an oversight? Changed Japan to use default-Japan bitmaps_10. In fact, I've changed some other ones which were "incorrect", at least in default-game terms.

Just thought to let you know!

(in reply to Elessar2)
Post #: 97
RE: War in the Pacific Release thread - 10/14/2021 2:33:28 AM   
Elessar2


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Yeah, this was raised last week (read post 83 and my reply). The 10th bitmap, typically used for the Japanese in W@W, in SIPRES's counter set was never converted to the divisional scale. If I use 10 the default NATO style will clash with the other sets & with the different units. In NATO the yellow color looks fine, but I am aware that in 3D it is colored light red w/ Russian weapons and uniforms. Same reason that Russia is German grey. There simply is no Japanese set which covers all bases.

There alas is no other divisional set out there, unless I am mistaken. I'm no artist when it comes to crafting counters, sadly, and don't have the software to edit them even if I did.

< Message edited by Elessar2 -- 10/14/2021 2:37:54 AM >

(in reply to CaesarAug)
Post #: 98
RE: War in the Pacific Release thread - 10/14/2021 6:12:19 AM   
CaesarAug

 

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Thanks, got it. I hadn’t seen those posts. It seemed odd that it hadn’t been brought up before…
but it was, after all!

(in reply to Elessar2)
Post #: 99
RE: War in the Pacific Release thread - 10/14/2021 8:38:19 PM   
Elessar2


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Unfortunate Son just said that he'll be making a special version of his divisional counters for my scenario, and I must say they look amazing.

(in reply to CaesarAug)
Post #: 100
RE: War in the Pacific Release thread - 10/14/2021 10:29:38 PM   
CaesarAug

 

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YES! I have seen his utterly stunning work!
It will be sheer gaming beauty. 🙂

(in reply to Elessar2)
Post #: 101
RE: War in the Pacific Release thread - 10/16/2021 11:26:36 AM   
Jazon


Posts: 97
Joined: 8/18/2020
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Hi guys, anyone would like to play with me this 8.12 release? I have it downloaded already, and played a bit just to see how it goes. And Its so vast and plenty of detail!
I am looking for an opponent, who would play for Japan. I am quite familiar with the game on land, and know basics in Naval Warfare. I guess its even better to simulate unprepared reply from Americans against Japan's sudden attack.
If you are interested please host a game, make 1st turn for Japanese player, set a password and PM to me, I will join as soon as I got the message. Also I will write ARR, for the sake of Elessar efforts on it, I bet he is hungry for feedback from players. I can play one turn a day.
Cheers all
Jazon

(in reply to CaesarAug)
Post #: 102
RE: War in the Pacific Release thread - 10/16/2021 4:24:58 PM   
Elessar2


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Hold off for a moment, a new version which has worked in a lot of the new patch's changes will (hopefully) be out by the end of the day (US Eastern Daylight Time). I am just waiting on one bug report to the devs.

< Message edited by Elessar2 -- 10/16/2021 4:25:12 PM >

(in reply to Jazon)
Post #: 103
RE: War in the Pacific Release thread - 10/16/2021 5:30:04 PM   
roy64


Posts: 196
Joined: 6/9/2015
Status: online
I'm interested but never played this game online before.


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Post #: 104
RE: War in the Pacific Release thread - 10/16/2021 7:22:20 PM   
Elessar2


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It's not that hard. Just put in a login on the Multiplayer screen (doesn't have to be a Matrix login note), you'll see a list of people on the left waiting for someone else to join, or you can solicit your own by starting a new one.

(in reply to roy64)
Post #: 105
RE: War in the Pacific Release thread - 10/17/2021 9:04:26 AM   
roy64


Posts: 196
Joined: 6/9/2015
Status: online

quote:

ORIGINAL: Elessar2

It's not that hard. Just put in a login on the Multiplayer screen (doesn't have to be a Matrix login note), you'll see a list of people on the left waiting for someone else to join, or you can solicit your own by starting a new one.

Thanks for the info, it worked

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Post #: 106
RE: War in the Pacific Release thread - 10/17/2021 8:57:45 PM   
Elessar2


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It's up, see 1st post of this thread.

