War on the Sea

War on the Sea

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Killerfish Games  [developer] Oct 11, 2023 @ 8:31pm
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Version 1.08h5 now LIVE
Beta continues to grow with a complete overhaul of aircraft flight characteristics along with the addition of strategic bombing in campaigns.

The overhaul of aircraft flight performance was initiated by community members and we'd like to thank them for taking the initiative to improve aircraft combat as well as perform testing for these changes.

Contributors - Luminary, YorT
Testers - Markuss, Wouter Ootman, TigerAce121, Kraznova and Choccy



To opt into the beta:
REMEMBER: use of mods will likely not be compatible with this version until updated mods are released

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.


Version 1.08h5
27 Feb 24 (Beta 25 Feb 24)

Fixed a bug in campaigns where terrain tiles would not correctly display.


Version 1.08h4
Beta 27 Jan 24

CAMPAIGN
Player aircraft correctly replenish if the Location Panel (or Create New Air panel of that location) are open when that location receives replenished aircraft

setup.txt added new variable "strategicBombCooldownMinNumberAttackers":8
The cooldown penalty applied to a location that is bombed is now dependent on this value. Attacking a location with this number of aircraft will apply 100% cooldown duration while values less than this will only apply their percentage.

Airfields now launch correct numbers of aircraft for strategic bombing raids.

When AI launches air cover to escort Sea groups, the number of destroyed aircraft at that location are now correctly calculated. This was particularly an issue when a location was taken over and all aircraft were set to destroyed in order to be replenished over time.



Version 1.08h3
Beta 7 Dec 23

AIR COMBAT IMPROVEMENTS
All aircraft_data.txt files edited to adjust dive, climb, maxTurnRate, turnRate, speedPenaltyAtMaxTurn, weight and maxKnots. These values have been brought in line with historical flight characteristics of each aircraft to provide advantages and disadvantages to each individual aircraft type in combat.

corsair_model.txt, hellcat_model.txt, zero_model.txt and zero_kamikaze_model.txt modified to fix fixedGunData to reflect historical armament

Air combat dogfight AI improved

Added a check for minimum distances when placing Nav Points on tactical map to ensure slower turning aircraft can turn towards intended destination


STRATEGIC BOMBING
Aircraft loaded with bombs can now bomb locations on the campaign strategic map. Fly to a target and use the Bomb button on the air group panel to bomb that target.

Damage done to target based on:
- number of aircraft attacking
- payload carried (HE bombs are much more effective than AP)
- weather conditions
- total rank of port and airfield of location

Attacking aircraft will take damage and losses based on:
- total rank of port and airfield at that location
- aircraft armor

Enemy will strategically bomb from airfields and carrier groups as appropriate based on range and weather conditions.

Campaign setup.txt added the following variables:
"enableStrategicBombing":true
Enables strategic bombing by player and enemy for a campaign

"strategicBombDamageModifer":850
Damage done calculated as total kg dropped by all aircraft / 850, so the larger this modifier, the less damage per kg dropped.

"strategicBombWindModifer":[1,1,1,0.9,0.8,0.6,0.4,0.2,0.1]
Damage done decreased by wind level (sea state)

"strategicBombCloudModifer":[1,0.8,0.6,0.4]
Damage done decreased by cloud conditions: Clear, Scattered, Broken, Overcast

"strategicBombPrecipModifer":[0.8,0.7,0.5]
Damage done further decreased by precipitation: Rain, Snow, Storm

"strategicBombLaunchProb":[0.3,1]
Enemy checks every hour of flight ops time and has this probability to launch a mission if conditions are favourable

"strategicBombMinWeatherModifier":0.7
Enemy will not launch a strategic bombing mission if the damage modifier due to weather at target location is below this threshold

"strategicBombLosses":[0.15,0.25,0.35]
Combat damage to each attacker determined by a 0-1 probability roll applied against all 3 values;
< 0.15 +3 damage (represents a direct Flak hit)
<0.25 +1 damage
<0.35 +1 damage
Example: a roll of 0.2 would incur 2x +1 damage for a total of 2 damage to an aircraft
3 Damage to an aircraft destroys it.

