War on the Sea
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YorT 8 ก.พ. 2022 @ 2: 44am
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East Indies Campaign v3.1
https://steamcommunity.com/sharedfiles/filedetails/?id=2838702530
East Indies Campaign - v3.1
Is a Standalone Map and Mod centering around the Dutch East Indies in early 1942

Background
During World War II, ABDACOM (American-British-Dutch-Australian Command) was a short-lived military alliance formed in early 1942 to coordinate the defense of Southeast Asia against the advancing Japanese forces. It comprised military forces from the United States, Britain, the Netherlands, and Australia.

However, due to various challenges such as limited resources, communication difficulties, and the overwhelming strength of the Japanese forces, ABDACOM faced significant setbacks. The alliance was unable to effectively coordinate its efforts, and its member nations suffered major defeats, this provides an opportunity to rewrite the course of history and reverse the tides of adversity.

The Mod incorporates several additional ships and a new map with two campaigns of the Dutch East Indies:
Allied Campaign - The ABDACOM Defensive.
Japanese Campaign - Centrifugal Offensive.

List of code improvements
  • Custom resource mechanics, costs & airfield plane replenishment costs
    -5 fuel & 5 engineering & 50 supplies per ship that expended ammo or lost planes
    -2 fuel & 2 engineering & 10 supplies per lost task force plane
    -2 fuel & 2 engineering & 10 supplies per replenished airfield plane
    -unload engineering and fuel in batches of 10
  • Additional Invasion Force Mission.
  • AI convoys now resupply and upgrade bases (secondary objectives) that they have taken over.
  • increased AI torpedo attack range from 50% to 75%
  • AI fighters no longer strafe player ships and will focus on fighters if enemy aircraft in the AO, I wanted to ensure that fighters with bombs attacked ships and not senselessly strafe hard targets like Cruisers and Battleships, the base code has fighters ignore enemy fighters in the area if they spot surface units initially.
  • AI TF's no longer wait 24 hours before sending out a new TF, this now occurs immediately on the return of the previous AI TF.
  • AI Carriers now provide "aircover", a setting in the campaign seamissions which in vanilla code only has land based fighters perform a CAP over AI TF's, any TF with a carrier will now provide their own aircover.
  • Auto airpatrol bug fix - this was a new bug that was introduced with the latest patch.

Features
  • All new East Indies map, with new bases and full tactical map alignment.
  • Japanese DEI Campaign - "Centrifugal Offensive"
  • Allied DEI Campaign - "ABDACOM Defensive"
  • Introduced extended range to some fighters utilising drop tanks.
  • Complete overhaul of AI gameplay, with more realistic player experiences, utilising increased aircraft ordnance dispersion, increased sub, and decreased torpedo detection ranges, this is variable depending on weather conditions.
  • Lowered submarine torpedo accuracy by limiting the maximum solution for subs to 50%. This adjustment was made in response to the core game's exceptionally precise torpedo-targeting systems.
  • Rebalanced ship damage to represent historical damage and realistic time ships actually sink. (the game has ships sinking way too quickly)
  • New sound effects taken from (Berserker45, AoBaMaoGG and KilluH) sound mods.
  • Japanese-themed music.
  • Diamond Formation for Aircraft.
  • Merchant Naval Flags for Japan, the UK, Australia, and the Netherlands.
  • Rebalanced all weapons (refactored using Garzke and Dulin Empirical Formula), torpedoes, and bombs to now better represent historical damage.
  • Uses Apollonir's "Pacific Mod" modified resource mechanics, you will now have to manage your base's resource flow.
  • Added realistic sea states which reflect real-world weather, using the Beaufort Scale (https://en.wikipedia.org/wiki/Beaufort_scale)
  • Broken and Overcast Days have a more realistic ambiance.
  • Separate "Merchant Ship Resource values" text file located in the main folder for referencing.
  • Improved ship maneuverability mechanics to deliver a more authentic ship feel.
  • All aircraft are compatible with KFG's new aircraft mechanics.
  • AI subs/ships will deploy their torpedoes at extended ranges.
See Changelog.txt in download for the full list of version details

Allied American, Britain, Dutch and Australian forces banded together to defend Java and the surroundings.
Below are a few of the ships you can command.

