Mod: MEGA Pacific - Most Realistic Yet - v2.3

Strategic Command WWII: War in the Pacific is a turn-based strategy game. It offers a comprehensive experience of the Pacific Theater, challenging you to achieve victory in one of history's greatest conflicts.
Nginear
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by Nginear »

scout1 wrote: Sun Jan 19, 2025 8:16 pm Dropbox link has a folder and a *.cgn which is ~ 42Mb ... tried the *.cgn and it indicated not a supported file type ....
what am I obviously overlooking here ?
You have to download the same titled folder as well. Both the .cgn and the folder have to be put in the My Games --> Campaign folder for Pacific.
C:\Users\NAME\Documents\My Games\Strategic Command WWII - War in the Pacific\Campaigns

While I would never encourage to you not play my mod, I was almost done with updates to the mod. However, I just noticed that the first Pacific Patch seems to have messed with the settings, so I have to fix that :oops:
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by scout1 »

thanks for the response, but my confusion is trying the *.cgn first, tells me its not supported .... shouldn't matter what order I do this should it ? Having said this, I'll bet its something simple I don't understand ..... ;<
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Re: Mod: MEGA Pacific - Most Realistic Yet - v1.5

Post by Nginear »

I've updated the mod! Version 1.5 is live, see the first post for download link and change log.
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by Nginear »

scout1 wrote: Sun Jan 19, 2025 8:30 pm thanks for the response, but my confusion is trying the *.cgn first, tells me its not supported .... shouldn't matter what order I do this should it ? Having said this, I'll bet its something simple I don't understand ..... ;<
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Re: Mod: MEGA Pacific - Most Realistic Yet

Post by BillRunacre »

scout1 wrote: Sun Jan 19, 2025 8:16 pm
Dropbox link has a folder and a *.cgn which is ~ 42Mb ... tried the *.cgn and it indicated not a supported file type ....
what am I obviously overlooking here ?
It sounds as though you may have double clicked on the cgn file?

Just in case, it, and the other downloaded contents, need to be placed here:
%HOMEPATH%\Documents\My Games\Strategic Command WWII - War in the Pacific\Campaigns

Then hopefully you can play this campaign using the game's exe in the ordinary way.
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.0

Post by Nginear »

Version 2.0 is out! I finally got some of the scripts for activating resources with an engineer figured out. However, there appears to be an unwritten rule that resources can only be activated by units of that same side. In other words, Allied units can only activate allied resources, and axis to axis. This presents a problem when trying to build a resource that can be occupied by either side (such as Guadalcanal). While I try to work with Bill for solutions, I have added a few of these activations on resources that are not as likely to flip and need building. So, there is now more work for the engineer to do!

Many, many changes! All of them push this mod to be the "most realist yet."

Major Changes:
-All carriers no longer lose a supply point when defending. Since they cannot defend anyway, it prevents them from being mass attacked into no supply (similar to subs).
-A Japanese engineer is required to "build" Iwo Jima (port, airfield, and fortress). An Allied engineer is required to "build" Espiritu Santo. Iwo Jima was a backwater island before the Marshall islands were invaded, and the same with Espiritu Santo. Both places will need to be developed by an engineer in order to become active.
-There are now differences in % MPPs to repair a ship based on a country's stress in the dockyard. USA: 10%; other Allies: 13%; Axis: 16%.
-Repairing units is no longer a flat 5%. Infantry: 7%; Special units: 8%; Aircraft 9%.
-Single-Engine Aircraft upgrades costs are now different for countries. USA and GB: 30%; Australia: 35%; Japan: 40%; other Allied: 45%. This represents the dependency on Allied nations to import aircraft from USA or GB. Australia had some limited capabilities to produce aircraft of their own design. Japan could produce in quantity, but was slow to upgrade the equipment lines.
-Advanced Subs now only provides +3 AP (-1), per level.
-Troop transport AP lowered to 15.
-Auxiliary Ship AP increased to 15, removed AP increases from tech upgrades.
-Japanese Auxiliary Ship no longer carry torpedoes (historical), but have +1 AP and are slightly cheaper to build (-10 MPP).
-Auxiliary Ships use 2 supply when attacking.
-Added a one time event that boosts Chinese national morale when Ledo Road is completed.
-US received a couple of chits invested in Industry and AA. Some tech limits adjusted for nations.

