Empire - V 2.0c 23rd July 2023 for new Map (old map for existing games) new patch

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

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Cavalry Corp
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Location: Sampford Spiney Devon UK

Empire - V 2.0c 23rd July 2023 for new Map (old map for existing games) new patch

Post by Cavalry Corp »

Empire - Campaign for PBEM WITPAE.

What is this mod about? V2.0c - Please make a new install for the new patch(and new art ) and map or use in games in progress - away we go....
Empire - Read v 2.0.pdf
(388.49 KiB) Downloaded 315 times

Password for download - Empire1941

https://gingerdragonltd-my.sharepoint.c ... ElBecC8cZg




Low tech slow start – High tech brutal finish. Fun for both sides!
Scn 42 and 43 – one with three allied CV at PH at start for a deeper challenge. PBEM only, 2 day turns recommended but not if you really don’t want it.

What about the nitty gritty of what was done to make tactical play challenging?

Just a few words ( historical and HR rules stuff in the PDF with scn.)

AIR
Firstly, this is designed for realistic research and development. No more fantasy aircraft 3 years early you have to follow the limitations of history - and its more fun and heaps more challenging. There are many new aircraft mostly older and slightly hypothetical variants of existing aircraft that could have been developed. Then there are the what ifs…
Better arrival patterns for allied aircraft
Both sides start with large amounts of obsolete aircraft, some of which are depicted in the game for the first time. Part of the skill is to find uses for these aircraft before better models arrive.
Realistic deployment (optional rule) for carrier aircraft
There is a full chain of painfully slow development for a Japanese four engine bomber, allied late war bombers are now very powerful.
Aircraft loadouts for all types, many aircraft tweaks – using newer data bases
Jet development for both sides late war.
There is an interesting development for sea based floatplanes for both sides – which start v low tech. These include a few prototype aircraft available in advance of production with expected problems.
V limited GM (Kreigsmarine) air
Thailand and France all represented as minors
Improved China air force
Late war tech for both sides

SEA
The focus of the early part of the game is more about surface ships including during the period of construction 1942. Surface units more important now but many are pretty old.
1942 construction of carriers is quite constricted. Accelerates thereafter, huge choice of ship possibilities for Japan
British navy more powerful, improved allied minors too.
Both sides will see the arrival of powerful carriers late war.
Both sides deploy more BB largely obsolete types at the start, other stuff too.
Both sides see availability of very powerful ships late war
More difference in quality between old and new
Improved AAA and new weapons on Japanese ships late war, other late war tech for both sides
Thai and FF ships
GM Kreigsmarine and power full U boat deployment mid to late war. German and Italian leaders added

LAND
Many bases downgraded “ low tech” at start on both sides, supply and fuel changes for both sides.
Improved defences in the PI, DEI and China, China army better at start.
Russia weaker at start
More Japanese land forces and of more diverse nature (security units and POW units plus others) but more garrison requirements – really slows China situation
Sooner arriving allied forces
Partisans in China ( and if you follow the optional limit on attacks in difficult terrain these will be difficult to remove).


Password for download Empire 1941

https://gingerdragonltd-my.sharepoint.c ... A?e=BHCtQC



Ladies and Gentlemen.

• V2.0c 13th July 2023
• Tweaked and slightly modified Furataka and Aoba CLAA conversions to be more realistic.
• Revised some arriving CV air groups to be more realistic for the potential arrival dates – Mid War Japanese CV.
• Corrected Italian SS art to look more realistic (Liuzzi Class).
• Reduced several allied and Japanese TT reloads on CA,CB and BC to allow flak to increase realistically. Cohesion.
• Delayed MG KG007 and 009 Air groups arrival to early 1944. Play balance.
• A few minor AA tweaks downward to some Japanese CV - Cohesion.
• Adjusted a few Japanese DD arrival OOBs to better fit likely arrival times – Correction.
• Akitzuki- Kai, TT reduced to 1 ammo - Cohesion.
• Reduced Japanese starting pilot pools/starting quality and reduced monthly intake/ quality. - Play balance and
cohesion.
• Added some extra build rates for Japanese Light AA Land based MG – as always seem to be in very short supply.
• Pushed back slightly (1 or 2 months) a few Japanese A/C – Play balance.
• A few aircraft tweaks both sides. Continuity.
• Reduced Belt armour of Shinano CVB – Realism.
• HI, Japan Res in now 21 from 20, LI back to 15. Other industry tweaks – Play balance.
• Reduced PP slightly for both sides.
• A few minor base adjustments, AF and Port sizes and starting Forts.
• Tonan Maru TK ,final upgrade MG AA ammo missing –Fixed.
• Tweaked Thai Army and added proper Thai names for units - Chrome.
• Tweaked Collaboration Japanese PI / Malay units – chrome.
• Increased Motorised support on many USA mainland bases – Realism.
• Further tweaked Japanese air group sizes to restrict pilot training.
• Added Heavy FP version of the Rex from 1/44 for the Hybrid BB or land only - Cohesion