America
Langley Class Seaplane Tender
Houston Class Heavy Cruiser
Brooklyn Class Light Cruiser
Marblehead Class Light Cruiser
Clemson Class Destroyer
Childs Class Seaplane Tender
S-Class Submarine
Porpoise Class Submarine
Salmon Class Submarine
Sargo Class Submarine

Britain
Queen Elizabeth Class Battleship
King George V Class Battleship
Repulse Class Battlecruiser
Hermes Class Light Carrier
County Class Heavy Cruiser
Exeter Class Heavy Cruiser
Emerald Class Light Cruiser
Enterprise Class Light Cruiser
Danae Class Light Cruiser
Caledon Class Light Cruiser
J-Class Destroyer
E-Class Destroyer
S-Class Destroyer (2 variants)
Isle Class Trawler
Vosper MTB
Rainbow Class Submarine
T-Class Submarine
Rawalpindi Class Armed Merchant Cruiser
Li Wo Auxiliary Gunboat
British Transports

Dutch
DeRuyter Class Light Cruiser
Java Class Light Cruiser
Tromp Class Light Cruiser
Jacob Van Heemskerck Class Light Cruiser
Soerabaja Class Coastal Defense Ship
Admiralen Class Destroyer
Isaac Sweers Class Destroyer
Van Ghent Class Destroyer
Van Galen Class Destroyer
Van der Zaan Class Minelayer
Flores Class Gun Boat
Van Amstel Class Minelayer
TM-4 MTB
O19/O21 Class Submarine
K-XIV Class Submarine
K-VIII Class Submarine
Small Passenger Liner
Dutch Transports

Australia
Kent Class Heavy Cruiser
Modified Leander Class Light Cruiser
Adelaide Class Light Cruiser
Tribal Class Destroyer
V-Class Destroyer
Grimsby Class Corvette
Bathurst Class Corvette
Manoora Class Armed Merchant Cruiser
Australian Transports

Aircraft
P-40 Fighter - US Aircraft stationed at Darwin
Buffalo Fighter - British Aircraft stationed at Singapore
Wirraway Attack - Australian Aircraft stationed at Darwin
Beaufort Bomber - Australian Aircraft stationed at Sorong
Buffalo B339D Fighter - Dutch Aircraft stationed at Batavia and Tjilatjap
Hurricane MK2B Fighter - British Aircraft stationed at Singapore
Hurricane MK2B Fighter - Dutch Aircraft stationed at Palembang and Batavia
Martin 166 Medium Bomber - Dutch Aircraft stationed at Palembang, and Makassar
Martin 139WH1 Medium Bomber - Dutch Aircraft stationed at Tjilatjap, and Batavia
Hudson Medium Bomber - British Aircraft stationed at Palembang and Soerabaja
Hudson Medium Bomber - Australian Aircraft stationed at Darwin
Hawk H75A7 Fighter - Dutch Aircraft stationed at Soerabaja
Curtiss CW-21B Fighter - Dutch Aircraft stationed at Soerabaja
Fairy Swordfish Torpedo Bomber - British Aircraft aboard Hermes
Vickers Vildebeest MkIII Torpedo Bomber - British Aircraft stationed at Singapore
Blenheim MkIV Bomber - British Aircraft stationed at Palembang
Blenheim MkIF Long Range Fighter - British Aircraft stationed at Palembang
Kokusai Ki-76 - onboard Akitsu Maru
Mitsubishi Ki-21 Medium Bomber - located at a number of Japanese bases
Mitsubishi Ki-30 Bomber located at a number of Japanese bases

Japan
Updated Fuso and Kongo Battleship
Shimushu Destroyer
Type K7 Class Patrol Boat
Type W-1 Class Minelayer
Type W-13 Class Minelayer
WA-1 Class Aux. Minesweeper
TM No.2 Class Patrol Boat
Type K-8 Class Sub Chaser
Ko-hyoteki Class Midget Submarine
Chitori/Otori Class Destroyer Escort
PB.31 Patrol Boat
Kitakami Class Light Cruiser
Katori Class Light Cruiser
Shinshu Maru Class Amphibious Landing Ship
Kamikawa Maru Class Seaplane Tender
Daihatsu Class Landing Craft
Kaidai IIIA/B Class Submarine
Kaidai VIa Class Submarine

German
Michel Class Auxiliary Cruiser

New Single Player missions
- Escape from Trincomalee
- Sunda Strait with correct historic OOB
- HMAS Yarra's Last Stand near Tjilatjap
- Bombing of Darwin (Australia's Pearl Harbour)
- Force Z

Known Issues
-Aikoku Maru (Armed merchant) using vanilla Kamogawa Maru model as placeholder.
-Aircraft with drop tank load-outs have no gun tracers.

