War on the Sea

War on the Sea

Killerfish Games  [开发者] 2022 年 5 月 13 日 上午 12:35
Version 1.08g6h3 now LIVE
Major content release with campaign re-balance, AI improvements, improved damage model and numerous bug fixes and improvements.

Version 1.08g6h3
20 Jun 22

Fixed a bug where non-kamikaze aircraft colliding with ships would not apply damage/be destroyed properly

Only actual kamikaze aircraft generate a "Kamikaze Hit" message when striking a ship

default/unit/sea/iowa/iowa_data.txt corrected typo in outer deck armor
default/unit/sea/iowa/ iowa model file reimported for shorter aft funnel
default/unit/sea/iowa/iowa_s.png file updated
default/unit/sea/iowa/iowa_model.txt edited searchlight positions

default/unit/sea/cimmaron/cimmaron_data.txt corrected armor of secondary gun mounts

default/unit/sea/mountData.txt corrected rate of fire for 15.5cm603rdYearType

default/language/unit/air/b25c.txt corrected payload displays in Unit Viewer

default/ammunition/bomb_us_1600lb_ap corrected armor penetration value

Aerial rockets striking friendly aircraft no longer deal damage



Version 1.08g6h2
BETA 16 Jun 22

GENERAL
default/language/english/unit/air/corsair.txt corrected machine gun number
default/language/english/unit/air/judy.txt corrected machine gun number
default/language/english/unit/air/judy_kamikaze.txt corrected machine gun number
default/unit/unit/air/corsair/corsair_model.txt doubled forward firing guns
default/unit/air/judy_kamikaze/judy_kamikaze_data.txt (corrected speed, range)
default/unit/air/judy/judy_model.txt corrected "baseTransformNames" of rear gun to fix rear gunner firing orientation

default/unit/sea/ edited the following ship files;
- essex_data; corrected TDS value
- wasp_data; corrected TDS value
- lexington_data; added historical asymmetrical TDS values

default/unit/sea/mountData.txt corrected 16in50Mark7 penetration curves


config.txt added new variable "wakeFactor":1.0 to multiply length of ship wakes

CAMPAIGN
Fixed a bug where any aircraft lost and requiring replenishment would break launching of auto-patrols the following morning; this could lead to duplicate aircraft launches on a future day where no replenishment occurred

On strategic map, checking for destroyed subsystems no longer counts damaged (<100 integrity) compartments, only those actually destroyed (fixes bug where aircraft facilities were unusable after light strafing damage)

Both campaigns setup.txt files, reduced base repair time baseRepairTime:[2,2]

Increased the threshold for the to AI send larger forces to decrease the frequency of larger (battleship containing) invasion forces being fielded

Invasion forces now bombard target (if capable) when unloading troops/supplies

Both campaign setup.txt modified;
- "campaignDifficultyPresetX" values to re-work campaign Command Point balance
- "commandPointsPerWeek":[5,0],"commandPointsPerLocation":[0,0],"commandPointsPerPortRank":[5,0],"commandPointsPerAirfieldRank":[0,0] variables

Both campaign sea_missions.txt modified "delayAIDays":[1,1,0,2] to "delayAIDays":[1,1,1,3] for missions involving one or more battleships to decrease the AI pacing after fielding such a large force



Version 1.08g6h1
BETA 15 May 22

Fixed bug where having "Dud Bombs" set to false under Options would break all bomb drops from aircraft

"postEngageAirCooldown" applied to ships in an encounter that does not contain opposing ships, previously no cooldown was applied

Corrections to the following files;
- default/unit/air/b17f/b17f_data.txt corrected type in bomb load
- default/unit/air/helldiver/helldiver_data.txt (increased range, added 2000lb bomb)
- default/language/english/unit/air/helldiver.txt corrected payloads
- default/unit/air/b25c/b25c_data.txt (corrected speed)
- default/unit/air/corsair/corsair_data.txt (corrected speed, range)
- default/language/english/unit/air/corsair.txt corrected payloads
- default/unit/air/hellcat/hellcat_data.txt (increased range)
- default/unit/air/judy/judy_data.txt (corrected speed, range)
- default/unit/air/kate/kate_data.txt corrected payload positions
- default/unit/air/kate/kate_model.txt corrected aircrew positions

default/unit/sea/ship/ship_data.txt modified the following ships to correct armor schemes
- iowa
- south_dakota
- north_carolina