• V2.0b 12th Feb 2023
• Increased HI Res in from 19 to 20. LI Res in from 16 to 17. And removed some damaged Industry from Japan. A few
other tweaks mainly negative for Japan. Added some more starting Res.
• House Rule amendment- One attack per day turn in the restricted rough hexes before 1944, two thereafter.
• Early Matsu class DD, Akitzuki and Shimakaze class DD delayed around 2 months each - cohesion and play balance.
• Pushed back a few allied mid/late war BB - slightly.
• Slightly reduced build size of some more PI/DEI/ Australia bases. Play balance and game pace.
• Engines on G6N1 corrected from 4 to 6, SR to 5, date to 6/43 - correction
• Slightly increased damage/days to some Japanese CLAA/CAV/BB upgrades – cohesion
• Reduced Top speed on some Japanese CLAA/ CLTT conversions where the weight has gone up considerably- trade
off and cohesion
• Slightly recalculated a few ship ranges – cohesion
• Slightly tweaked small Japanese ship Guns and ASW on new research, play balance.
• Slightly improved most allied CVE Mvr and Durability ratings.
• Reduced or removed Japanese TT re loads on CA, 44 onwards. Realism, with improved and heavier AA during 44
upgrades.
• Rationalised Japanese Mogami CAV air groups upgrades - cohesion
• Hatsuharu class DD last late war TT upgrade missing – corrected
• Shiratsuyu class DD – small AA issue 4/43 upgrade – corrected
• Earlier 120mm DP gun replaces 127mm DP guns on Japanese CV / CVL/ CVE prior to May 42.
• TOE issue with 9th Australian Division – corrected, hangover from the previous base mod.
• Added 12 more in total mid war onwards allied AK/AKA/AP/LSI(L) and gave some AK/AKA some modest troop lift-
More allied lift capacity needed.
• Added 6 more allied Support ships, mid war onwards, AKE/AE and AS.
• Tweaked allied PT boat ranges up a touch and one or two other PT tweaks on both sides- play balance, cohesion.
• One or two aircraft arrival date tweaks, slight increase in some mid war fighter production US.
• Aircraft rocket load out tweaks, marginal improvements to rockets.
• One or two other ship fixes- cohesion.

• V2.0 a.
• Corrected/removed CVE air groups placed on CA Pasadena 9/44.
• Device/ aircraft Tweaks - Play balance and cohesion.
• Ship Tweaks and a few corrections - Mainly French
• Added 2nd Pluton Class French CM at Tahiti 41/12/07.
• Increased HI Res in from 18 to 19. LI Res in from 15 to 16. Oil out from 10 to 11 - Play balance.
• Added a final modest upgrade, B5N3 Kate – play balance
• Remodelling/ more detail for most aircraft and some SS TT loadouts, after new research.
• Slightly reworked Japanese ASW – now slightly worse early war, slightly better mid 44 onwards and V slow escort
ships do not get the more powerful DC.