Unit Changes:
-New Zealand gains additional ground units, loses some garrisons. Build limits altered.
-Removed garrison on Espiritu Santo.
-Japanese home based destroyers reduced in strength to 3 to represent obsolete status. Three others changed to Auxiliary ships. Several of these home ships moved around.
-Jap: home based sub lowered in value to coastal submarine (fewer upgrades).
-Jap: Lowered value of CL Kiso in northern waters.
-Jap: Medium Bomber in Saipan replaced with Sea Plane.
-Jap: Battalion added in Saipan.
-Jap: HQ added in Tokyo.
-Jap: CVLs in game and in production receive air experience. The CVLs later in production receive far less experience to show fewer trained pilots left in reserve.
-Jap: Super Battleship AP lowered to 19 (-1)
-Jap: Build limits -2 Destroyers, +2 for Auxiliary Ship
-Chinese Corp changed to Division in Chongqing. China had almost no strategic reserves left.
-Chinese 6 Army Group moved slightly east to Tsuyung.
-Both American carrier groups shifted slightly west. Both set at supply of 8, instead of 10.
-Flying Tigers experience raised to 2.0
-Japanese land based air now have varied experience levels.
-Increased US carriers experience to around 0.5.
-US: added Large Naval Gun at entrance to San Francisco
-Added experience to British carriers. CVL Hermes now appears in Africa, not Great Britain.
-Switched two Japanese HQ commanders in SE Asia for accuracy, added some experience.
-Thailand building limits adjusted for several units, aligned to historical capabilities.
-British Raj loses a level in Single-Engine Aircraft, but gains one chit in research of it.
-British Raj can build paratroopers starting in 1943.
-Australia gains an AA unit in mid-December.

Map Changes:
-Completely redesigned Saipan. Ushi Point Airfield upgraded to Secondary Supply. (Saipan was second only to Truk for importance to the Marshalls).
-San Francisco Harbor has been redesigned.
-HQ is now an acceptable unit to keep on the required hexes along the Soviet Border.
-After researching, I decided to complete Chiang Mai's road into Burma. The British thought Japan would attack this way, not Moulmein.
-Chiang Mai is now a town with an airfield nearby, since airfields are not drop off points for railroads.
-Mandalay (Burma), Manado II (DEI), Peleiu (Japan), Karachi (British Raj): upgraded to Secondary Supply.
-Hakimpet Field (British Raj) added near Hyderabad.
-Road changes near Akyab
-Terrain changes in northern Thailand
-Deleted harbor near Tokyo (125,54) since it was not connected to land.
-Calcutta Aerodome renamed RAF Dum Dum

Misc Changes:
-Fixed error where not all Fire Control error bombardment increases were 15%, per level.
-All carriers at start of game start as "Mixed" combat setting.
-Clarified Torpedo Tech description. Fixed error on Torpedo Tech and convoy raiding.
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.0

Post by DaDude »

I played through a year (so far) as allies and thoroughly enjoyed it. Terrific job.

Two questions for you.

First, can you explain what is happening with the Diplomacy chits Red and Black, and how the railroad and Stilwell options work? Maybe these are just workarounds for game mechanics?

More importantly, China. I played a fairly classic Chinese defence and kept Japanese advances down to a minimum, although they did advance on all fronts. But China's morale just kept crashing until zero in late August 1942. Almost a straight line to zero. The only signals I got were that I was not always keeping enough units on hexes marked as influencing Communist China - but I assumed that would affect Communist China's relations not overall morale. So the question - why does China's morale go down to consistently and steeply? Is there some multiplier in the mod or did China really do something very wrong wrong or is this just inevitable?
Screenshot 2025-02-03 080508.gif
Screenshot 2025-02-03 080508.gif (320.23 KiB) Viewed 534 times

Looking forward to loading v2.0 and giving it a try.
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.0

Post by Nginear »

DaDude wrote: Mon Feb 03, 2025 1:08 pm I played through a year (so far) as allies and thoroughly enjoyed it. Terrific job.
So glad to hear! Mind telling me whom you are playing and version 1.0 or 1.5?
DaDude wrote: Mon Feb 03, 2025 1:08 pm First, can you explain what is happening with the Diplomacy chits Red and Black, and how the railroad and Stilwell options work? Maybe these are just workarounds for game mechanics?
The Diplomacy chart in the editor is a little cumbersome, each major and minor relationship has to be done individually. Red an Black are countries created by the Devs to have work arounds for the Doolittle Raid and other stuff, and I missed disabling that diplomacy. I created Railroads and Stilwell because my original idea was to use diplomacy as "construction" for the railroad hexes; but it proved to be too unpredictable. So I thought of the idea of engineers next to the hex to "build" it. I apparently also missed disabling those! Good catch!