Kamikazes now accelerate to full speed during their dive

Re-imported the following ship mesh files and modified ship_model.txt files to sit them lower in the water and correct particle and searchlight positions
- iowa
- kent
- portland

Re-imported portland_tex_m3 to modify height of waterline on texture



Version 1.08g6
BETA 13 May 22

NEW SHIPS & AIRCRAFT
New Ships: Iowa, Essex
materials/other added material references for Iowa, Essex
unit/sea added folders for iowa, essex
language/english/unit/sea added language files for iowa, essex
unit/sea/allUnitsList.txt added references for iowa, essex


New Aircraft: Hellcat, Corsair, Helldiver, Judy, B25c, Zero_Kamikaze, Judy_Kamikaze
materials/aircraft added material references for Hellcat, Corsair, Helldiver, Judy, B25c
unit/air added folders for Hellcat, Corsair, Helldiver, Judy, B25c, Zero_Kamikaze, Judy_Kamikaze
language/english/unit/sea added language files for Hellcat, Corsair, Helldiver, Judy, B25c, Zero_Kamikaze, Judy_Kamikaze
unit/air/allUnitsList.txt added references for Hellcat, Corsair, Helldiver, Judy, B25c, Zero_Kamikaze, Judy_Kamikaze


UI to support Kamikaze functionality:
- default/interface/images/toolbar added new button for Kamikaze
- default/language/dictionary/message_log.txt added "KamikazeAttack" and "KamikazeHit" lines



NEW SINGLE MISSIONS
default/missions/pacific added new files;
hailstone.txt
palawanpassage.txt
sibuyansea.txt
tengo.txt
empressaugusta.txt
philippinesea.txt
sinkingshokaku.txt
bunkerhill.txt
sinkingmahan.txt
capeengano.txt
ligayen.txt

default/language/english/missions/pacific.txt added new lines for new single missions

default/missions/pacific/bismarcksea.txt modified to use B25c and B17f as Allied aircraft



SHIP & AIRCRAFT FIXES
Various ship and aircraft _data.txt files modified;
- Corrected speed (and range) for dauntless, avenger, kingfisher, b17f, pete, jake, betty
- Corrected lexington, ryujo speed
- Corrected armor schemes for;
brooklyn
atlanta
cleveland
pensacola
northampton
portland
new orleans
wichita
baltimore
south_dakota
agano
furutaka
aoba
myoko
takao
mogami
tone

Fixed typo in brooklyn_model.txt starboard secondary ammunition amount

Re-imported wildcat, kingfisher, zero, val, kate files to remove integrated colliders
kingfisher and kate _model.txt removed old wing collider references

default/unit/air/dauntless/dauntless_data.txt added 500lb bomb payload
default/language/english/unit/air/dauntless.txt added 500lb bomb payload



GENERAL
Entering binocular view can no longer disable an aircraft's colliders

With a submarine; pause, fire, enter SILENT running, then un-pause now correctly calculates the correct data for that torpedo room

Increased darkness of damage shading on ships

config.txt "repairIntegrityTo":[1.0,1.0] changed to "repairIntegrityTo":[0.5,0.5]
- compartments can no longer be returned to full integrity, only 50% of the damage incurred can be repaired at sea

Minimum damage to cause fires, flooding and explosions:
- At least 5 integrity loss on a hit/damage required to have a chance to initiate flooding
- At least 5 integrity loss on a hit/damage required to have a chance to initiate fire
- At least 5 integrity loss required for chance of secondary explosion
- The primary goal of this change is to protect larger ships from being overcome by numerous fires from lots of low calibre HE shells