• V2.0 – with sincere thanks to Dean Williamson 14/12/22.
• Amendments to Play the mod under the new Beta patch and new map V.1127 9-11-22. Still plays under 1126b for
games in progress.
• V.1127
• New Convoys added for allies, Suez gets more convoys that come in after middle east opens 43/08, they come
with supplies and equipment.
• Cristobal gets convoys starting from 43/06 to 45/08.
• Soviets get some re supply convoys 2 in 44 and 2 in 45 that give planes supplies fuel and some ground equipment.
• USA get a convoy 42/07 USA get some AA from convoys and in 45/06 they get equipment for land troops.
• New bases in Australia, Japan, New islands, New off map bases.
• SCN 43 the same as 42 but Allied early war CV slightly advanced, Japanese slightly delayed. CV Saratoga, BB
California and Tennessee start at PH.
• Fixed potential bug with Nakajima Ha 45 Engine trying to upgrade to a slot that holds nothing.
• Fixed bug with B29C – B39 upgrade
• Aircraft/ ship tweaks.
• Reduced allied aircraft factories.
• Added Light Bomber tab to applicable A/C.
• Added several obsolete French A/C types, chrome really.
• Added P47 Mk.2 as Commonwealth aircraft from 5/44.
• Amended RNAF P51 D to Commonwealth.
• Added 1/44 “Lightweight” Recon Version of M6A2 to upgrade from the Glen, if players want to keep that option in
play. SS may still upgrade to Kaiten Carriers in 1/44. Chrome and more options.
• Added a slightly improved version of the Sally for the Thai AF, 1/43.
• Added Thai Helen IIb 5/43.
• Added A6M5c back in as more progressive step and tweaked Zero upgrade paths.
• Added Japanese FW200 V10 (Patrol) aircraft to build - 2/42.
• Added Heavier version of the G8 Rita - Mid 44.
• Added and interim Oscar IIIc.
• Added Japanese Version of HE177 Samurai from Mid 44.
• Corrected/enhanced Japanese Aerial TT loadouts to reflect historical – data present in original DB but not used.
Effect is early TT are not quite as good but mid war onwards are better. Accuracy and Chrome.
• Added more historical German and Italian, SS Torpedoes and guns. Chrome and accuracy
• Added historically cancelled Japanese Submarines I-125 and 6, and option to convert to SST.
• Added option to Convert Kuma Class CL to CLTT early war. Kitakami and Oi start now in this format. Chrome and
more options.
• Added option to build an Agano II class CLAA late war- play balance.
• Added option to build 9 More Yugumo class DD late 42/early 43- late 43 as originally intended. Added some more
Matsu class very late war DD - play balance.
• Added 4 more Tenryu (intended to be built) class obsolete CL at the start – play balance.
• Added 2 More Australian and 4 more British Battle Class DD 1944 onwards – play balance.
• Added 3 More S/T Class DD, under Dutch Flag late 42/43, play balance.
• A few device and TOE tweaks.
• Added USS Dean Williamson (AE) appears 6/44.
• Added 6 X French TB La Melpomene class 12/41
• Added light French CV Joffre 12/41 and Sister 6/44.
• Added at San Francisco 6 x Interwar four stackers in mothball, considered not sold to UK/RN.
• After consultation – starting Fuel, Supply and Oil increased in Home Islands. Changed Refinery fuel out to 10 from 9
and supply out to 2 from 1. Other small Industry tweaks - play balance.
• Slightly improved and added Allied, Chinese and allied daily supply. Play balance.
• Slightly improved allied starting forces. Play balance.
• Added a * to versions of Zero and Corsairs that are not carrier capable – for ease of reference.
• Full new art update, plus new art for new Scn 44 - coming soon.


• V1.7i – with sincere thanks to Dean for allied side inputs…
• Added final “Wide door” Cargo version of the Emily. 8/44.
• Japanese, German, and Italian SS/SST tweaks for better mod cohesion.
• Added 8 more Obsolete Interwar Japanese DD/TB in mothball status in December 41. The allies already had a lot
added. Play balance.
• A few TOE tweaks, mainly adding MG AA and some more support here and there.
• Minor ship tweaks on upgrade dates and arrival dates – play balance.
• Ship and aircraft tweaks- for more cohesion.
• House Rule additions ( House rules are optional) –
• A. Thai units rebuilt in Japan may move anywhere their restriction allows.
• B. Monsun Gruppe German base units x 2 may not be rebuilt. German air units/ Subs may station anywhere from
1/44. Surface units may already station at will.
• C. Japanese ships may not carry reserve FP replacements as this is considered in the revised advantageous loading.




• V1.7h
• Fixed Thai squad upgrade issue causes game to sometimes hang when clicking on Thai Inf units from Jan 43.
• Fixed two Japanese air group starting TOE for “Special Groups” - arriving Dec 42.
• Added the chance to get the B6N1 Jill into play (with SR 3) 10/11 1942 if the Engine is pushed in research.
• Aircraft tweaks.
• Ship Tweaks.
• Reworking of A6M4/ J Zero to be a truly early experimental designs, with flaws.
• Mogador DD class – Gun/TT issue – fixed.
• Updated Olympic and Titanic xAP stats after personal visit to H+W Shipyard, Belfast.
• Added two new L2D2 Tabbies that can be built – Freighter “wide door” variant for both J Army and Navy end 42/43.
• Added final version (1 SR) of the N1K1 George for 5/45
• B25 J1 and J11 starting mid 44 - now have no end dates.
• Slightly raised durability of most CVE classes.
• Revised SNLF Assault Divisions TOE to make them more useful for the intended role, revised and standardised
Guards TOE.
• Amended Japanese ADU (Atoll Defence Units) to better reflect guns used removed from ships on upgrades and less
big guns.
• Other TOE tweaks to better fit the mod and add a bit more depth.
• Slightly raised Tokyo starting LI
• Reduced slightly some isolated Island/ base AF start levels




