MEGA Pacific...in progress!
MEGA Pacific...in progress!
So I've been working on porting the xl AE pac map (Elessar2 used this map for his mod for WaW). There are 12000 more hexs in this map! So far I have entered airfields, new units, new tech, and currently have completed about 60% of all the developer's scripts and "extras" from Pacific. It is coming along nicely! I've spent considerable time improving the map and placing major historical airfields and harbors. Even adding plenty of my own ideas such as "building" the Burma railroad and a phsycial Ledo road (ultimately my goal is to have these things activated by an engineer nearby, but I'm not going to hold up the whole mod while I figure those scripts out).
My goal is 70% historical, maybe 30% sandbox. I'm building the map to be hard; unless the Axis player royally screws up, there should be no steam rolling the Japanese by 1943. To help this goal, Naval Construction will be paramount - because most of the harbors have been eliminated. Until the developers make a "wharf" that does not supply ships but unloads troops, it's the best that can be done. The harbors are at historical refueling spots (a few non-historical are placed for gameplay sake, remember 30% sandbox).
I'm changing the purpose of airfields too. They will still provide a small bonus for extra range to fighters only, but they will add a second strike capability for LBA.
My goal is 70% historical, maybe 30% sandbox. I'm building the map to be hard; unless the Axis player royally screws up, there should be no steam rolling the Japanese by 1943. To help this goal, Naval Construction will be paramount - because most of the harbors have been eliminated. Until the developers make a "wharf" that does not supply ships but unloads troops, it's the best that can be done. The harbors are at historical refueling spots (a few non-historical are placed for gameplay sake, remember 30% sandbox).
I'm changing the purpose of airfields too. They will still provide a small bonus for extra range to fighters only, but they will add a second strike capability for LBA.
Last edited by Nginear on Tue Oct 29, 2024 12:40 am, edited 1 time in total.
- OldCrowBalthazor
- Posts: 2510
- Joined: Thu Jul 02, 2020 12:42 am
- Location: Republic of Cascadia
Re: MEGA Pacific...in progress!
Looking forward to see how this project progresses.
Count me in if you need a tester.
Count me in if you need a tester.
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
Re: MEGA Pacific...in progress!
Wow exciting news to hear.Nginear wrote: ↑Mon Oct 28, 2024 2:52 pm So I've been working on porting the xl AE pac map (Elessar2 used this map for his mod for WaW). There are 12000 more hexs in this map! So far I have entered airfields, new units, new tech, and currently have completed about 60% of all the developer's scripts and "extras" from Pacific. It is coming along nicely! I've spent considerable time improving the map and placing major historical airfields and harbors. Even adding plenty of my own ideas such as "building" the Burma railroad and a phsycial Ledo road (ultimately my goal is to have these things activated by an engineer nearby, but I'm not going to hold up the whole mod while I figure those scripts out).
My goal is 70% historical, maybe 30% sandbox. I'm building the map to be hard; unless the Allies royally screw up, there should be no steam rolling the Japanese by 1943. To help this goal, Naval Construction will be paramount - because most of the harbors have been eliminated. Until the developers make a "wharf" that does not supply ships but unloads troops, it's the best that can be done. The harbors are at historical refueling spots (a few non-historical are placed for gameplay sake, remember 30% sandbox).
I'm changing the purpose of airfields too. They will still provide a small bonus for extra range to fighters only, but they will add a second strike capability for LBA.
I'm assuming you mean "I'm building the map to be hard; unless the Japanese royally screw up, there should be no steam rolling the Japanese by 1943?
Re: MEGA Pacific...in progress!
Yes corrected
Here are pictures of tech and available units. Coastal defense battery is just heavy artillery reprogrammed to attack naval instead of ground units. Sea Planes are the blimps and represent the long range scouts (PBYs) - cheap and expendable but no real attack value. LBA is now figured for each of the major bombers categories (dive, torpedo, medium, strategic). Japanese medium bombers can add torpedo tech, but Allied cannot.
Anyway, this is still going to take awhile. I just finished the national morale scripts which was a biggie. But I still have the all important Decision Events to go through, and a few others.