AI ships now use RADAR more effectively in combat

config.txt new variable "torpBreakBackValues":[1,0.6,3,5000,0.2]
- chance to break the back of a lower displacement ship when hit by torpedo
- first value (0,1) = enable break back calculations, 1 = enabled
- formula = 0.6 - (displacement - (torpedo damage amount * 3)) / 5000
- if torpedo strikes a destroyed compartment, probability + 0.2 as per last value
- if torpedo strikes compartment with TDS, break back is not calculated

config.txt added new variables to enable radar/active sonar on by default
- radarDefaultOn:false
- activeSonarDefaultOn:false



COMBAT AI
Fixed a bug where AI could assign targets prior to considering all other detected units
config.txt added new variable "targetWeighting":[1,2,4,8,20]
- [all others, merchant/oiler, heavy cruiser, battleship/battlecruiser, carrier/light carrier]
- AI (subs and aircraft in particular) will prioritise targets according to weighting (ships prioritise according to gun size, target armor and range)
- default values; carriers 20x, battleships = 8x , heavy cruiser = 4x, merchants = 2x, all others 1x

config.txt added new variable "targetHighestWeightOnly":0.5
- 50% chance for AI to ignore weighted pool and only select a target from within the highest priority weighted group (carrier > battleship > heavy cruiser > merchant > others)

Improved dogfight target selection with aircraft attacking in groups of 2 and selecting targets not already under attack

config.txt added "dogfightBreakDeltaY":20
- when break turning in a dogfight, aircraft will change altitude by -/+ dogfightDBreakDeltaY

Narrowed dogfight AI firing cone to help conserve ammunition

Improved AI ship retreat calculations; only compartments < 50 integrity taken into consideration when assessing current battle damage



CAMPAIGN
default/campaign/campaignXXX/ New files added;
- "setup_original.txt"; May be renamed to "setup.txt" in order to restore campaigns to their original configuration prior to this latest update (version 1.08g6).

Default values for several campaign variables added: "airGroupCruiseSpeed":0.75,"taskForceCruiseSpeed":0.75,"taskForceHomeSpeed":0.9,"taskForceRetreatCapitalDestroyed":0.15,"taskForceRetreatHighestDestroyed":0.2,"taskForceRetreatAverageDestroyed":0.1
- this solves the bug in campaign training missions where new ships/air groups could not move

default/campaign/campaignXXX/sea_missions.txt re-balanced groups, made them better defended, better timed, added new mission compositions, added additional approach directions to make AI less predictable

default/campaign/campaignXXX/seaUnits.txt added iowa and essex classes
default/campaign/campaignXXX/seaUnits.txt decreased sunk point values for merchants


default/campaign/campaignXXX/setup.txt modified several variables
replenishLimitAircraft:true
- lost aircraft are now not immediately replaced the next day

replenishDailyAircraft0:[2,2,2,2],"replenishDailyAircraft1":[4,4,4,4]
- player aircraft are replaced 2 per day (for each type), AI gets 4 per day

carrierWingsRequireRelease:true
- aircraft carrier air wings are no longer immediately replaced by "rearming", a carrier must be released and re-recruited

refundPostRepair:true
- releasing a ship no longer immediately gives command points back, they are returned once the ship leaves the repair queue

useSunkYieldPoints:true
- use the point values specified in default/campaign/campaignXXX/seaUnits.txt for awarding Command Points for ships sunk [based on difficulty setting]
- note these values are significantly less than the original point system based on a % of ship cost

"commandPointsPerWeek":[0,0]
- added amounts of Command Points added per week

"commandPointsPerLocation":[3,0]
- Command Points per week gained based on locations owned

"commandPointsPerPortRank":[3,0]
- Command Points per week gained based on total Port Ranks

"commandPointsPerAirfieldRank":[1,0]
- Command Points per week gained based on total Airfield Ranks

"replenish0":[2000,4000,250,250],"replenish1":[2000,4000,250,250]
- increased acquisition of engineering and fuel resources

"attackOtherLocations":[0.1,0.1]
- added a flat chance for the AI to shift focus from the primary objective to other locations. First roll is to check for attacking secondary targets, second roll is to invade undefended locations