August 5th 2022

• V1.7g – almost everything play balance.
• Radar and AA ammo omitted on one German ship - fixed.
• Japanese late war SS upgrades – tweaked.
• Reduced casement guns on (mainly Japanese) BB/BC for late war upgardes to reflect added weight of more AA than
historical. Same with some TT reloads on CL/CA.
• Added 5 or 10mm armour to all protected/shielded TT devices on Japanese modern DD/CA ships.
• Slightly improved the “ Modern” Aso Class Japanese CVL.
• Amendments to some mid war arriving CV airgroups to better match arrival dates - mainly scn 42.
• Tweaked and corrected a few ships armour.
• Rationalised CVE Weapons ordenance to be more cohesive.
• Aircraft tweaks. Including general raising of Transport types durability a little to reduce ops losses but increased
the SR to 2 on all but the most simple, smaller/modern types. Some more Allied aircraft to Commonwealth Status.
• Added option to get the Ki 61 Tony / D4Y1 Judy into play 2/3 months earlier but have to R+D the engine Kawasaki
Ha 60 harder - which has been put back 2 months.
• Rationalised/ tweaked a few other upgrade paths for Japan.
• Slightly reduced Japans starting HI factories and starting Engine R+D.
• Delayed the Japanese three most advanced Engines (Rocket, Jet and Piston) by c 2 to 3 months in scn 42 and 3 to 4
months in Scn 43. These are all under potential R+D at the start.
• Reduced slightly some allied starting TOE and some arrivals more so in scn 42.
• Slightly reduced Japanese Garrison requirements ( PI/ China) – Scn 42 mainly.
• Corrections to Bomb/TT and some other devices back to stock original. Legacy from earlier mod.
• Added a slightly improved 24 inch LL only for heavy modern Japanese DD types upgrades early 44 onwards.
• Added another round of Akitzuki DDAA late war option to try and build.
• Added Hiryu (Unryu) late war “economy” CV build option. Very light armour but cheap to build – no airgroups as
standard.


June 14th 2022


• V1.7f – With thanks to Dean for the thoughtful input.
• Corrected starting location of AO Tsurumi to Tokyo after bug reported.
• Increased F4F and F6F production slightly. Tweaked F4U series production.
• Changed a number of allied aircraft to Commonwealth Nationality.
• Reduced most other allied aircraft production levels pre-July 1942 and some after.
• Aircraft Tweaks on both sides.
• Added some more Chinese pilots and increased availability but decreased experience.
• Added a handful more Dutch Pilots.
• Minor Delays to some early 42 Allied Division arrivals.
• Minor tweaks to starting supply and industry.


June 7th 2022

• V1.7e – mainly play balance for scn 42

• Improved starting supply for Japan, c +200,000.
• Other tweaks to the Japanese starting industry. Minor adjustments to allied supply scn 42.
• Tweaks to ship build/ arrival dates, mainly scn 42.
• Added 4 more late-war Japanese DD to try and build. Added 4 more obsolete DD 12/41
• Improved some Mid war Japanese plane availability dates c 1-2 months.
• Tweaked finish dates and production on a few allied AC downward.
• Corrected CVL Hiyo build date – accidentally introduced error in scn 42.
• Added a few more Japanese Security Police and Chinese collaboration Police units.
• Corrected stats to match for duplicate Japanese aircraft large cannon devices 37mm +.
• Aircraft tweaks.
• Base Tweaks.
• Split Spitfire IIa and IIaLR into two distinct aircraft.
• Added ability for Japan to build a few ACM.
• Added 3 more Japanese Naval Transport AC Groups. Appearing late 42/43
• Added an Oscar IIIb ( 5/43) – early attempts to upgrade fighters toward the bomber menace.
• Added Thai Import Oscar IIIa as a final Thai fighter aircraft. Mid 43.