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Re: MEGA Pacific...in progress!
Hi I believe there are PBY and Mavis type recon planes in the Guadalcanal scenario? Maybe you could use those instead of the blimps?Nginear wrote: ↑Tue Oct 29, 2024 1:00 amYes corrected
Here are pictures of tech and available units. Coastal defense battery is just heavy artillery reprogrammed to attack naval instead of ground units. Sea Planes are the blimps and represent the long range scouts (PBYs) - cheap and expendable but no real attack value. LBA is now figured for each of the major bombers categories (dive, torpedo, medium, strategic). Japanese medium bombers can add torpedo tech, but Allied cannot.
Anyway, this is still going to take awhile. I just finished the national morale scripts which was a biggie. But I still have the all important Decision Events to go through, and a few others.
Re: MEGA Pacific...in progress!
I just looked, the Naval Patrol aircraft are retitled Maritime Bombers. I'm using MarB as land based torpedo bombers. The Guad scenario just uses a generic customizable Tactical Bombers too. So I have to use all the air slots to get all the major types.
Re: MEGA Pacific...in progress!
I may have to spring for the Pacific engine just to check this out! As the original designer of the original W@W scenario you have my full blessing.
Re: MEGA Pacific...in progress!
Looking for some ideas. I have not liked how Atomic bombs are handled in any of the SC series (abstract and boring), but the mod engine has limitations on how to deal with this issue. This is my design so far:
I am leaning towards using the Kamikaze slot as kamikazes for Japan (obviously!) but using it as an atomic bomb for USA. The disposable "bomb" would work like this:
-500mpp to build, 9 month build time. Available starting in 1944 and max of 3 at a time.
-The bomb would have no natural stats of its own - no attack or AP points.
-Upgrades are Heavy Aircraft and ground attack weapons. Each level of Heavy Aircraft (heavy air is tied to upgrading strategic bombers) would add 4AP to the strike range. Each level of ground attack weapons would add 5 across-the-board attack value, and 50% evasion (so lvl 2 maxes it at 10 attack and 100% evasion).
Thus, a fully equipped bomb that is capable of being fired from Iwo Jima would need: lvl 5 heavy aircraft (not easy to obtain) and lvl 2 ground attack weapons. You could use less stats for a less effective bomb, or shorter range bomb. But a fully equipped bomb should destroy everything that it fires at, and could reach about half of Japan from Iwo Jima. Total cost of research and upgrades would be ~1000mpp, plus the cost of each bomb, plus the cost of operating it. It won't be deducted in small turns, but by 1944 the USA should be winning enough they can divert funds for this over a few turns.
This is all pretty close to the scripts so far, but doesn't include any national morale hits. Unfortunately, the editor won't allow me to have a NM hit tied to this unit. So....my idea is to write a script that fires once: "If bombs are on both Iwo Jima AND Okinawa, then Japan will suffer a one time NM hit." Presumably, the allied player will then launch the bombs....and the soldiers can then invade through uncontested radioactive beaches Why have both locations? Because Japan needed both bombs to take the threat seriously; plus it keeps the Allied player from using the same bomb at both locations.
That's what I got. I don't l-i-k-e my idea to activate the NM by script, but that's the best I can come up with given the editor limitations.
What do ya'll think? Any other ideas for bombs?
I am leaning towards using the Kamikaze slot as kamikazes for Japan (obviously!) but using it as an atomic bomb for USA. The disposable "bomb" would work like this:
-500mpp to build, 9 month build time. Available starting in 1944 and max of 3 at a time.
-The bomb would have no natural stats of its own - no attack or AP points.
-Upgrades are Heavy Aircraft and ground attack weapons. Each level of Heavy Aircraft (heavy air is tied to upgrading strategic bombers) would add 4AP to the strike range. Each level of ground attack weapons would add 5 across-the-board attack value, and 50% evasion (so lvl 2 maxes it at 10 attack and 100% evasion).