.813
------------
With the new patch out, the included revisions were ported over, when relevant and applicable:

1. The biggest change on my end was adding a Chinese HQ, 4 corps and a division in SW China. I realized that if Japan made a serious push in that area the Chinese front would quickly disintegrate there, allowing their entire front to be liable to be outflanked, and they can't solely depend on partisans to slow the Japanese down. Gave the Japanese 2 divisions to help compensate. BTW the time for laissez-faire attitudes towards event partisans is now over with my 3 hex radius of effect from the last major update...

2. The Persia-USSR Lend Lease event [307] incorporated vanilla's notion to ensure a chain of unbroken friendly-controlled hexes for the event to work. In my case since Persia isn't on the map I used Karachi & Khairpur instead, the Indian cities which are farthest west on the map. Also implemented the 10 hex enemy ship cancel condition.

3. Made both that event as well as the Burma Road & Hump US-China Lend Lease events half price for the US.

4. Added a helpful map tag for the Russian Far East exclusion zone (this is so that Russian ships-if not at war with Japan-don't go sailing out and act as free scouts for the Allies). I likely won't do the same for Japan since they have 2 convoys in that area to protect from Allied subs.

5. Adapted all of the vanilla National Morale hits (per turn!) for the Allies not holding the following locations by certain dates: Hawaii, Manila, American Samoa, Honaria, Fiji, Batavia, Calcutta, Singapore, Guam, Sydney, & Wellington. Australia will lose twice as much National Morale than its allies will for Fiji, American Samoa, Sydney, and Wellington (the only listed locations it will get such hits on), as well as 80/turn for Port Moresby remaining Japanese controlled. Australia like its allies will lose -2500 (one time event) if China surrenders.

6. The Yalu/Tuman, Han, Nakdong, Geum, and Taedong Rivers added in Korea.

7. Per the vanilla updates, altered the Japanese Home Guard scripts to check for Amphibious Transports only (in a recent test game a few US subs triggered them).

8. Concurred with the 75% Allied leaning for Mongolia, made it a USSR minor.

9. Made sure Home Builds were switched on for all minors.

10. The Atomic Bomb popup notifications will now show up at the very start of the Japanese turn.

11. Revised and added some additional scripts: Japan now has DE's for the Indian National Army (comes as an Infantry Corps) & Ning-Hai "Cruiser" (which was in fact very tiny for a cruiser, 2200 tons; Japan used it in an anti-submarine role, so in game terms it is treated as a Destroyer Escort). The Flying Tigers give a NM boost to China (moved the date to late Dec '42; could keep the DE [both it and the Stilwell one have vanilla dates 1-2 months before Dec 7th] but at 100% AI Yes it's a no-brainer, they otherwise will only have 1 inexperienced fighter). It also gets 2 experience bars (one will be lost however when it is reinforced to Strength 10).

12. Toggled Chinese Belligerency vs. Japan ON (off meant the blue front line wasn't being drawn properly).

13. Connected the capitals of Nepal/Tibet/Bhutan with some roads, moved Kathmandu Nepal's capital W 3 spaces.

14. Several Minor capitals were originally put in by the original mapmaker as Major capitals: switched them back.

15. Some battleship tweaks: The US Fast Battleships now have a 5.5 Naval Defense, same as the Lions (the Iowa's armor quality was second to none, with their 19 inclination
compensating for their thinner 12" depth; the Iowas' scheme was basically the same as the South Dakotas'), while the US Dreadnoughts (Montanas) get 6.5 for both naval attack (the US 16 inch super heavy shells were very high performers for their caliber, while their broadside outclassed even the Yamatos, 32,000 lbs. vs. 29,000) and defense (their 16 inch belt, with the American super-hard steel & said degree inclination, was superior to that of the Yamatos despite being the same thickness, but they Yamatos had some defects in the joints).

16. Indian/UK changes: Added a RN heavy cruiser to the RN Far Eastern fleet near Ceylon, upgraded the destroyer there. Made 3 Indian militia spawns (formerly automatic) now contigent on Axis units invading Indian territory and/or having Axis amphibian units within range of Indian soil (20-25 hexes from the port of Bezwada); the Tank Corps
which was part of that package got changed to a Division (since India would be able to circumvent their 1 Corps limit there). added an Inf Division militia on Ceylon (Trincomalee). Some upward tweaks in Indian tech, typically from L0 to L1 to more or less match Australia's (Advanced Tanks, Infantry Warfare, Anti-Tank Weapons, S&I).