April 25 2022

• V1.7d
• Japanese DD/TB/APD review to be more consistent with mod.
• Japanese B65- Kai review to be a bit more effective and consistent with mod.
• A few further,mainly minor ship corrections.
• A couple of plane tweaks on new information.
• All Commonwealth C and D Class obsolete CL now convert to useful CLAA late 43 onwards. Tweaked other allied
CL/CLAA to be more consistent with mod.
• Added Optional Yamato / Hybrid conversion from 9/43 , including conversion to the 51 cm main gun 2x3. The art
existed so I thought it would be nice to add it as it does fit the ideas of the mod and Japan has quite a lot more
and better FP options mid war onwards.
• Hellcat now (cvl) min operational requirement.
• Minor Japanese ship potential build dates changes



April 2022
• V1.7c
• Revisit of modern French BB/BC data, art.
• Revisit general CA/CL data.
• Changed French Le Fier class DD and Japanese Minekaze, Wakatake, and Momi from DD to TB. Tweaked data.
• Added Mogador class Large DD. X 2 – New art.
• Added Courbet Dreadnought class x 2 – New art.
• Added some more upgrades for French ships, mainly better ASW.
• Improved French OOB slightly assuming more ships handed over to the allies and not destroyed/ scuttled (Mid 42
onwards arrivals), 6 X DD, 3 X TB, 1 X CM, 1 X CA,1 X AO,1 x AKE,1 X ARD, 2 X PG, 2 X SS and 2 V Old BB).
• Changed French Bourganville “Colonial Patrol” to PG, has some small ML capacity. Added two more.
• Tweaks to Japanese Junyo and Shokaku class late war AA, also Junyo starting AA, more in line with mod.
• Amended and improved Emergency Convoys equipment to better fit the mod.
• All allied Submarines now require min RS 1 for upgrades ( there are already more of these small yard on map).
Japanese already had this restriction.
• Japanese Subs have upgrade dates better suited to the spirit of the mod and Kaiten availability dates/ tactical
deployment. Tweaked cargo capacity slightly up on SST.
• General minor amendments on small J.Navy ships.
• A few minor device changes, mainly very old gun ranges/ Kaiten
NEW ADDITIONAL ART ZIP



March 2022
• V1.7b
• Reinstated optional Fuso/Ise BB / BBCV optional conversions/art .
• Reinstated optional Mogami CA upgrade path/art.
• Added final Allied C Class CL/ CLAA upgrade.
• Several AC enhancements.
• Added A6M3 Version of the Rufe.
• Added short production run from 9/43 of B24 XB41 Gun Ship
• Further tweaked Japanese CL/CLAA updates/ art.
• Revised Japanese air group size and upgrade sizes mainly downwards.
• Tweaked some Japanese transport cargo ships loads back up.
• Improved resource production slightly for Japan, increased starting Home Islands stockpiled resource volume
• Added two more Oakland Class CLAA late 43.
• Gave Japanese AKL to AMc conversion a small ASW capability
• A couple of device changes to make loading practical/easier


V1.7a
• Several minor AC fixes

• V1.7 – (after extensive PBEM play testing mid-1942 + test playing of late war stuff)
• Small revisions and Tweaks to many aircraft. Tweaks to arrival dates.
• Fixed late war Ohka ASM aircraft and fixed missing durability For Ohka carrying Frances.
• M. Gruppe base forces are now immobile/fixed.
• Reduced the size of some starting Japanese Arms/AC. Factories to make the economy tighter.
• Added some Garrison requirements for Japan in Thailand (Rebels).
• Fixed two Thai HQ on arrival, slightly tweaked Thai XX arrival dates and replacement sqds.
• Removed as an oversight – Duplicate allied base from Boela.
• Removed extra production Shipyards in Singapore.
• Slightly improved V.late war Redwood/Ookami DD classes + SS – ASM ammo.
• Added new V.late war Japanese SS/ASM as a final development.
• Slightly reduced the Axis ASM weapons penetration and effect (generally now these Guided missiles cannot
penetrate BB belt armour).
• Added a slightly improved version of the Pete FP for mid 42 as a prelude to the Norm – with a new upgrade path.
• Added Japanese Variant very late war TA 152 consistent with mod / 4E allied bomber development. Allowed an
interesting upgrade path.
• Reduced starting pools on most modern Japanese and Thai aircraft.
• Slightly reduced Japanese Garrison requirements in PI.
• Reduced downward Japan starting Oil , Tweaked upward supply.
• Increased oil in DEI storage.
• Gave Japan a slightly improved standard Infantry Squad from 4301.
• Slightly improved ASW loadouts on some allied Patrol AC.
• Tweaked a few upgrade dates for ships and some AA revised to be more consistent with the mod and give players a
bit more control.
• Tweaked CA Mogami conversion to be more consistent with the mod (more fuel/ range).
• Fixed Akagi 12/41 AA.
• Tweaked Kongo Class BC upgrade path to be more consistent with mod.
• Revised Amagi class belt armour to 290 to make some extra allowance for TT bulkhead
• Corrected Tosa class BB secondary armament to 10x1 from 8x1.
• Fixed starting 41/12 class of CVE Taiyo to correct Taiyo 41/12 class not later.
• Tweaked large late war improved allied Naval guns- 15" and 16" upwards a touch.
• Tweaked early allied AC pools and production to be a bit tighter.
• Tweaked B36 production and number in arrival units mid-1945, fixed issue with Tarzon Guided bomb.
• Gave Titanic and Olympic Engine refits from Mid 42 - for better range, also refurbished load capacity.
• Reduced Some more bases AF ( mainly) build capacity (both sides) – For play balance and mod theme/ pace of
lower pre-war development.
• Reduced accuracy on allied bombers' guns (turrets/ waist) in line with other mods and play experience. The gun is
denoted by a "b". No change to fixed forward guns aimed by the pilot. Japanese are already pretty poor.
• Reduced starting Exp of some (mainly Infantry Division) Japanese units.
• Added one small SBS and one small SAS unit for the British – Arrive early 1943.
• Reduced disabled squads on some starting Indian and British units.
• Reduced disabled % in many starting allied CD units.
• Slightly improved some allied fort start levels in Burma (jungle + bases) to represent the difficulty of the terrain.
• Revised CV Ranger TT ordinance implementation to 6/42. New research.
• Rationalised Japanese old CL – CLAA Upgrades.