"strategicBombDefenderRankBonus":0.015
Numbers in strategicBombLosses above increased by this amount per rank of port or airfield at location. Example: Attacking a 5 Port and 5 Airfield location would add 0.15 to all losses so strategicBombLosses would become [0.3,0.4,0.5].

"strategicBombAttackerArmorModifier":[0,1,1]
For each value in strategicBombLosses, damage can be absorbed if another p < strategicBombAttackerArmorModifier for that value.
Note 0 for the first value representing Flak not absorbed by armor.

"strategicBombCarrierBuffer":600
Carriers performing strategic bombing will not do so if they detect hostile units within this range in km.

"strategicBombLatestHour":17
Aircraft must be able to reach target by this hour, otherwise enemy will not attempt a strike

All Aircraft will immediately return to base once outside hours of allowed air operations as defined in setup.txt

Campaign folders:
Added new file strategicBombing.txt
Specifies the aircraft type, payloads to carry (HE Bombs) and ranges at which this aircraft can attack. Used by the enemy to determine which aircraft to send on strategic bombing raids and MUST be present if "enableStrategicBombing":true in setup.txt.
"minNumber":[6,12] is the minimum aircraft required from an airfield, carrier

default/language/english/dictionary/campaign_message.txt added lines to support strategic bombing messages:
NoStrategicBomb=Must be within <0> of enemy location to perform strategic bombing. NoStrategicBomb=audio/ui/AlarmBlip StrategicBombNoBomb=Aircraft must be armed with bombs to perform strategic bombing. StrategicBombNoBomb=audio/ui/AlarmBlip StrategicBombEmpty=Aircraft have no bombs remaining to perform strategic bombing. StrategicBombEmpty=audio/ui/AlarmBlip EnemyStrategicBombed=<0> bombed by enemy aircraft. EnemyStrategicBombed=audio/ui/AlarmLow

Bomb Target Button added to Air Group Panel
default/interface/styles.txt added entry for "BombTarget" button
default/interface/images/ui/bombTarget.png icon added
Note this button only appears when "enableStrategicBombing":true in setup.txt.

default/campaign/campaign_tutorial/setup.txt added "enableStrategicBombing":false to disable strategic bombing for tutorials


CAMPAIGN
Fixed a bug where missing sea_alts.txt files caused campaign tutorial missions not to load

campaign seaUnits.txt added new variable "notAtLocation":["newhebrides"]
Supports a list of home port IDs that a particular ship class is not able to be recruited from which can be used to author campaigns with multiple home ports and manage ship recruitment locations.

default/language/english/dictionary/campaign/campaign_message.txt
Added new lines for;
NotAtLocation - when cannot recruit a ship from a particular home port

Unit Viewer now lists location/s from which ships can be recruited (at top of ship profiles)



Version 1.08h2
23 Oct 23

GENERAL
Fixed gun turrets on aircraft firing in 360 arcs (bug introduced in 1.08h)


CAMPAIGN
Aircraft now correctly rearmed and repaired when automatically launching at dawn


SUPPORT FOR EXPANDED SHIP DESIGNATIONS
Added new system for expansion of ship types available

default/language/english/unit/designations.txt file added
This contains a list of all unit designations listed as "ID=Abbreviation=Display Name". Note it MUST contain the original 17 (Submarine - Heavy_Bomber).

Any number of additional designations may be added;
eg Fast_Battleship=FBB=Fast Battleship
The ID "Fast_Battleship" can now be used in seaMissions.txt for a campaign and is displayed accordingly, along with its abbreviation, in game

ship_data.txt added new variable "unitDesignation":"Fast_Battleship" to link a ship to any designation. If this value is blank/not included, will use the "unitSubtypeString" as designation.

