War on the Sea

War on the Sea

 This topic has been pinned, so it's probably important
Apollonir Aug 4, 2022 @ 9:53am
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Pacific Campaign 2.2.1 - new campaigns mod
Pacific Campaign - new campaigns mod

Pacific Campaign 2.2.1 for War on the Sea 1.08g7h2 (silent fix) - last updated on 2022-11-12

https://steamcommunity.com/sharedfiles/filedetails/?id=2844629428

Table of contents
  • Features
  • Frequently asked questions
  • Future plans
  • Intellectual property statement
  • Installation instructions
  • Uninstall
  • Compatibility
  • Download
  • Mod support & Discord
  • Contributors
  • Known issues
  • Changelog

Features

Difficulty

This mod is optimized for NORMAL campaign difficulty. Choose the tactical encounter (battle) difficulty at your own discretion. Please note that these campaigns are meant to be somewhat challenging, not a cake walk like the Guadalcanal campaigns. You're no longer the big baddies here. The AI is. Welcome to the war, admirals! This mod is not for those who want to blitz the Pacific in a month. Pack some extra tears for this playthrough.

Campaign settings:
  • Enemy uses submarines - true
  • Enemy uses aircraft carriers - true
  • Refund command points post rest & repair - true
  • New carrier aircraft require release - false

Now compatible with ABDACOM Defensive campaign as the 5th campaign slot.


War in the Pacific

The Allied campaign of the Pacific theater this mod brings. The Japanese Empire has quickly expanded over Southeast Asia and the Pacific Islands. The last pockets of resistance in the East Indies are being neutralized. MacArthur is isolated on Luzon with his 15000 strong force, expecting to be able to hold at most 3 weeks before they are overwhelmed. The Australian garrison of Port Moresby has already engaged the Japanese soldiers down the Kokoda Trail. The situation is dire! Using Midway as a forward base, your orders are to liberate the islands and push Japan to its home islands.

This campaign's difficulty lies primarily in the starting conditions. If the player has bad luck and the AI rolls a good dice with its task forces... then this campaign can be lost very quickly. Your only base is thousands of kilometers from your objectives. Good planning and infrastructure building at key locations will reward you. The historical strategy of just delaying and bold attacks might be a good idea until you build a stockpile of troops for concentrated offensives.

Maximum stockpile at home base: 10000 troops, 20000 supplies, 500 engineering, 500 fuel. Anything above these numbers don't get replenished weekly at your home port. You can use convoys and move the resources to stockpile them at another location. This is the more historical campaign.


The Rising Sun

Take command of the Imperial Japanese Navy to expel the western colonizers from Asia and establish the Greater East Asia Co-Prosperity Sphere. The fact that a less tactful faction of the Army took control of the state does not help matters for you. The United States and its allies paid attention to Japan's aggressive expansion and did not sit idle. Additionally, the Army-Navy rivalry means you get fewer weekly resources than you need to fight properly.

This campaign's difficulty lies primarily in the gap of available ships between Japan and the Allies, the smaller weekly reinforcements you get, and an entrenched enemy. Should the Allies manage to conduct a strong offensive against you... you'll find yourself in serious problems.

Maximum stockpile at home base: 10000 troops, 20000 supplies, 500 engineering, 500 fuel. Anything above these numbers don't get replenished weekly at your home port. You can use convoys and move the resources to stockpile them at another location. This is an alternate history campaign where the Allies did not sit idle.


Custom unload of fuel and engineering

To better support the custom rearming, replenishment and maintenance mechanics from the player's point of view a new way of handling cargo is added. From now on, fuel and engineering can be unloaded in batches of 10 (or whatever amount is left aboard less than 10).

If the selected ship in cargo management interface has 0 fuel/engineering aboard, then it will load up its entire hull with the maximum fuel/engineering it can carry. If the selected ship has any fuel/engineering aboard, then it will unload it in batches every time you click the cargo transfer icon.

Example with a Wenchou Maru merchant ship. It has 0/56 engineering when it is empty. You push the cargo transfer arrow and Wenchou Maru will now have 56/56 engineering aboard. If you want to unload it will go like this:
  • click 1 on cargo transfer arrow: unloads 10, 46/56
  • click 2 on cargo transfer arrow: unloads 10, 36/56
  • click 3 on cargo transfer arrow: unloads 10, 26/56
  • click 4 on cargo transfer arrow: unloads 10, 16/56
  • click 5 on cargo transfer arrow: unloads 10, 6/56
  • click 6 on cargo transfer arrow: unloads 6, 0/56

Troops and supplies are NOT impacted by this. They will load/unload the entire cargo capacity of the ship.