Download v3.1
[drive.google.com]
Installation Instructions
Download Mod into this folder:
X:\Program Files (x86)\Steam\steamapps\common\War on the Sea\MODS
Use JSGME to activate
or
Copy the Mod directly to the following location: X:\Program Files (x86)\Steam\steamapps\common\War on the Sea\WarOnTheSea_Data\

Download JSGME
[drive.google.com]
JSGME Installation Instructions
Download into the War on The Sea "Main" folder:
X:\Program Files (x86)\Steam\steamapps\common\War on the Sea
Ensure you have a subfolder named "MODS"
Open JSGME to activate mod

โพสต์ดั้งเดิมโดย Markus1987:
@All, i create a Install Video

Hope this is a good Help.

https://www.youtube.com/watch?v=sibKWfejei0

Bugs or Issues
It is recommended that you do the following for the best experience or for any newly released versions.
1) Delete all files in your override folder.
2) Delete the "Assembly-CSharp" file in your Managed folder.
3) Right-click on War on The Sea in the Steam library and "verify integrity of game files" found under properties.
4) Re-download Mod.
5) Install Mod again. (using JSGME or copy&paste)
6) East Indies Campaign is a standalone Mod, you should not use any other Mods when playing.

For any questions about the mod, please ask them in the Unofficial WotS Discord:
https://discord.gg/vc8uAVH6Sh

CREDITS
I am thankful to the contributors to the East Indies Campaign and the WoTS community.

Luminarycrush
Apollonir
Nafeij
ramZn2
reisthebest
Saelll
SeZuldaCZ
Shawn
Teslaman90
Chosshi
Markus
Alapapapa0830
Stick men master
Cal Lott
bob london
skwabie - MaxMartin Codes
Original Japanese sub models: DreamK https://www.sas1946.com/main/index.php?action=profile;u=204
Original Tromp model credit: Boris Mulenko https://www.facebook.com/PacificCrossRoadsModels/
Li Wo Model- David Webb <david.webb@yarnhub.org> - YT - https://www.youtube.com/watch?v=jlx6y5guyuQ
Sorry if I have left you out, and thank you all

Intellectual Property Statement.
If your intention is to utilize components of the mod, it is necessary to seek permission before doing so.
This Mod or any parts of, is not authorized for posting on Steam, except under the Steam account named YorT
แก้ไขล่าสุดโดย YorT; 12 ส.ค. 2024 @ 2: 19am
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กำลังแสดง 391-405 จาก 799 ความเห็น
Thank you for the reply, I had a hunch it was core game mechanics at fault.

And thank you again for all your hard work.

I only have 2 notes to make on your comment:
1. it's not that ships take too long to sink, it's that they don't sink even after waiting quite a long time. A cruiser that takes 6 torpedos wouldn't just sink in real life, it would cease to exist almost immediately.
2. i'd like to reiterate that no, i do not find the game too challenging and i don't think that's the point of any of the comments people have been posting about allied ship accuracy. what i find is that it is pointless to play the game using surface task groups to engage enemy surface units, because your ships just can't hit them. instead, just save your command points for convoys and use subs/airpower to BTFO the AI until its out of ships.
I think what you are now pointing out is that we have modeled all ordinances to real-world values, so for instance air-launched torps are roughly half the damage of ship/sub torps., this was not correctly setup in the vanilla game. Same with your aircraft bombs, it's just you have a whole lot more and are not really limited

So the issue here is how the game models damage and hitpoints, again something out of my control. My changes to the slowing down of the ship sinking is merely a setting of how quickly a cell floods, nothing really more than that.