V 1.6c
1. Removed duplicate base at Ternate and replaced with a propoer version
2. Amended RAAF Spitfire MK II range stats to be in line with RAF version

1. V 1.6b
2. removed small Oscar 1c R+D factory - overlooked from earlier correction

1. V 1.6a
2. Corrected IJN Aircraft "Grace" - Loadouts (for non naval attacks). Improved speed of final version as uses late war
Engine.
( works on ongoing games fine)



1. V 1.6
2. Removed duplicate bases in DEI. – REQUIRES RE START
3. Removed the 5 starting (Prototype) planes from pool from E15K2 Norm, reduced other prototypes slightly.
4. Adjusted a very slightly a couple of build rates for early allied and Japanese bombers and pools
5. Adjusted slightly some Japanese plane stats for more cohesion and TR plane loads and SR.
6. Reviewed some older Japanese BB ranges/ fuel in light of new thoughts on modernisation.
7. Slightly put back Japanese CVL arriving 42 by c 1 month, Scn 42 and 2/3 months Scn 43.
8. Slightly reduced Japanese Garrison requirements in China and added a few more security units.
9. Slight reduced exp on starting air Groups CV Shokaku, Zuikaku and CVL Ryujo
10. Slightly reduced PP for both sides.
11. Amended the optional one attack rule, per day turn to all Forest and all combination Mountain and Combination Rough
hexes (optional).



V1.5

Important fixes
Refugees accidentally designated as Engineers - Fixed ( work around HR leave in Strategic mode)
Removed R+D from 2 tiny aircraft factories - Fixed

Play Balance
Delayed arrival date slightly of the two Dutch BC in Scn 42, now arrive Mombasa, for play balance
Delayed arrival date slightly of two USN CV in Scn 42, for play balance

Small Fixes
All coastal and River barges on both sides now designated as AKL
Added a small troop capacity to some more Japanese AKL
Small changes to Japanese transport aircraft stats
One minor arrival date change for a Japanese RCN aircraft
Slightly reduced Chinese aircraft starting pools and production
Corrected German spelling mistakes

v1.4 - correction to Engine issues. Other small fixes and re balances.



Empire - A hypothetical campaign Mod for WITP AE. Extended map. separate installation recommended.

Scenario - numbers 42 and 43 v 1.4.
Scn 42 is less allied surprise, 43 is total allied surprise.

Designed for Realistic R+D only.

Slower start technology, higher end technology.

More options of where to take the war, what to build, what to save toward victory and what to sacrifice to avoid defeat.




A very special thanks to Evoken for all his editing and bugs help and to Jaco v D and Andreas W for all their long term playtesting with me.

***

Password for download Empire 1941

https://gingerdragonltd-my.sharepoint.c ... A?e=BHCtQC
Last edited by Cavalry Corp on Mon May 13, 2024 11:41 am, edited 41 times in total.
Evoken
Posts: 496
Joined: Wed Oct 23, 2019 1:51 pm

RE: Empire - Get it here!