[NOTE: ship_data.txt "unitSubtypeString" remains limited to the original 11 ship subtypes (Submarine to Merchant, see below), custom ships should be assigned to an appropriate original "unitSubtypeString" value to assist the AI with target prioritisation and combat behaviour; eg merchants retreat, submarines surface on compartment flooded, carriers are high priority targets for aircraft and submarines]

Original ship unitSubtype values:
Submarine
Destroyer_Escort
Destroyer
Light_Cruiser
Heavy_Cruiser
Battlecruiser
Battleship
Light_Carrier
Aircraft_Carrier
Oiler
Merchant

[NOTE: "unitSubtypeString":"Oiler" and "unitSubtypeString":"Merchant" are pooled into into 2 groups. Any instance of "Oiler" or "Transport" in a "sea_missions.txt" mission will pull a random ship from the corresponding group.

campaign folders added new file: sea_alts.txt
Contains a list of alternate designations to check for when creating missions.
eg If wanting a Fast_Battleship for a mission, but none available, will continue searching down list until a ship is found: Fast_Battleship=Battleship=Heavy_Cruiser

Note: "Oiler" and "Transport" in sea missions will ALWAYS select a random unit of the corresponding unitSubtype and generate the first instance of that class.

Campaign sea_missions.txt files added new variable;
"requiresUnitSubtypes":["Fast_Battleship","Heavy_Cruiser"]
When generating a mission AI will check to ensure ships of the required designations are present. If not, mission will not be generated and alternate mission will be looked for instead.



Version 1.08h1
11 Oct 23 BETA

AAA IMPROVEMENTS
Each AAA mount automatically assigned to a compartment based on position

config.txt added new variable "aaaIntegrityKO":25
AAA mount will be unable to fire if its corresponding compartment;
a) has integrity below aaaIntegrityKO value (default 25),
b) is on fire
c) is destroyed

Damage control panel now lists anti-aircraft in that region of the ship with a multiplier to represent multiple AAA mounts if necessary: "1x Anti-Aircraft"
Note some AAA mounts may be on top of or on the deck above internal compartments, such as engineering spaces.

"1x Anti-Aircraft" text will turn red when unable to fire due to damage.

default/interface/styles.txt modified DamageControlFillIcons and DamageControlStatusIcons to display a more pale red color which is also used for the anti-aircraft text color



BIOMES & REGIONS
default/environment/terrain added txt files for;
Temperate_Summer
Taiga_Summer
Taiga_Winter
Tundra_Summer
Tundra_Winter
Polar_Summer
Polar_Winter

These new biomes, as well as existing Desert, Grasslands, Tropical ones are now correctly assigned based on geography and season.

Improved vegetation sprites and varieties across all biomes

Added world terrain data encompassing regions:
North Atlantic (East coast USA to Norway)
Mediterranean (UK to Gibraltar to Iraq)
Indian Ocean (Maldives to Vietnam)


CAMPAIGN
Home Port Takeovers
setup.txt files added support for new variable "allowHomePortTakeOver":false
When true, home ports may be attacked by landing troops and can be bombarded.
Regardless of rank, home ports can always replenish and release ships by the faction that owns them. Home Ports will only replenish resources if owned by their original faction.

Campaign setup.txt files added new variables;
"endIfNoPlayerHomePort":true,"endIfNoEnemyHomePort":true
If true, the side that possesses 0 home ports will immediately lose a campaign.

default/language/english/campaign/campaignNAME/event
Added 2 new events to be displayed when a side loses due to having no home ports
defeatNoPort
victoryNoPort


setup.txt files added new variable: "mapPixelWidth":8192
Specifies the width of the elevation data supporting the strategic map