Thus, a fully equipped bomb that is capable of being fired from Iwo Jima would need: lvl 5 heavy aircraft (not easy to obtain) and lvl 2 ground attack weapons. You could use less stats for a less effective bomb, or shorter range bomb. But a fully equipped bomb should destroy everything that it fires at, and could reach about half of Japan from Iwo Jima. Total cost of research and upgrades would be ~1000mpp, plus the cost of each bomb, plus the cost of operating it. It won't be deducted in small turns, but by 1944 the USA should be winning enough they can divert funds for this over a few turns.
This is all pretty close to the scripts so far, but doesn't include any national morale hits. Unfortunately, the editor won't allow me to have a NM hit tied to this unit. So....my idea is to write a script that fires once: "If bombs are on both Iwo Jima AND Okinawa, then Japan will suffer a one time NM hit." Presumably, the allied player will then launch the bombs....and the soldiers can then invade through uncontested radioactive beaches Why have both locations? Because Japan needed both bombs to take the threat seriously; plus it keeps the Allied player from using the same bomb at both locations.
That's what I got. I don't l-i-k-e my idea to activate the NM by script, but that's the best I can come up with given the editor limitations.
What do ya'll think? Any other ideas for bombs?
- OldCrowBalthazor
- Posts: 2510
- Joined: Thu Jul 02, 2020 12:42 am
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Re: MEGA Pacific...in progress!
Your Atomic Bomb idea is really thinking out of the box.
I do like the SC-PACIFIC and Elessar's WitP Mod version as it takes a long term commitment early in MPPs (Never liked the WaW version),
but your idea is intriguing and probably would work better.
What I like is the tactical aspect of having to actually FLY the mission.
Needs testing, especially the NM script part.
Side note:TRP-WORLD mod does not have the Atomic Bomb/Manhattan Project component, (which I and my opponent just found out late game, and it's a huge flaw as even in defeat at sea and land by island hopping to Okinawa and Formosa, Japanese NM is really high.)
Point is definitely consider the metrics regarding Japanese NM and the malus that will be taken their NM with each Bomb dropped. In WaW, a third bomb is available in October 1945. It's scripted for Osaka. In a few games I played in WaW multi-player, I had to use the third bomb to get Japan to surrender.
Cheers looking forward to how you implement this!
I do like the SC-PACIFIC and Elessar's WitP Mod version as it takes a long term commitment early in MPPs (Never liked the WaW version),
but your idea is intriguing and probably would work better.
What I like is the tactical aspect of having to actually FLY the mission.
Needs testing, especially the NM script part.
Side note:TRP-WORLD mod does not have the Atomic Bomb/Manhattan Project component, (which I and my opponent just found out late game, and it's a huge flaw as even in defeat at sea and land by island hopping to Okinawa and Formosa, Japanese NM is really high.)
Point is definitely consider the metrics regarding Japanese NM and the malus that will be taken their NM with each Bomb dropped. In WaW, a third bomb is available in October 1945. It's scripted for Osaka. In a few games I played in WaW multi-player, I had to use the third bomb to get Japan to surrender.
Cheers looking forward to how you implement this!
Last edited by OldCrowBalthazor on Thu Nov 07, 2024 7:05 pm, edited 1 time in total.
My YouTube Channel: Balthazor's Strategic Arcana
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
https://www.youtube.com/c/BalthazorsStrategicArcana
SC-War in the Pacific Beta Tester
SC-ACW Beta Tester
1904 Imperial Sunrise Tester
SC-WW1 Empires in Turmoil DLC Tester
Tester of various SC Mods
Re: MEGA Pacific...in progress!
My original idea was to try to rework the Rockets slot, but there's a hardcoded algorithm that decreases damage with distance-and at the distance from the Marianas to Japan it reduced all city damage to nothing. Rockets also cannot be loaded onto a Transport. The Kami slot makes a lot more sense however since you will "burn" each bomb with each drop. The NM kludge is likely the best you can hope for there, alas. Nice outside the box thinking Nginear.
- BillRunacre
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Re: MEGA Pacific...in progress!
You can reduce the accuracy loss as range increases to zero if you wish to.
Simply go to Campaign -> Edit Country Data -> Edit Research -> Advanced
It is near the bottom.
Simply go to Campaign -> Edit Country Data -> Edit Research -> Advanced
It is near the bottom.
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