Custom rearming mechanic

Someone once said, jokingly (and away from his wife), that the reason why we refer to ships as "she" is because - like women - they cost a fortune to maintain.

A navy does not run on copium. Ships fighting a war consume fuel to get around and supplies for the crew, maintenance and ammo. Planes don't fly on the backs of invisible dragons, they also need fuel. The pilots don't fire red lasers from their eyes, their guns fire ammo that comes from a factory and consumes materials.

More, planes don't spawn planes from dirt at an airfield. Lost planes at airfields will now also cost replenishment. This mechanic affects only the player (because the AI can't send convoys to stock on resources at land locations). If you don't have enough fuel and supplies at a land location, then you won't be replenishing your losses. Make sure you check periodically that you have enough resources. The GUI does not refresh when the numbers are subtracted at 05:00 every day. You have to close the land location menu and reopen it to see the refreshed values.

I've modeled this via a custom rearming mechanic. Every time a task force rearms, the game will check what ships have expended ammo or lost planes. To rearm a task force, the land location must have sufficient fuel and supplies available. This means that carriers do not require release to replenish the plane numbers. The task force can be split and ships rearmed individually if there are not enough supplies for the whole task force.

The rearming costs are described in the ingame objectives panel and those should be referenced every time. As of now, the values are as follows:
  • 5 fuel & 50 supplies per ship that expended ammo or lost planes
  • 1 fuel & 15 supplies per plane lost from the task force
  • 1 fuel & & 1 engineering & 10 supplies per plane replenished every day at a land location airfield

This will also affect your vanilla or any other campaign, not just the ones added by this mod.


Bombardment kills troops and destroys stockpiles

Shore bombardment was not always directed only at local infrastructure. Sometimes, it was aimed directly against enemy troops. This customization aims to simulate damage to local stockpiles and casualties from shore bombardment.

A flat value equal to 10% of troops/resources is considered for losses when a land location is bombarded (henceforth referenced as percentageBombardLosses). Modifiers apply.

Composition of the task force doing the bombardment is considered (already in the game). This will generate a "damage" value that goes up until the low to mid hundreds. it's divided by 3000 to get a reasonable death percentage. This applies to percentageBombardLosses as extra percentages (henceforth referenced as percentageBombardLosses). Example: the damage variable is 300, so this means 10% losses (300/3000 = 0.1).

The total port + airfield level is subtracted from percentageBombardLosses as a percentage. For example, if the location has port = 3 and airfield = 2, then 5% is subtracted from percentageBombardLosses (which becomes 5%).

If a land location is contested, then the side doing the bombardment gets a bonus modifier (as multiplier). This is supposed to model the fact that men on the ground can direct naval artillery fire via radio for more accurate hits or communicated pre-scouted/exposed positions of high value. The modifier is enemySpottersModifier = 1.5. Example: without any other modifier, this makes percentageBombardLosses = 7.5%. The player needs at least 2000 troops present for this bonus to be taken into account (countermeasure to those of you who like to abuse it).

Supplies are more susceptible to losses. The percentage of losses applied to supplies is multiplied by 2.

Engineering is more susceptible to losses. The percentage of losses applied to engineering is multiplied by 2.

Fuel is even more susceptible to losses. The percentage of losses applied to fuel is multiplied by 3.

The AI gets +50% extra resilience to bombardment losses (to compensate for its lack of intellectual capabilities).

The AI is immune to bombardment losses if they have 2000 troops or fewer at the bombarded location.


Increased chance to scuttle player ship

The chance of scuttling ships is calculated as a percentage of burning/flooded cells relative to the total number of cells of the ship. The number of DC parties aboard lower the number of burning/flooded cells taken into account for chance calculation. The scuttling mechanic is triggered when leaving combat and calculating post-combat results.

AI will scuttle ships at 42.0% threshold (floating point number).

Player will scuttle ships at 30.0% threshold (floating point number).


AI subs will always spawn underwater

No more whacking the AI subs with planes because of BS bugs and AI lack of reaction/intelligence.


Deadly air attacks

This mod enables AI CVs to attack the player as far away as 600 km. The airfields can attack player task forces as far away as 650 km.

An encounter allows for a maximum of 72 planes per side. The campaign allows for 24 planes in a wing. This will make air encounters deadly for the player and the AI. This means that a CV can launch its entire air complement at you and... you might not like the outcome.

I strongly advise against attacking enemy home bases or loitering close to them. As the saying goes - F around and find out.