"enemyWeeklyCPDeficitOnly":true
- "commandPointsPerWeek":[0,0], if the second value is greater than 0, this "bonus" will only be given if the AI is currently running at a Command Point deficit


Modified "campaignDifficultyPresetX" values to:
- better balance starting Command Points
- balance Command Points gained per week per difficulty level
- modified player resources/week to increase rate at higher difficulty levels in order to prevent campaign completion time growing too large
- decreased base repair times and time per destroyed compartment due to counterbalance the need for repairing ships due to the "repairIntegrityTo":[0.5,0.5] change above
- refund 100% Command Points at all difficulty levels due to new accumulating battle damage and replenishing air wings via releasing a carrier

default/language/english/campaign/campaignXXX/rules.txt updated to show Command Points per week gained

Increased threshold of Command Points for AI to select large vs medium vs smaller mission forces

Auto Resolve now correctly counts destroyed scout aircraft

Correct a bug where defending a location could reset "aircraft in the air", giving bonus aircraft

default/language/english/campaign/campaign002/intro3.txt corrected typos in text description

Tooltip now correctly remains clear when creating a map marker

Fixed a bug with campaign AI CheckCancelMissionDueToUnsafe not correctly checking location faction



MANUAL & TUTORIALS UPDATED
- WarOnTheSea_Manual.pdf file updated
- default/interface/tutorial added dcIcons1.png, dcIcons2.png, rosterSort.png, rosterSelect.png, mapMarker.png
- default/language/english/missions/tutorial/damagecontrol_X.txt modified
- default/language/english/missions/tutorial/multiple_X.txt modified
- default/language/english/missions/tutorial/dogfight_2.txt modified
- default/language/english/missions/tutorial/campaign_X.txt modified
最后由 Killerfish Games 编辑于; 2022 年 7 月 19 日 下午 8:05
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正在显示第 166 - 180 条,共 329 条留言
Markus1987 2022 年 5 月 27 日 上午 1:08 
引用自 boris.glevrk
引用自 MizuYuuki
CP cost would replace releasing the CV to get replacement planes, and the player should be able to fly replacement airplanes out to the CV if it is within range.
In that case I'm not against the idea. I'd say it's better than what we have now.

We have this land button in the aircraft controls, I suspect that separate landings on carriers will come.
Czlowiekzlasu 2022 年 5 月 27 日 上午 3:22 
引用自 JG1 Wilhelm
引用自 MizuYuuki
... submarines... overpowered in the hands of the player, and almost completely ineffective in the hands of the AI.

Your post has several good suggestions. I just want to talk about this bit: I don't really know what you mean by "overpowered", but the main problem seems to be that enemy surface units don't take evasive action until it is too late. Maybe it's not possible for KFG to do any of the following, as it's been a known problem for a while, but here are some ideas:

As a player, I can see torpedoes either visually or on sonar soon enough to evade most or all of them, so the AI should be able to detect and react to my subs' torpedoes the same way.

In addition to your suggestion to have AI subs ignore ASW groups, they should just never attack destroyers at all, including escorts. I haven't attacked a destroyer with a sub in the last ~200 hours of play. The last time I did was to finish off a slow partly-flooded tin can that was damaged in a previous surface action. Otherwise, it's usually a waste of valuable torpedoes. Maybe it could be added as an option in config.

Another problem is the positioning and timing of AI sub attacks. They should never spawn in a position that puts them too close to the projected path of the TF they are attacking, and should never launch torpedoes from an extreme-forward quarter, but instead do as players do: wait off to the side until the lead destroyers pass and until they get a decent abeam solution on a merchant, oiler, or capital ship.

One thing that I'm pretty sure an AI sub can't be taught to overcome: players that break and scatter early, before an enemy sub even fires. Maybe there could be a "noTorpEvade" option in config.txt, default:false, that prevents a player from changing course until the torpedoes-in-the-water announcement during an encounter with an enemy sub, provided no enemy air or surface units are in the tactical arena. I know at least one player has this as a house rule. Players that like the challenge of the option, but find it just a little too hard, could increase the torpedo detection distances in config.