Example Campaigns & Maps
[These campaign maps are not playable in current state and are example templates only]

default/language/english/campaigns.txt
Add the following lines to enable the 4 example campaigns:
examplePacific=War in the Pacific (example)=7,12,1941=The surprise attack on Pearl Harbour by Imperial Japan plunges the entire Pacific region into war.
exampleNorthAtlantic=Battle of the Atlantic (example)=3,9,1939="The Battle of the Atlantic was the dominating factor all through the war. Never for one moment could we forget that everything happening elsewhere, on land, at sea or in the air depended ultimately on its outcome." - Winston Churchill
exampleMed=Battle of the Mediterranean (example)=1,9,1939=Axis and Allied navies fight for control of the Mediterranean.
exampleIndian=Indian Ocean Raid (example)=31,3,1942=The Imperial Navy steams into the Indian Ocean with the intent to incapacitate and destroy British naval bases in the region.

default/maps added 4 folders containing Strategic Map test graphics and water masks corresponding to the regions mentioned above:
1) pacific
2) northAtlantic
3) med
4) indian

default/language/english/campaign
Added 4 folders corresponding to the example campaigns
examplePacific
exampleNorthAtlantic
exampleMed
exampleIndian

default/campaign
Added 4 folders corresponding to the example campaigns
examplePacific
exampleNorthAtlantic
exampleMed
exampleIndian
Last edited by Killerfish Games; Feb 26, 2024 @ 1:30pm
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Showing 1-15 of 168 comments
Almighty Tarzan Oct 11, 2023 @ 10:24pm 
Super happy to see a update here after hearing a few months back that progress on War On The Sea was paused. Thank you so much for returning to this!!
Last edited by Almighty Tarzan; Oct 11, 2023 @ 11:08pm
Kraznova Oct 11, 2023 @ 10:34pm 
Thanks KFG, and welcome back.
JimmyVega Oct 12, 2023 @ 12:04am 
I can't express how excited I am because of this note out of the blue!! I can't wait to see how this develops - and thanks for returning to this amazing game!
StickMenMaster Oct 12, 2023 @ 1:25am 
Yay! One great tactical change (destructible AAA), one great strategic (capturable homeports), and support for new mods, what's not to like!
Hashinana Oct 12, 2023 @ 4:42am 
Thanks KFG,a great change,but i found a problem. Pearl Harbor is too small.and if there are any plans to add port facilities in the future?or air strikes on the port?thanks
Krisferkat Oct 12, 2023 @ 10:58am 
You guys are much welcomed :)
Nix Oct 12, 2023 @ 12:19pm 
Read it and weep "game is dead" peeps.
sacia4 Oct 12, 2023 @ 1:20pm 
The reason I was looking for, to reinstall the game. I hope development of the game returns, aiming big. :steamthumbsup:
Last edited by sacia4; Oct 12, 2023 @ 1:20pm
humancalledbob Oct 12, 2023 @ 4:30pm 
I love good news....:steamhappy:
Tycondero Oct 12, 2023 @ 10:13pm 
Great news. I am happy this game/project is not abandoned. I didn't believe we would get anymore updates.
keninkansas Oct 13, 2023 @ 8:45am 
Thanks KFG for the update, happy to see the game is still alive. One question (sorry if it's obvious): how do I pull up the new locations? I see the Atlantic, Med etc in the 'Battles' menu, but I'm not sure how to pull those up in say a mission builder. Thanks in advance for any info!
Killerfish Games  [developer] Oct 13, 2023 @ 2:49pm 
Originally posted by keninkansas:
Thanks KFG for the update, happy to see the game is still alive. One question (sorry if it's obvious): how do I pull up the new locations? I see the Atlantic, Med etc in the 'Battles' menu, but I'm not sure how to pull those up in say a mission builder. Thanks in advance for any info!
In the mission builder, you enter the approximate decimal degrees of a real world location.
This thread lists quite a few:
https://steamcommunity.com/app/1280780/discussions/0/3274691833025872390/

Actual campaigns and single battles featuring these new locations are not yet available.
keninkansas Oct 13, 2023 @ 4:32pm 
That works, thanks
Lipi Oct 13, 2023 @ 11:56pm 
Will existing campaign saves be compatible if I switch to this beta now?
Markus1987 Oct 14, 2023 @ 3:59am 
Normally, existing saves may work, but as with mods or other games, the rule should be to restart and enjoy all the changes.
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