Sea traffic

Both campaigns feature non-combat ships moving about the map. This is us trying to model sea traffic and bring some life to an otherwise empty sea. They will follow routes between land locations. These merchants will no longer show up if the locations they frequent are taken over by the player, but will return if the AI takes those prerequisite locations back from you.


Land combat

This is not a feature added by the mod, but by the base game. And it takes many players by surprise because of how the vanilla campaign sets expectations in contrast to how the Pacific Campaign mod makes use of it.

Infrastructure built at land locations (port or airfield) will give the defending troops a bonus. The combined rank of the port and airfield at the location provides +20% per rank. 1000 troops defending a location with rank 5 port and rank 5 airfield would gain +200% bonus, making them equivalent to 3000 troop strength.

And that is why in real life shore bombardments supported naval landings. Softening up the fortifications, taking them out. Reduce the number of planes an airfield can deploy against you.

The higher level of infrastructure a land location has, the more resilient it is to shore bombardment.

Supplies - access to food, medical supplies and heavy weapons increase the effectiveness of troops by 500% if there's a ratio of 1:1 troops to supplies.


Weekly AI chance to upgrade & reinforce locations

This feature is part of the base mod. As some of you might have read, the AI is not particularly capable to upgrade and reinforce its owned locations the old way - via convoys of men and resources. This mechanic aims to address it on a weekly trigger. Before I explain how this works, here are some variables:

int weeklyLevelUpgrade = 1;
int weeklyReinforceTroops = 500;
int weeklyReinforceSupplies = 1000;
int positiveWeeklyFraction = 2;
int negativeWeeklyFraction = 4;
int maxAutoUpgradeLevel = 3;

Every week, the game will pick a random land location. If it is a land location owned by the player or a home port of the player/AI, then it does nothing and casts the dice the next week. If it is not, however, then it will try to upgrade the local port/airfield level and add troops.

For uncontested land locations, it will try the following. First, if both port and airfield are equal or greater than maxAutoUpgradeLevel, then the land location only gets (weeklyReinforceTroops * positiveWeeklyFraction) troops and (weeklyReinforceSupplies * positiveWeeklyFraction) supplies. If the port and/or airfield levels are smaller than maxAutoUpgradeLevel, then it gets weeklyReinforceTroops troops and weeklyReinforceSupplies reinforcements, plus upgrade the airfield if it is smaller than maxAutoUpgradeLevel.

Now, for port/airfield level. If the airfield level >= maxAutoUpgradeLevel, then upgrade the port by weeklyLevelUpgrade levels if its level is smaller than maxAutoUpgradeLevel. Otherwise, upgrade the airfield by weeklyLevelUpgrade levels until maxAutoUpgradeLevel is reached. It prioritizies airfields because those give the AI a better fighting chance than ports do.

If the land location randomly chosen is owned by the AI, but contested by the player (both factions have troops fighting there), then no upgrade to port/airfield is applied. The AI will only get some troops and supplies equal to: weeklyReinforceTroops divided by negativeWeeklyFraction and weeklyReinforceSupplies divided by negativeWeeklyFraction. In reality, could be troops landed by submarines or via plane. It might not be enough to tip the scales, but it might be enough to delay takeover by the player.

As you can see, this mechanic gives the AI a good chance to upgrade most of the land locations if the RNG is right. The more land locations the player conquers from the AI, the odds will no longer favour the AI. This is meant to also reflect dwindling resources as the war goes poorly.


Extra resources from controling certain land locations

To simulate the aspect of "war for resources" I decided to code this feature into the weekly resupply at your home base. This won't show up in the GAME RULES panel (it will only show regular weekly reinforcements).

The following locations will grant the following supplies to the player if the player owns them:
  • Manila - 5 engineering
  • Hong Kong - 5 engineering
  • Singapore - 5 engineering
  • Kuala Lumpur - 5 engineering
  • Jakarta - 5 engineering
  • Tjilatjap - 5 engineering
  • Soerabaja - 5 engineering & 5 fuel
  • Brunei - 5 engineering & 5 fuel
  • Cebu - 5 engineering & 5 fuel
  • Sorong - 5 fuel
  • Ambon - 5 fuel
  • Tarakan - 5 fuel
  • Balikpapan - 5 fuel
  • Kuching - 5 fuel
  • Puerto Princesa - 5 fuel

This should encourage both the IJN and USN players to go for these locations earlier.


Weekly infrastructure maintenance and degradation

This only applies to player land locations. Contested land locations are not exempted from this weekly cost.

As you might have observed the trend by now, infrastructure requires maintenance. Nature and combat take a toll on buildings, shipyards, ports, airfields. This means that humans have to maintain these facilities to prevent them falling into dereliction.