< Message edited by Elessar2 -- 10/17/2021 10:05:26 PM >

(in reply to roy64)
Post #: 107
RE: War in the Pacific Release thread - 10/17/2021 10:00:20 PM   
jjdenver

 

Posts: 2220
Joined: 11/2/2007
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Any estimate of when another version will be released? ty.

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(in reply to Elessar2)
Post #: 108
RE: War in the Pacific Release thread - 10/17/2021 10:02:23 PM   
Elessar2


Posts: 722
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I _hope_ this is it for awhile. As the devs themselves have done, it is all too easy to forget something. I've triple checked every change, so fingers crossed nothing else to fix.

EDIT: I do, Balthazor's current SOE game, where a tank retreated from a city on the very last turn, got me to check vanilla's retreat %'s--which are MUCH higher than the defaults in the editor. Shame on me for assuming that what was in there was an exact match for what the main vanilla scenario has. Siiiigggghhhhhhhhh...

< Message edited by Elessar2 -- 10/17/2021 10:57:40 PM >

(in reply to jjdenver)
Post #: 109
RE: War in the Pacific Release thread - 10/17/2021 11:45:24 PM   
Elessar2


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OK, THIS should do it. Only notes for .814:

.814
-------
Adapted Storm Over Europe's retreat %'s, with some minor changes: Corps infantry upped a bit-basically found it silly that they wouldn't retreat at all from cities/forts, other Infantry lowered a bit, tanks lowered a bit esp. in towns):

HQs, Partisans, all Artillery (except Coastal Guns), Armored Train:

Retreat % (Non-Res Positions): 60
Retreat % (Settlement & Town): 35
Retreat % (>=Fort. Town to Major Capital): 20
Retreat % (Reg./Major Fortresses): 10


Infantry & Mechanized Corps:

Retreat % (Non-Res Positions): 30
Retreat % (Settlement & Town): 10
Retreat % (>=Fort. Town to Major Capital): 4
Retreat % (Reg./Major Fortresses): 2


Frontline infantry divisional sized units (Inf Div, SF, Paras, Mech Inf Div):

Retreat % (Non-Res Positions): 40
Retreat % (Settlement & Town): 15
Retreat % (>=Fort. Town to Major Capital): 8
Retreat % (Reg./Major Fortresses): 4

Second line infantry divisional sized units (Garrisons, Engineers, Mountain, both Cavs, Recon, Anti-Tank):

Retreat % (Non-Res Positions): 50
Retreat % (Settlement & Town): 20
Retreat % (>=Fort. Town to Major Capital): 12
Retreat % (Reg./Major Fortresses): 6

All Tanks:

Retreat % (Non-Res Positions): 40
Retreat % (Settlement & Town): 20
Retreat % (>=Fort. Town to Major Capital): 12
Retreat % (Reg./Major Fortresses): 6

All Land-Based Air & all Surface Combat Ships: 50% across the board. [default vanilla values]

All Transports:

Retreat % (Non-Res Positions): 75
Retreat % (Settlement & Town): 25
Retreat % (>=Fort. Town to Major Capital): 15
Retreat % (Reg./Major Fortresses): 5

Coastal Guns cannot retreat at all.

New version now up.

< Message edited by Elessar2 -- 10/18/2021 12:34:44 AM >

(in reply to Elessar2)
Post #: 110
RE: War in the Pacific Release thread - 10/18/2021 5:59:39 AM   
CaesarAug

 

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Excellent, thanks!

By the way... the latest version scenario description reads:
Pearl Harbor beckons as the Japanese open their ferocious assault in the Pacific. Build .813

Simple edit change to Build .814. Fantastic work, Elessar2.

This sort of thing happens when I mod, too. There's always one thing more, eh?

(in reply to Elessar2)
Post #: 111
RE: War in the Pacific Release thread - 10/18/2021 6:50:06 AM   
OldCrowBalthazor


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quote:

ORIGINAL: Elessar2

I _hope_ this is it for awhile. As the devs themselves have done, it is all too easy to forget something. I've triple checked every change, so fingers crossed nothing else to fix.

EDIT: I do, Balthazor's current SOE game, where a tank retreated from a city on the very last turn, got me to check vanilla's retreat %'s--which are MUCH higher than the defaults in the editor. Shame on me for assuming that what was in there was an exact match for what the main vanilla scenario has. Siiiigggghhhhhhhhh...