I still think that the game offers a whole lot more realistic experiences than other naval games and I understand your frustrations, but unfortunately, I don't have the ability to make further core mechanic changes so i just work with what I got :)
I really like this mod but i watched someone play and when they played they had a bunch more planes (im getting squads of 3-5 on my tier 3 and 4 air fields wheres as he had at least 8 of each) was this an intentional balance change or are my files downloaded wrong?
โพสต์ดั้งเดิมโดย verminsupreme:
I really like this mod but i watched someone play and when they played they had a bunch more planes (im getting squads of 3-5 on my tier 3 and 4 air fields wheres as he had at least 8 of each) was this an intentional balance change or are my files downloaded wrong?
Yeah, it was apparent that the previous versions of ABDA had airpower that was still OP, aircraft in this theatre were not so impactful historically due to the Japanese air superiority which I'm unable to replicate as they bombed most known airfields, so I've reduced the available number of aircraft at all Allied bases to try and recreate this environment and to encourage more surface actions.
แก้ไขล่าสุดโดย YorT; 13 พ.ค. 2023 @ 9: 20pm
awesome thank you so much! having a great time, thanks for making this
Man I like this mod so much, but the new US campaign is just unplayable, the Japanese AI has become so much more aggressive and OP then before. Within 5 days of starting my campaign I have had every single one of my bases bombarded, dropping all my port levels, and cutting my income in half before I even got one weeks income. All the while the AI is running around with fleets that have at least 2 CA each and the Kongo is roaming around.

Meanwhile all I can afford is a couple destroyers and a single convoy, which was lost instantly to a flight of 15 kates and 10 torpedo bombers out of nowhere. Am I missing something? If the campaign is going to be in the mod it should be winnable, before it was challenging but fair, now i don't want to play it, i think we just need a CP buff, both income and starting, to make it close to fair again.

Also before you could drive the AI off if you attacked their fleets and caused damage so they would not bombard your ports, but now I can sink half the taskforce and they will still just beeline for the port.
โพสต์ดั้งเดิมโดย KanadianKerbal:
Man I like this mod so much, but the new US campaign is just unplayable, the Japanese AI has become so much more aggressive and OP then before. Within 5 days of starting my campaign I have had every single one of my bases bombarded, dropping all my port levels, and cutting my income in half before I even got one weeks income. All the while the AI is running around with fleets that have at least 2 CA each and the Kongo is roaming around.

Meanwhile all I can afford is a couple destroyers and a single convoy, which was lost instantly to a flight of 15 kates and 10 torpedo bombers out of nowhere. Am I missing something? If the campaign is going to be in the mod it should be winnable, before it was challenging but fair, now i don't want to play it, i think we just need a CP buff, both income and starting, to make it close to fair again.

Also before you could drive the AI off if you attacked their fleets and caused damage so they would not bombard your ports, but now I can sink half the taskforce and they will still just beeline for the port.

Sorry but your not going to like the answer to this one :steamfacepalm:

ABDACOM Defensive Campaign is the attempt within the WoTS game engine to closely represent historic events as best we can, for instance, Singapore falling and other key locations that the Japanese invaded, these are the real challenges in this campaign to see if you can change the tide of history with only a few units available facing an overwhelming force which the Allies faced in the Dutch East Indies during these dark times, which by the way took a little over a month to decimate a land force of 148,000 troops.

Its not meant to be balanced in so far as the vanilla campaign where equal forces and locations face each other, its meant to be difficult and one sided.

The real challenge is.....how long can you last?

This campaign is not going to be to everyone's liking, generally aimed at masochists, sadists or really anyone who wants frustrations and pain added to their life, however if this is not your schtick I would encourage you to play the IJN campaign which gives the player the alternate perspective.

Cheers
แก้ไขล่าสุดโดย YorT; 17 พ.ค. 2023 @ 8: 47pm
Anyone has an issue with enemy sub detection being absolutely insane? They can spot your sub from the very beginning of the battle, even below surface and no scope up, in rough seas at 10 km distance, AT NIGHT. I understand this mod is meant to give a challenge, but why then my ships are not able to see anything at all when subs are 1 km from them?
โพสต์ดั้งเดิมโดย YorT:
โพสต์ดั้งเดิมโดย KanadianKerbal:
Man I like this mod so much, but the new US campaign is just unplayable, the Japanese AI has become so much more aggressive and OP then before. Within 5 days of starting my campaign I have had every single one of my bases bombarded, dropping all my port levels, and cutting my income in half before I even got one weeks income. All the while the AI is running around with fleets that have at least 2 CA each and the Kongo is roaming around.