DaDude wrote: Mon Feb 03, 2025 1:08 pm More importantly, China. I played a fairly classic Chinese defence and kept Japanese advances down to a minimum, although they did advance on all fronts. But China's morale just kept crashing until zero in late August 1942. Almost a straight line to zero. The only signals I got were that I was not always keeping enough units on hexes marked as influencing Communist China - but I assumed that would affect Communist China's relations not overall morale. So the question - why does China's morale go down to consistently and steeply? Is there some multiplier in the mod or did China really do something very wrong wrong or is this just inevitable?
While researching this mod, I noticed one gripe of the American commanders was Kai-shek's refusal to use his best trained and equipped troops against the Japanese. He kept them near Communist China for most of the war because he was worried about CC seizing more territory. I decided to replicate this with my amateur script writing skills with those three towns west of CCP. The idea being that if you remove the KMT units, then China's NM will fall -25 points, per town, per turn. However, I also wanted to limit this to only if Xi'an was in Chinese hands (the idea being that if Xi'an falls, then Kai-shek would have pulled the units to protect Lanzhou or Chongqing). Occupying/not occupying the towns does not affect CC.
BUT remember how I said amateur? Well... it looks like I put the Xi'an part for the popup icons, but forgot to put it in the NM scripts. So you would have kept losing NM even after Xi'an fell, or any time there was no Division/Corp/Armor unit at that location.
Without knowing more about your larger strategic situation in China, if you did not cover those three cities (-25 each) or Ürümqi (-100), then you would have been looking at -175 points every turn while doing nothing. I think that's also why the Devs increased Chinese NM in the patch (I reflected this in v1.5).
DaDude wrote: Mon Feb 03, 2025 1:08 pm Looking forward to loading v2.0 and giving it a try.
Great feedback! Exactly the kind of stuff I need to find out. These would be easy fixes, so I might push out an update sooner than later. Currently I'm working on my holy grail - trying to get engineers to build disputed resources. But that's going to take a lot more trial and error. So many unwritten rules on scripts :|
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.0

Post by Nginear »

DaDude wrote: Mon Feb 03, 2025 1:08 pm Is there some multiplier in the mod or did China really do something very wrong wrong or is this just inevitable?
Well good news. I figured out why this was happening...it wasn't so much the scripts. I finally remembered I had bumped up the values of NM for resources (towns and mines changed to 100 instead of 10 or whatever). I thought this was a one time capture bonus, but nope. It happens every turn for the major losing the resource and the major occupying the resource. Since Japan occupies NE China and Manchuria, China is losing a lot and Japan is gaining, even when nothing is happening.

I will definitely be toning down these numbers!
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.0

Post by Nginear »

Version 2.1 is ready for download! I am going to be pretty busy for a bit and I wanted to get these fixes out for balanced gameplay. I really think this gets the mod to a "highly" playable status.
Plus, with getting these fixes out, it lets me concentrate on some bigger additions that will take me awhile to work out. I still have plenty of ideas left that will make the mod.......the most realistic yet!

Change log v2.1
-Readjusted national morale numbers for resource values. I had significantly increased these at launch, but have toned them down because it was causing unanticipated issues. Resources' NM are higher than Pacific, reflecting the importance of ports, airfields, mines and oil wells.
-Fixed/updated scripts to clarify that Chinese units in Qingyang, Yinchuan, Shizuishan are only needed when Xi'an is allied control.
-Fixed scripts regarding Communist China annexing Shijiazhuang.
-Naval damage from storms increased. The larger the ship, the less likely to be affected. All transports are the most prone to damage: up to -2 HP with an 8% trigger. A SBB has a 3% chance for up to 1 HP damage. Leave your ships in the clear or near a harbor to prevent a chance of damage.
-USA: added 3xFleet Carriers to production que, so all Essex class carriers that were under construction before or soon after Pearl Harbor are in the que. They also start with 1.5 XP, reflecting USA's better training.
-Moved some of China's factories around slightly. Small HP adjustments to Jap/China units.
-China loses a level of Production tech, but gains a level of Single Engine Aircraft. Cost of aircraft tech increased.
-Burma: 1st Burma moved to Rangoon. 17th Indian arrives at Meiktil. Tweaked the road to Imphal.
-Indochina: removed one Japanese garrison, reduced Corp to Division in Hanoi.
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.0

Post by DaDude »

Great feedback! Exactly the kind of stuff I need to find out. These would be easy fixes, so I might push out an update sooner than later. Currently I'm working on my holy grail - trying to get engineers to build disputed resources. But that's going to take a lot more trial and error. So many unwritten rules on scripts :|
[/quote]

So some more feedback. Since you appreciate it.