Could enemy TF's be programmed to have a chance of doing this: alter course 5 to 20 degrees at 1 to 4 minutes after entering the tactical arena, and then return to the original course 5 to 10 minutes later? If the routine could be over-ridden by the usual things AI does in reaction to player surface or air units, then it wouldn't have to be an action specific to sub attacks. In fact, it could cause problems with my carefully choreographed air attacks, which would be a good thing, because I'm getting a little to good at it. ;)
than with noTorpEvade should be added option to move in z pattern before encounter to make in more playable
JG1 Wilhelm 2022 年 5 月 27 日 上午 3:56 
引用自 MizuYuuki
As others have observed, I am also seeing fewer AI invasion missions. Playing as IJN in my usual way the AI USN has sent invasion convoys 4 times in the first 20 days: Aug 9, 11, 14 and 20. These were all strong 10 ship convoys containing 4 MS cargo ships. Three of the 4 convoys contained 2 BBs.

Stronger invasion convoys is a definite improvement. I've seen that in my current (first) campaign with the g6 update, but I'm still just on 10 August. 2CA, 2CL, 2DD, and 4 MS in each of the 2 invasion TF's I've found. More challenging than 6 MS with whatever, and the line of battle for each TF was different: one had the MS's interspersed with the other ships, not all in the rear where it's so easy to pick them off.

However, 6 enemy BB's all in theater in August seems excessive.
Herr Flick 2022 年 5 月 27 日 上午 5:20 
I’ve noticed that if you seriously damage most of the Troop transports/oilers the ships withdraw and do not continue to Guadalcanal anyone see this to?
引用自 JG1 Wilhelm
引用自 MizuYuuki
As others have observed, I am also seeing fewer AI invasion missions. Playing as IJN in my usual way the AI USN has sent invasion convoys 4 times in the first 20 days: Aug 9, 11, 14 and 20. These were all strong 10 ship convoys containing 4 MS cargo ships. Three of the 4 convoys contained 2 BBs.

Stronger invasion convoys is a definite improvement. I've seen that in my current (first) campaign with the g6 update, but I'm still just on 10 August. 2CA, 2CL, 2DD, and 4 MS in each of the 2 invasion TF's I've found. More challenging than 6 MS with whatever, and the line of battle for each TF was different: one had the MS's interspersed with the other ships, not all in the rear where it's so easy to pick them off.

However, 6 enemy BB's all in theater in August seems excessive.
MizuYuuki 2022 年 5 月 27 日 上午 10:35 
引用自 Czlowiekzlasu
than with noTorpEvade should be added option to move in z pattern before encounter to make in more playable

After thinking about this, I would say the best solution would be to leave it as it is, but give the AI the ability to spot and start evading submarine launched torpedoes at the same distance they would show up for the player on the mini-map. This would reduce the effectiveness of submarines in the hands of the player.
最后由 MizuYuuki 编辑于; 2022 年 5 月 28 日 上午 5:40
MizuYuuki 2022 年 5 月 27 日 上午 10:56 
引用自 JG1 Wilhelm
Stronger invasion convoys is a definite improvement. I've seen that in my current (first) campaign with the g6 update, but I'm still just on 10 August. 2CA, 2CL, 2DD, and 4 MS in each of the 2 invasion TF's I've found. More challenging than 6 MS with whatever, and the line of battle for each TF was different: one had the MS's interspersed with the other ships, not all in the rear where it's so easy to pick them off.

