War on the Sea

War on the Sea

Killerfish Games  [developer] May 14, 2021 @ 9:30pm
Version 1.08d10h1 now LIVE
This update builds upon beta version 1.08d9 and introduces 2 major changes.

Original thread on version 1.08d9 can be found here:
https://steamcommunity.com/app/1280780/discussions/0/3146305075715700323/


1) Smoke screens
Player and AI ships may now lay smoke screens.

2) Multiple campaign endings/flow modifications
Sinking many enemy ships now opens sea lanes, enabling an increased rate of resource replenishment as long as they remain open.

The original criteria of achieving all objectives or the alternate campaign ending introduced in beta version 1.08d9 can be re-enabled via config.txt variables if desired.


To opt into the beta:
1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions.

2) Password to access the beta is: warontheseabeta
Use the pulldown to select the beta version.
It should then begin to download.

3) When you run the game the version number should read the version you selected.


Change log below:

Version 1.08d10
15 May 2021 (BETA)

GENERAL
default/language/english/messagelog.txt added LaySmoke and CeaseSmoke variables
default/language/english/dictionary/general.txt added LaySmoke
default/interface/styles.txt added smoke sprites to CombatTogglesBase and CombatTogglesActive
default/interface/images/ui folder added smoke.png and smokeActive.png

Added Lay Smoke toggle to Orders panel (viewable only for Sea units that are not submarine)
- Lays or ceases smoke for all selected Sea units
- A ship laying smoke itself or looking at a target laying smoke is always considered to be viewing through smoke
- Viewing through smoke applies "tmaShipSmokingPenalty":0.2
- AI applies smoke when retreating if player Sea units are present


config.txt added new variables
allowSmoke:true - displays lay smoke toggle and enables use of smokescreens by player and AI
leaveUnderSmokeMinTime:300 - after laying smoke for this time in seconds, an AI ship may leave the engagement zone
leaveUnderSmokeMinKnots:10 - an AI ship attempting to leave under smoke must be moving at least this speed
leaveUnderSmokeRequiresUndetected:true - an AI ship must be undetected in order to leave

maxSeaVisibility:30.0 - decreased from 36
Aircraft smoke trails preserved on collision with terrain or ships


CAMPAIGN
objectives.txt reverted to pre-1.08d9 as multiple configurable new win conditions now available

config.txt winEnemyShipsSunk:100 variable now subtracts player losses, so player must sink the number specified "more" than the enemy

Campaign setup.txt files added new variable to both campaigns;
winEnemyShipSunkSupplyIncrease:3

Multiple new campaign endings or modifications now available:
1) winEnemyShipsSunk:0, winEnemyShipSunkSupplyIncrease:ANY VALUE
- All outlined objectives must be achieved.

2) winEnemyShipsSunk:100, winEnemyShipSunkSupplyIncrease:1
- Campaign will END with the overpower.txt event when player sinks 100 ships more than the enemy has sunk (as long as winEnemyShipSunkSupplyIncrease <= 1)

3) winEnemyShipsSunk:100, winEnemyShipSunkSupplyIncrease:3 (DEFAULT)
- Upon reaching the criteria outlined in #2 above, sea lanes will be opened allowing player resource replenish rate to be increased by winEnemyShipSunkSupplyIncrease (if value <= 1 and winEnemyShipsSunk > 0 then #2 applies).
- Sea lanes can become contested again based on #2 calculation causing resource replenish rate to fall back to 1x. Sea lanes may be reopened.

default/language/english/dictionary/campaign_message.txt new variables;
SeaLanesOpen=Sea lanes open, supplies replenish at <0>.
SeaLanesOpen=AlarmHigh
SeaLanesOpen=Sea lanes contested, supplies replenish at 1x.
SeaLanesOpen=AlarmLow

default/language/english/dictionary/general.txt new variables;
CampaignWeekly=WEEKLY
CampaignDaily=DAILY (unused)



Version 1.08d9
10 May 2021 (BETA)