I am now in Sept 1944 against the AI, v 1.5. Several remarks. First of all, as allies I have Bangkok, Saigon, Hanoi, Singapore, Truk, Tarawa, Rangoon, Kuala Lumpur and all of PHIL and INDO, and I have taken coastal China (with allied troops) and Manchuria (from Russia). But Japanese morale is still at 340. It has been going up steadily all the time. Another glitch of some sort I am sure. Some other quirks: even though allies held a swath of coastal China I could not land aircraft there, or upgrade ports in China until I took Shanghai (maybe this is linked to Shanghai being an Industrial Centre). Quit India fires the same way twice every turn (once at the start and once at the end) preventing Madras and Calcutta from ever being useable as ports after Quit India begins.

Thanks as always, I think I am going to move on to v 2.1 now.
Screenshot 2025-02-09 103212.gif
Screenshot 2025-02-09 103212.gif (307.01 KiB) Viewed 329 times
DaDude
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.0

Post by DaDude »

Nginear wrote: Mon Feb 03, 2025 7:08 pm
DaDude wrote: Mon Feb 03, 2025 1:08 pm I played through a year (so far) as allies and thoroughly enjoyed it. Terrific job.
So glad to hear! Mind telling me whom you are playing and version 1.0 or 1.5?
DaDude wrote: Mon Feb 03, 2025 1:08 pm First, can you explain what is happening with the Diplomacy chits Red and Black, and how the railroad and Stilwell options work? Maybe these are just workarounds for game mechanics?
The Diplomacy chart in the editor is a little cumbersome, each major and minor relationship has to be done individually. Red an Black are countries created by the Devs to have work arounds for the Doolittle Raid and other stuff, and I missed disabling that diplomacy. I created Railroads and Stilwell because my original idea was to use diplomacy as "construction" for the railroad hexes; but it proved to be too unpredictable. So I thought of the idea of engineers next to the hex to "build" it. I apparently also missed disabling those! Good catch!

DaDude wrote: Mon Feb 03, 2025 1:08 pm More importantly, China. I played a fairly classic Chinese defence and kept Japanese advances down to a minimum, although they did advance on all fronts. But China's morale just kept crashing until zero in late August 1942. Almost a straight line to zero. The only signals I got were that I was not always keeping enough units on hexes marked as influencing Communist China - but I assumed that would affect Communist China's relations not overall morale. So the question - why does China's morale go down to consistently and steeply? Is there some multiplier in the mod or did China really do something very wrong wrong or is this just inevitable?
While researching this mod, I noticed one gripe of the American commanders was Kai-shek's refusal to use his best trained and equipped troops against the Japanese. He kept them near Communist China for most of the war because he was worried about CC seizing more territory. I decided to replicate this with my amateur script writing skills with those three towns west of CCP. The idea being that if you remove the KMT units, then China's NM will fall -25 points, per town, per turn. However, I also wanted to limit this to only if Xi'an was in Chinese hands (the idea being that if Xi'an falls, then Kai-shek would have pulled the units to protect Lanzhou or Chongqing). Occupying/not occupying the towns does not affect CC.
BUT remember how I said amateur? Well... it looks like I put the Xi'an part for the popup icons, but forgot to put it in the NM scripts. So you would have kept losing NM even after Xi'an fell, or any time there was no Division/Corp/Armor unit at that location.
Without knowing more about your larger strategic situation in China, if you did not cover those three cities (-25 each) or Ürümqi (-100), then you would have been looking at -175 points every turn while doing nothing. I think that's also why the Devs increased Chinese NM in the patch (I reflected this in v1.5).
DaDude wrote: Mon Feb 03, 2025 1:08 pm Looking forward to loading v2.0 and giving it a try.
Great feedback! Exactly the kind of stuff I need to find out. These would be easy fixes, so I might push out an update sooner than later. Currently I'm working on my holy grail - trying to get engineers to build disputed resources. But that's going to take a lot more trial and error. So many unwritten rules on scripts :|
So some more feedback. Since you appreciate it.