Post by Evoken »

Congratz on release!
mind_messing
Posts: 3394
Joined: Mon Oct 28, 2013 11:59 am

RE: Empire - Get it here!

Post by mind_messing »

Is there a readme or changelog that you'd be able to share?
User avatar
Nomad
Posts: 7273
Joined: Wed Sep 05, 2001 8:00 am
Location: West Yellowstone, Montana

RE: Empire - Get it here!

Post by Nomad »

If you download everything, there is an extensive readme included.
Cavalry Corp
Posts: 3679
Joined: Tue Sep 02, 2003 5:28 pm
Location: Sampford Spiney Devon UK

RE: Empire - Get it here!

Post by Cavalry Corp »

ORIGINAL: Evoken

Congratz on release!

Many thanks we got there - with your help!!!
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John 3rd
Posts: 17475
Joined: Thu Sep 08, 2005 5:03 pm
Location: La Salle, Colorado

RE: Empire - Get it here!

Post by John 3rd »

As always, GOOD LUCK!
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Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
AtParmentier
Posts: 77
Joined: Sun Dec 15, 2019 10:09 am

RE: Empire - Get it here!

Post by AtParmentier »

Nice, going to be a bit annoying I think, but there's a typo on the He-177. In the scen it's called Grief, it should be Greif.

For the roman numeral IX, you used 1X. fUMo, should be FuMO.
The upgrade path that exists for the G5N to G8N is a bit dangerous, ok house rules could fix this, but still a warning.
A bit weird having the same plane switch from Japanese name to English name.
The Nakajima PZ Ha-54 might need to be checked (it doesn't show up in engine list).
Arado AR should be Arado Ar.

Overall pretty seems pretty good
Cavalry Corp
Posts: 3679
Joined: Tue Sep 02, 2003 5:28 pm
Location: Sampford Spiney Devon UK

RE: Empire - Get it here!

Post by Cavalry Corp »

OK thanks for the comments - very much appreciated, its ok to be annoying ...
Typos and so on - well done there is bound to be more.
Upgrade path for G5N to G8N should be ok as remember its realistic R+D you have to wait a long time. 4/43 - 4/44. By mid 44 the allies have plenty of good fighters. If you elected to play without realistic R+D Japan may get to rule the world.
Engine - have checked its all there device 1941 - also checked in scn , its all there and you can R+D Engines, I just tried it again - working ok.
Used some English and some Japanese names as felt right.
Cavalry Corp
Posts: 3679
Joined: Tue Sep 02, 2003 5:28 pm
Location: Sampford Spiney Devon UK

RE: Empire - Get it here!

Post by Cavalry Corp »

Have corrected Typos... the 1X I assume is only an issue for the U Boats now corrected to IX.

If you think there is a problem with the Engine please let me know again - a while back this was challenged and bought up but on trying to fix I could see nothing wrong? I did go in the game again just now its 10/44 availability on the industry screen, tried switching a factory over and its all fine.

If you want the revised versions they will be 42 1.3 and 43 1.3. Corrected for accuracy but do not change the actual game. Can send them if you PM me. I am really hoping after all this time there will not need to be a patch of anything important.



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AtParmentier
Posts: 77
Joined: Sun Dec 15, 2019 10:09 am

RE: Empire - Get it here!

Post by AtParmentier »

Thanks for the info.

I fear there might be an update needed, the North Carolina classes numbers 358 to 360 don't have an upgrade path as far as I can see.
Essex 'short hull' upgrades to Essex 'long hull', if this upgrade is allowed, a long time should be required for the rebuild of the bow and flight deck.
The BC Constellation path seems broken (6/43 is last version, later classes upgrade to 6/43).
The Deutschland main guns should have a range closer to 39-40k yards. Don't know about strictly Japanese upgrades.
A bit weird having floating dockyards increase in tonnage, but having the same repair capacity.

Will look further into it, sorry I annoy you.
AtParmentier
Posts: 77
Joined: Sun Dec 15, 2019 10:09 am

RE: Empire - Get it here!

Post by AtParmentier »

ORIGINAL: Cavalry Corp

OK thanks for the comments - very much appreciated, its ok to be annoying ...
Typos and so on - well done there is bound to be more.
Upgrade path for G5N to G8N should be ok as remember its realistic R+D you have to wait a long time. 4/43 - 4/44. By mid 44 the allies have plenty of good fighters. If you elected to play without realistic R+D Japan may get to rule the world.
Engine - have checked its all there device 1941 - also checked in scn , its all there and you can R+D Engines, I just tried it again - working ok.
Used some English and some Japanese names as felt right.