GENERAL
Sorted combat toolbar to be in front of Message Log


CAMPAIGN
New campaign win condition added if many enemy ships sunk
Both campaigns modified:
- Campaign setup.txt files added new variable to both campaigns
- winEnemyShipsSunk:100 - new win condition to end a campaign if enemy is overwhelmed. Calls event "shipsSunk.txt", setting to 0 or negative value disables this win condition.
- Added "shipsSunk.txt" event to language folders for both campaign
- objectives.txt updated to reflect new alternate win condition

config.txt added new variables:
playerSubAmbushOffset:[3000,5000,1500,3000]
enemySubAmbushOffset:[1500,2500,750,1500]
4 numbers are in metres [forward offset min, forward offset max, perpendicular offset min, perpendicular offset max]
Perpendicular offset is randomised left or right
Both variables require "subAutoAmbushPosition":[true,true] to be applied

nightEncounterMaxRange:15 - encounters at night will only occur at or below this range

Custom Sea Group names preserved when splitting or merging groups

Generating an encounter in the same check as a group becoming "un-spotted" no longer breaks campaign timer cycles

Number of aircraft landing on a ship can no longer exceed air capacity of that ship
Last edited by Killerfish Games; May 17, 2021 @ 7:05pm
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Showing 1-15 of 53 comments
TheDevastatorZ06 May 14, 2021 @ 10:22pm 
This is great.
PorcoBravo May 15, 2021 @ 12:54am 
Im excited :lunar2019grinningpig:
the Baron May 15, 2021 @ 1:01am 
Nice!! I like the new lay smoke mechanic. :)
Markus1987 May 15, 2021 @ 1:25am 
Hooray, fog fields.

I hope that we can also get searchlights for night battles.
HenryPigLatin May 15, 2021 @ 4:18am 
Killer,

1- Could you provide some more info on sinking ships and sea lanes? What/how many ships do we need to sink, and whats the rate increase? Or how does that work?

21- It looks like you removed the 100 ships victory conditions introduced in the last patch. Is that right?
Player8 May 15, 2021 @ 4:18am 
cool.

Can we get an ignore option for spotter planes spotted by bases?

MadCat May 15, 2021 @ 6:52am 
It seems subs also use smoke when evading...submerged.
boris.glevrk May 15, 2021 @ 7:04am 
Uhhhh sorry, I don't quite understand what happened....
so, in d10, if you sank 100 *more* enemy ships than your losses, you began to enjoy a 3x resource income per week? and if your "ship loss advantage" falls back to below 100, you are back to 1x again?
Mr.Gold May 15, 2021 @ 8:04am 
Nice.
papalimaromeo May 15, 2021 @ 10:34am 
AI ships going crazy with the smoke constantly. During air attacks as well. Looks to be a bit much and too dense.
Amelia May 15, 2021 @ 11:10am 
Awesome!
kf.***** May 15, 2021 @ 11:12am 
Originally posted by boris.glevrk:
Uhhhh sorry, I don't quite understand what happened....
so, in d10, if you sank 100 *more* enemy ships than your losses, you began to enjoy a 3x resource income per week? and if your "ship loss advantage" falls back to below 100, you are back to 1x again?

I suspect you need to have started the campaign under this rule.
Mezomorto May 15, 2021 @ 11:25am 
I think we need mines, like when enemy TF is near a port, there should be mines near that port and chance of hitting those mines.
kf.***** May 15, 2021 @ 11:29am 
AI, not seen this yet in this beta version, but I have twice had a battle where the computer AI did not fire a shot. I suspect it is because they are out of ammo after another engagement, but have continued on their mission with no ammo instead of turn back to port, in both instances I intercepted them again the following day with another task force near Guadalcanal, Neither did they turn and run in combat but plodded around getting closer ignoring the fact they did not attempt to fire.

IF my interpretation is correct the AI need Abort its mission, possibly detach ships that have used most of not all of their ammo, says a 60% used rule.

I would also say the AI needs to detach ships with heavy damage and return them to port and not continue on mission.

mergant ships should also turn back if they have no escort remaining unless close to their target.

In combat any ship without Ammo should automatically withdraw (AI)
richardscholes50 May 15, 2021 @ 12:53pm 
Yes, subs also using smoke when evading, needs sorting
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Date Posted: May 14, 2021 @ 9:30pm
Posts: 53