I am now in Sept 1944 against the AI, v 1.5. Several remarks. First of all, as allies I have Bangkok, Saigon, Hanoi, Singapore, Truk, Tarawa, Rangoon, Kuala Lumpur and all of PHIL and INDO, and I have taken coastal China (with allied troops) and Manchuria (from Russia). But Japanese morale is still at 340. It has been going up steadily all the time. Another glitch of some sort I am sure. Some other quirks: even though allies held a swath of coastal China I could not land aircraft there, or upgrade ports in China until I took Shanghai (maybe this is linked to Shanghai being an Industrial Centre). Quit India fires the same way twice every turn (once at the start and once at the end) preventing Madras and Calcutta from ever being useable as ports after Quit India begins.

Thanks as always, I think I am going to move on to v 2.1 now.
Screenshot 2025-02-09 103212.gif
Screenshot 2025-02-09 103212.gif (307.01 KiB) Viewed 329 times
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.1

Post by DaDude »

Sorry one more thing. Some aircraft upgrades have no effect on the published stats, for example the 4-engine upgrade to UK seaplanes makes no difference to performance. There are some other examples too.
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.1

Post by DaDude »

Sorry one more thing. Some aircraft upgrades have no effect on the published stats, for example the 4-engine upgrade to UK seaplanes makes no difference to performance. There are some other examples too.
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.0

Post by Nginear »

DaDude wrote: Sun Feb 09, 2025 3:49 pm I am now in Sept 1944 against the AI, v 1.5. Several remarks. First of all, as allies I have Bangkok, Saigon, Hanoi, Singapore, Truk, Tarawa, Rangoon, Kuala Lumpur and all of PHIL and INDO, and I have taken coastal China (with allied troops) and Manchuria (from Russia). But Japanese morale is still at 340.
That must be interesting playing the AI. I did not update any of those scripts as they are rather lengthy and a whole new set of rules. I'm really not even sure what rules they are following, since the AI folders in the mod are empty. I'm not sure if there is permanently written code from the devs? I'm just talking out loud here. I mean that's great if it is giving you even a shallow game.
DaDude wrote: Sun Feb 09, 2025 3:49 pm It has been going up steadily all the time. Another glitch of some sort I am sure. Some other quirks: even though allies held a swath of coastal China I could not land aircraft there, or upgrade ports in China until I took Shanghai (maybe this is linked to Shanghai being an Industrial Centre).
I think this is from the previous discussed NM boost, just going up for Japan and down for China. Although I am puzzled too. The max NM limit was the same as Pacific, so it should have capped it at 110%. I have noticed sometimes when you push the engine to do "things it wasn't thought of to do" it can get buggy. Regardless, this should work better in v2.1

In regards to operating aircraft - that is the same setting as Pacific. Just like in WaW you cannot operate USA fighters to USSR, so you cannot do that to China. You have to go into India first, then move them with their APs. This was pretty historical, as China was isolated from the world with no port access. About ports - I have noticed this quark too in Pacific. I haven't exactly figured out the rules, but I *think* it is something to do with occupied vs liberated. If New Guinea is occupied by Japan, and US captures a port somewhere belonging to NG, then only Australia can upgrade the port. You might even have to liberate the capital before it can be upgraded (I think maybe!).
DaDude wrote: Sun Feb 09, 2025 3:49 pm Quit India fires the same way twice every turn (once at the start and once at the end) preventing Madras and Calcutta from ever being useable as ports after Quit India begins.
I think I found the problem.


Thanks for the info about the 4 engine sea plane upgrades. That particular one I missed. You mentioned others - sometimes I did adjust the tech to only affect evasion percent chances (such as torpedoes on cruisers). For example, a Japanese heavy cruiser with torpedoes 3 would have a 15% of damage evasion during attack or defending. Unfortunately, you cannot see this on any of the stat screens as a player. It is only visible in the editor (and in the tech description), but that's just the way the display is built. Make sure you thoroughly read the tech descriptions, sometimes there are extras you cannot see!

I appreciate all this feedback!
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.1

Post by Nginear »

Version 2.3 is now uploaded! I am gradually creating differences between the countries. Since Seaplanes needed to be changed, I used the opportunity to do a lot of research on the primary one for each country and capabilities. The Japanese had a monstrously large and very capable, but expensive, aircraft (H6K and H8K); while the USA preferred to upgrade the PBY.
I also expanded the Burma railroad and shifted it a little closer to its historical location. This should make invading Moulmein a little less clumsy (hint: you will need that HQ in Indochina)..and the most realistic yet.