What do you mean with realistic RD?
Ah I see you have taken RD completely out of the game with that setup.
Cavalry Corp
Posts: 3679
Joined: Tue Sep 02, 2003 5:28 pm
Location: Sampford Spiney Devon UK

RE: Empire - Get it here!

Post by Cavalry Corp »

ORIGINAL: AtParmentier

Thanks for the info.

I fear there might be an update needed, the North Carolina classes numbers 358 to 360 added back can see.
Essex 'short hull' upgrades to Essex 'long hull', if this upgrade is allowed, a long time should be required for the rebuild of the bow and flight deck.
The BC Constellation path seems broken (6/43 is last version, later classes upgrade to 6/43).
The Deutschland main guns should have a range closer to 39-40k yards. Don't know about strictly Japanese upgrades.
A bit weird having floating dockyards increase in tonnage, but having the same repair capacity.

Will look further into it, sorry I annoy you.

I appreciate your help

OK will update with 1.3... see if you can spot anything else.

North Carolina - Fixed - Last upgrades added back in. Just checked my PBEM and its ok.
Essex - Fixed
Constellation - Fixed
Deutchland - Fixed...I had used values from other mods but it does seem short put it to 39.
F Docks - which ones?

Thanks for checking over it.
AtParmentier
Posts: 77
Joined: Sun Dec 15, 2019 10:09 am

RE: Empire - Get it here!

Post by AtParmentier »

The Japanese ones, they increase in size without increasing capability, the allied docks can repair more than they displace.
Cavalry Corp
Posts: 3679
Joined: Tue Sep 02, 2003 5:28 pm
Location: Sampford Spiney Devon UK

RE: Empire - Get it here!

Post by Cavalry Corp »

OK

Japanese - FIXED, now go 3000, 9000, and 22000 - Did not want Japan to have much of this stuff, its mainly for the smaller ships.
They are fixed size there are no upgrades.

Allied - Did not change anything from stock and figures are also the same or similar to scn2. So left as is. I agree the figures look a bit odd.

Just checked.
Cavalry Corp
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Joined: Tue Sep 02, 2003 5:28 pm
Location: Sampford Spiney Devon UK

RE: Empire - Get it here!

Post by Cavalry Corp »

Anyone - anything else fixing of you would like considered to be fixed or amended?
Cavalry Corp
Posts: 3679
Joined: Tue Sep 02, 2003 5:28 pm
Location: Sampford Spiney Devon UK

RE: Empire - Get it here!

Post by Cavalry Corp »

ORIGINAL: AtParmentier

The Japanese ones, they increase in size without increasing capability, the allied docks can repair more than they displace.

Do you think there will be anything else?

Maybe if you like what you see you may be looking for a game. I have a couple of games of other stuff finishing soon. I was hoping for an opponent who may do an AAR if possible. happy with either side.
Cavalry Corp
Posts: 3679
Joined: Tue Sep 02, 2003 5:28 pm
Location: Sampford Spiney Devon UK

RE: Empire - Get it here!

Post by Cavalry Corp »

Final call on anything requested to be changed,errors,omissions,3 wishes and typos... V 1.3 will be changed over tomorrow PM UK time.
AtParmentier
Posts: 77
Joined: Sun Dec 15, 2019 10:09 am

RE: Empire - Get it here!

Post by AtParmentier »

ORIGINAL: Cavalry Corp

ORIGINAL: AtParmentier

The Japanese ones, they increase in size without increasing capability, the allied docks can repair more than they displace.

Do you think there will be anything else?

Maybe if you like what you see you may be looking for a game. I have a couple of games of other stuff finishing soon. I was hoping for an opponent who may do an AAR if possible. happy with either side.

Unfortunately I don't have much time, would love to do it, but don't think I have the time to invest in it.
Cavalry Corp
Posts: 3679
Joined: Tue Sep 02, 2003 5:28 pm
Location: Sampford Spiney Devon UK

RE: Empire - Get it here!

Post by Cavalry Corp »

if you have a had a good look dare I ask if you think it is interesting??
and thanks for taking the time.
Cavalry Corp
Posts: 3679
Joined: Tue Sep 02, 2003 5:28 pm
Location: Sampford Spiney Devon UK

RE: Empire - Get it here!

Post by Cavalry Corp »

Ok Ladies and Gents

With some help corrected a few small things and typos.

Now V 1.3 In header at top and here

https://gingerdragonltd-my.sharepoint.c ... g?e=s8s3fr

I hope to be looking for a game soon just finishing a couple of others.

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