However, 6 enemy BB's all in theater in August seems excessive.
It could have been the same 2 BB's.
Herr Flick 2022 年 5 月 27 日 下午 6:07 
does the override folder not work with this beta?. I usually add my CVs there and put the correct plane amounts carried at the Solomons eg 27 zeros 27 vals and 18 kates
MizuYuuki 2022 年 5 月 28 日 上午 5:42 
引用自 Mr T
does the override folder not work with this beta?. I usually add my CVs there and put the correct plane amounts carried at the Solomons eg 27 zeros 27 vals and 18 kates
It works. The only change I made was to put Zeros, Vals and Kates in flights of 3.
Herr Flick 2022 年 5 月 28 日 上午 6:36 
Something wrong with mine then 🤔
引用自 MizuYuuki
引用自 Mr T
does the override folder not work with this beta?. I usually add my CVs there and put the correct plane amounts carried at the Solomons eg 27 zeros 27 vals and 18 kates
It works. The only change I made was to put Zeros, Vals and Kates in flights of 3.
MizuYuuki 2022 年 5 月 28 日 上午 10:20 
引用自 Mr T
Something wrong with mine then 🤔
引用自 MizuYuuki
It works. The only change I made was to put Zeros, Vals and Kates in flights of 3.
If you've used any mods in the past, you have to delete everything under the override folder. Reinstalling the game doesn't delete anything in the override folder, but any file under the override folder will replace a default file of the same name when you run the game.
Herr Flick 2022 年 5 月 28 日 下午 1:50 
I have an override folder and I took it out of the game file leaving just the default file, I think it doesn’t work and it has to be actually deleted, I removed it and created another new over ride folder I think it’s something to do with that
引用自 MizuYuuki
引用自 Mr T
Something wrong with mine then 🤔
If you've used any mods in the past, you have to delete everything under the override folder. Reinstalling the game doesn't delete anything in the override folder, but any file under the override folder will replace a default file of the same name when you run the game.
Raphx 2022 年 6 月 1 日 上午 6:50 
game approch to be played in longe game but must update the game com to be great to play please dev keep up good work
sorry for my bad englich
Stejanl 2022 年 6 月 2 日 上午 9:41 
This is awesome!
Will there be a new 1943-1944 "Philippine Sea" theme campaign coming soon?
Maybe by the summer...
biffralphenson 2022 年 6 月 3 日 下午 2:55 
dude this sucks. First just how many thousand pound bombs can a cruiser take 40? 50? Second I really love the patrol planes pulling my fighters off of ship attacks! really so the patrol plane is more important than the ship? yeah............NO and with that said the patrol plane is from that same ship (in other words where is it gonna land)? "I'm a navy squid vet", this is not remotely possible especially the amount of bombs needed to sink cruisers. Also wtf is with my planes flying into the mountain ranges? Are the pilots thinking there Han Solo flying a star ship? let's go warp and fly through that there mountain it aint nuthin but a thing, We can do it!
最后由 biffralphenson 编辑于; 2022 年 6 月 3 日 下午 3:00
Captastic-GMan 2022 年 6 月 6 日 下午 1:20 
引用自 BamseLeo
引用自 JG1 Wilhelm

Are repeating air patrols still re-starting at 05:00 for you? I uninstalled and rebooted before installing the g6 beta, and the repeating patrols restarted on the second day, but not on the third day (which is weird, right?). I did another uninstall/re-install just now, and loaded the game I had saved just before dawn on the 3rd day, but the patrols still did not restart at 05:00.

I have no pre-made mods, just the changes to setup, config, formations, etc. that I've been using without issue through several updates; and I made all those changes fresh, within a new override folder using the g6 default files, so nothing from previous versions was carried over. Besides, I disabled (re-named) the override folder and tried that same saved game again, but it still didn't work.


It's still not working.

Or it worked for me until day 2 when I buildt the first upgrade on Rennell Island, after that nothing.

But on day 4 I think it was, the japanese invaded Port Moresby, and then suddenly all my patrols fired up again by themselves.
Problem was that all patrols were 2 or 3 times the number of planes, like every single plane suddenly were multiplied by 2 or 3.

So I had to cancel them all and send them back to base, and after that it doesen't work anymore.....again.

Clearly a lot of **** going on with this last update.

I have observed the same thing. I'm wondering if it has anything to do with plane replenishment. On a new campaign, my patrols were working absolutely fine for several days until I finally lost my first group of avengers. The very next day, one avenger was replenished, and all of my patrols disappeared. I even went ahead and redid most of the patrols. The same thing happened the next day after getting the next avenger.
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