That very last hit that The Colonel got on my 1st Pz Corp in Paris (on YT) got us delayed a few hours to get to ver.814 ?
Happy to have contributed

Well...now to our match Elessar. Good luck. We are coming!


< Message edited by OldCrowBalthazor -- 10/18/2021 6:51:04 AM >


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Post #: 112
RE: War in the Pacific Release thread - 10/19/2021 8:41:09 AM   
Jazon


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Hi,
me and Roy64 started a game with 8.14 version. We have done first turn so far, I will make a separate AAR for this game, with description how is the game going,and with my feedback about this MOD in general. It's a great fun to play it!
Cheers
Jazon

(in reply to OldCrowBalthazor)
Post #: 113
RE: War in the Pacific Release thread - 10/19/2021 2:30:05 PM   
Elessar2


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quote:

ORIGINAL: CaesarAug

This sort of thing happens when I mod, too. There's always one thing more, eh?


Yep. [<---at myself] I'm sorry for those who began new plays (incl. my man Balthazor), but both the errors from the last game patch and a few oversights on my part (as in things I thought I had done, and checked, twice, apparently never got done-dating back to my frenzied attempt to get Australia correctly working as a major) pretty much needed to be remedied..

.815
------------

Tweaked some of the new NM scripts to match the official game patch notes descriptions.

Matched Aussie unit upgrades to everyone else's

Everyone's ground units also got a maximum of 2 levels of Mobilization to match the new max level of the tech, along with a max of 3 for Artillery tech for all Artillery units

3 levels of AA for all ground units. US starting AA level now 1 (was 2). Tank Division's max level of Advanced Tanks now 5 (was 3). Subs AA max L3 (was 4). Note I am not sure if this will inflict more or even any damage on air units which attack subs, or not.

The US tank which spawns in Samoa changed to an infantry corps. The US however gets an extra Tank Corps build.

AA tweaks for installations. Settlements max L2. Towns L3. Cities, engineer-built forts, fortified towns, & minor ports L4. Major ports, Major cities, oil & mines, all capitals, and fortresses/major fortresses L5.

Removed Heavy Bomber tech from Australia's tech page (since they can't build them).

Lowered Indian starting MPPs from 650 to 500. Lowered USSR starting MPPs from 750 to 400.

Translated all Decision Events & their Notes into Spanish. [Via Google Translate; I learned Spanish eons ago so if anyone finds any grammatical or spelling errors feel free to notify me] I'll likely do the remaining Spanish ones for the next build (which I sincerely hope will be a fair ways down the line).

Keeping .814 up for a few days for those who have started new games and want to stick with them; the biggest issue will be the Aussies not being able to max out some of their techs.


< Message edited by Elessar2 -- 10/19/2021 2:38:17 PM >

(in reply to CaesarAug)
Post #: 114
RE: War in the Pacific Release thread - 10/19/2021 11:42:07 PM   
CaesarAug

 

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King Elessar2, if I can manage the time, I can help you with the (Castilian) Spanish texts.

< Message edited by CaesarAug -- 10/19/2021 11:43:21 PM >

(in reply to Elessar2)
Post #: 115
RE: War in the Pacific Release thread - 10/20/2021 12:41:53 AM   
OldCrowBalthazor


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From: Republic of Cascadia
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Whoa..mass hours to get this going, and worth it.
This is basically a whole new game.





Attachment (1)

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(in reply to CaesarAug)
Post #: 116
RE: War in the Pacific Release thread - 10/20/2021 1:22:35 AM   
Unfortunate Son


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Sweet!

(in reply to OldCrowBalthazor)
Post #: 117
RE: War in the Pacific Release thread - 10/20/2021 1:26:50 AM   
Elessar2


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quote:

ORIGINAL: CaesarAug

King Elessar2, if I can manage the time, I can help you with the (Castilian) Spanish texts.


I appreciate it. OK will commence work on the other tags now.

(in reply to CaesarAug)
Post #: 118
RE: War in the Pacific Release thread - 10/20/2021 1:27:36 AM   
Elessar2


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Joined: 11/30/2016
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Those new scripts were a must-add, else the Allies can just wait and wait until they have overwhelming force. Now they have to be much more aggressive, by mid '43 at the latest.

< Message edited by Elessar2 -- 10/20/2021 1:28:03 AM >

(in reply to Elessar2)
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