Meanwhile all I can afford is a couple destroyers and a single convoy, which was lost instantly to a flight of 15 kates and 10 torpedo bombers out of nowhere. Am I missing something? If the campaign is going to be in the mod it should be winnable, before it was challenging but fair, now i don't want to play it, i think we just need a CP buff, both income and starting, to make it close to fair again.

Also before you could drive the AI off if you attacked their fleets and caused damage so they would not bombard your ports, but now I can sink half the taskforce and they will still just beeline for the port.

Sorry but your not going to like the answer to this one :steamfacepalm:

ABDACOM Defensive Campaign is the attempt within the WoTS game engine to closely represent historic events as best we can, for instance, Singapore falling and other key locations that the Japanese invaded, these are the real challenges in this campaign to see if you can change the tide of history with only a few units available facing an overwhelming force which the Allies faced in the Dutch East Indies during these dark times, which by the way took a little over a month to decimate a land force of 148,000 troops.

Its not meant to be balanced in so far as the vanilla campaign where equal forces and locations face each other, its meant to be difficult and one sided.

The real challenge is.....how long can you last?

This campaign is not going to be to everyone's liking, generally aimed at masochists, sadists or really anyone who wants frustrations and pain added to their life, however if this is not your schtick I would encourage you to play the IJN campaign which gives the player the alternate perspective.

Cheers

I actually do like the difficulty, and understand that the campaign is supposed to be really tough. I have been playing the campaign more since my last post, and have started to figure out some of what I was doing wrong. (convoys are more expensive then they are worth, when every ship can carry cargo, so I wasted half my budget on something I did not need :steamfacepalm:)

But I still think the AI has become... idk, more insanely brave? Like I said, in earlier builds if you hit a fleet two or three times they would abandon their mission to avoid losses and back off, now though, you can sink half a task force and they will still push through to land or bombard a port, maybe that's just me though?

Thanks for the reply, and for all the amazing work! :sotanchor:
I have a problem with sinking merchant ships. It is supposed to be only a certain number of any type of merchant ships, which I actually like very much as an implementation, that you can sink enough of them and then the enemy will struggle with invading/resupplying, although for me it does not seem to work properely. The game only counts the first ship sunk in a certain type of merchant ship, and then it will spawn new ones with the same name which then wont be counted as sunk even if you manage to do so. I think the problem is that they are of a different name as with other type of ships where this system works. Any idea why it can be for me? Thanks for the help! <3
โพสต์ดั้งเดิมโดย Vercetti:
Anyone has an issue with enemy sub detection being absolutely insane? They can spot your sub from the very beginning of the battle, even below surface and no scope up, in rough seas at 10 km distance, AT NIGHT. I understand this mod is meant to give a challenge, but why then my ships are not able to see anything at all when subs are 1 km from them?

You can manually change it in the settings under sonar range. Have you tried that?
After investigating the save file I think the problem is that the game does not record more instances in ships sunk in the same category, not just for merchants it seems. "sunkShipInstances" and "factionSunk" looks to be bugged out I think, could you please copy what parameters the game says for you if you sunk more ships in the same chategory after the previously mentioned codes? Or just simply copy pasting the first two lines of your save file would be even better. So at least I can manually change it if there is no workaround of this bug for me. Would really appreciate it.
โพสต์ดั้งเดิมโดย zetrox:
After investigating the save file I think the problem is that the game does not record more instances in ships sunk in the same category, not just for merchants it seems. "sunkShipInstances" and "factionSunk" looks to be bugged out I think, could you please copy what parameters the game says for you if you sunk more ships in the same chategory after the previously mentioned codes? Or just simply copy pasting the first two lines of your save file would be even better. So at least I can manually change it if there is no workaround of this bug for me. Would really appreciate it.
Unfortunately this is a game core mechanic, sounds like you have a solution :steamthumbsup:
I was hoping that if you manage to hold out long enough as the allies you would be delivered some of the new ships and aircraft. I am in May in my game and have not received any new planes or ship plans. Do you get these eventually?
แก้ไขล่าสุดโดย Flames of Icarus; 28 พ.ค. 2023 @ 1: 55am
The scope on Ro class medium submarines is half in water half outside,so its kinda difficult to aim,and i dont know if you can manage depth by single digit meters (to go from current 10m periscope depth to maybe 8m depth)
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กำลังแสดง 391-405 จาก 799 ความเห็น
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