Change log v2.3
-NEW OPTIONAL RULE: Extra Realism House Rule: USA cannot operate aircraft directly into British Raj. It must first be operated into Australia or a Pacific Island.

Bugs:
-Diplomacy reset to Pacific default, with minor changes to the number of chits for each Major.
-Fixed Quit India script that fired every turn. It has a 9% chance of firing throughout the game.
-Fixed Engineer tech for Ground Attack upgrades.

Map:
-Rerouted Burma Railroad, it is now 3 hexes instead of 2 that need "building." Kawkareik Pass reworked.
-Marcus Island changed from settlement to airfield.
-Moved USA airfields around and historically named them.
-Philippines: Davao now an Alternate Capital.
-Fighters are good at strafing aircraft on airfields (aircraft receive no defensive bonus from the airfield against them).

Units:
-Sea Planes completely redesigned. They are now unique to each group of countries.*
-Revised Engineer stats. They now have little offensive/defensive ability without upgrades, and no AA.
-Disabled script placing a Fighter in Hawaii after Pearl Harbor. Instead, the Fighter is now permanent at start, but it is in grounded status. It will be up to the Jap player whether to attack it.
-Jap: removed Marcus Island Seaplane unit (none historically).
-Jap/Indochina: removed garrison at Lang Son, moved Division there from Hanoi. Moved Pakse's Garrison to Hanoi.
-Jap: Medium bomber on Eniwetok moved to Truk. Obsolete destroyer from home islands to Truk.
-Jap: Added a battalion to invasion force near Peleliu.
-Jap: removed Infantry weapons upgrade from several units not on the front lines.
-Jap: Changed Fighter near Tokyo to "1 Air Training" and adjusted it represent a cadre of trainees. This represents Japan's last batch of trained pilots.
-Jap: Added partial Fighter unit near Tokyo.
-USA: Added Regiment, Fighter, Medium Bomber in USA.
-USA: Added one experienced Fighter unit in 1943 and 1944 production que.
-USA: Production que Fleet Carriers experience lowered to 1.0 from 1.5.
-All aircraft have a flat 10 AP, except Seaplanes which have 20 AP. No AP is gained from technology anymore.

Countries:
-Military Mission to China: Everything is more expensive to represent the difficulty of resupply.
-Large Naval Guns cheaper for Japan and USA to build. India and Australia build limit lowered to 1. Production Tech increases build limits for all nations by 0.5 (USA is 1).
-USA/Japan/GB each gain a chit invested in Supply Depot (same as Pacific).
-Britain gains a level of Amphibious Warfare.
-Australia gains a chit invested in Industry.

*Designer Notes
Seaplane: Japan, Great Britain, and Commonwealth have 4 engine; US, DEI, USSR, and China have 2 engine Seaplanes. Each type has unique stats.
Japan - Monstrously long range, excellent defense, and high bomb load. No evasion. Expensive and 5 months to produce.
GB and Commonwealth: Short range, good defense, excellent ASW. Medium Cost and 4 months to produce. Upgrade adds evasion.
US and others: Medium range, upgradable capabilities, low defense, high evasion chance. Cheap and 3 months to produce.
Last edited by Nginear on Mon Feb 24, 2025 2:57 pm, edited 1 time in total.
Jusepe131
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.3

Post by Jusepe131 »

hello, is it compatible with AI? If I put the mod and play against the AI, wouldn't it go well???

thank you!!
Nginear
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.3

Post by Nginear »

Here is screen comparison of the new Burma Railroad v1.5 vs 2.3.
Attachments
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.3

Post by Nginear »

Jusepe131 wrote: Mon Feb 24, 2025 12:26 pm hello, is it compatible with AI? If I put the mod and play against the AI, wouldn't it go well???
Can you play the AI? Technically yes, BUT it's like playing an 8 year old who just clicks around. It will attack and do stuff, but without any larger strategy in mind. I have not converted the AI scripts; that is a very long term goal.
So the AI has its base code, but it has no goals (as Japan it would not perform PH and it unloaded the Amphibs in friendly territory without invading anything). If you play the AI, I would recommend bumping up the bonus settings to try to get a better game.
Jusepe131
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Re: Mod: MEGA Pacific - Most Realistic Yet - v2.3

Post by Jusepe131 »

I understand, then it is better to play without the mod to play against the AI ​​because the base game has scripts
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