You have to decide what land locations you want to maintain supplied. Which ones are really important to your war effort? Do you build up Tarawa to level 5 only to let it fall to dereliction one year later once you take the fight closer to Japan? Or do you keep it supplied for the weekly CP income? Land locations that fall to dereliction will lose port/airfield level and this also loses you weekly CP income.

In the game, this is modeled as a weekly fuel & engineering cost for the land locations. The cost is 1 fuel & 1 engineering per port/airfield level. Example: a land location controlled by the player with level 4 port and level 3 airfield will cost a maintenance of 7 fuel & 7 engineering every week. The costs are automatically deducted from the local stockpile of fuel and engineering resources.

If either engineering or fuel are too low, then the penalties apply. The integrity of the land locations degrades weekly. If unattended for a long enough time, the integrity will fall so low that the port and airfield levels are reduced by 1 level each. If resources are again available, then integrity will restore itself back to 100, but the airfield/port level do not increase on their own to the previous level.

A new number was added to the game in the land location menu. Right under troops/supplies/engineering/fuel a new number shows up for the player owned locations. This number represents the current integrity of the land location. Integrity a base game parameter. It's used in bombardments to determine if the land locations suffer penalty to the port/airfield levels. This means that a location that fell to dereliction will be much more vulnerable to AI ships bombarding you.

Weekly integrity change is 10. This means that for a integrity=100 locations without enough fuel/engineering it will take it 100/10 = 10 weeks to downgrade due to dereliction. That's 70 ingame days. Plenty of time for you to resupply that place if you really care about it.


Simplified Realism submod

This submod includes extra features/mechanics that aim to simulate more realism in the game by making the campaign more challenging for the player. In war, production & logistics matter more than actual fighting. You can get away with having a regiment erased off the face of the Earth if you have the manpower and equipment to field a replacement in short time. People and infrastructure require maintenance. Supply lines are more important now.

Should you install this submod, you must plan your strategy & decisions instead of recklessly dumping resources everywhere and building up infrastructure everywhere possible. You would be amazed how many supplies a large group of humans need to survive and then fight. We are not talking about a family of 4 doing a picnic - a relatable and easy to understand consumption rate. This is thousands of fit men.


Daily troop attrition & supply maintenance of troops

This features is part of the "Simplified Realism" submod. This only applies to player land locations that are not contested by both sides' troops.

Troops, as expected, consume supplies even when out of combat. I am of the opinion that the "troops" resource models not just infantry but also gear they have (food, medical supplies, guns, mortars, ammo, vehicles, clothing, etc). Such gear is subject to attrition because of accidents, poor equipment maintenance or exposure to the elements, and food for the troops. If the supply-to-troops ratio falls under certain thresholds, then attrition to the troops is applied (men dying of hunger/thirst, weapons no longer good for use, units unable to participate in operations) to reduce the overall fighting effectiveness of the neglected garrison.

What does this mean for you, Admiral? It means you can't just dump 5000 soldiers on a speck of dirt in the middle of the ocean and be able to ignore them. You must make regular supply shipments to them so they stay combat effective and don't die. If ignored, a 5000 strong garrison will quickly become a rabble.

Five levels of penalties are identified based on the supply:troops ratio:
  • > 90% - no penalty (troops can go about with a buffer they have)
  • 80% to 90% - mild penalty (x1 modifier)
  • 70% to 80% - moderate penalty (x2.5 modifier)
  • 60% to 70% - severe penalty (x5 modifier)
  • < 60% - critical penalty (x7.5 modifier)

The modifier applies to the flat percentage of troops removed by lack of supplies, which is 1%. Troops will consume daily 1 supply per 50 troops. The minimum number of troops lost is 5 (without penalty modifier applied) - this helps with calculation performance. Supply subtraction is made after attrition checks. The home port of the player is exempted from this. Land locations with a garrison of 250 or smaller are exempted from attrition (helps with calculation performance).

Example: a garrison of 5000 troops will consume 100 supplies every day.

Example: a garrison of 5000 troops with 3900 supplies have a supplies:troops ratio of 0.78 (78%). This means they will suffer a moderate penalty. This gives us 5000*0.01*2.5 = 125. The minimum number that can be lost is 5 * 2.5 = 12 (rounded down). Since 12 < 125, final attrition calculated is 125. It means that the land location is left with 5000 - 125 = 4875 troops. Now, the the supplies maintenance is calculated for the day as 4875/125 = 97 (rounded down). So the land location's final troop and supply numbers are: 4875 troops & 3803 supplies.


Frequently asked questions
  • Any question about historical accuracy

    I sacrificed 100% historical accuracy and even went with a bit of alternate history for the sake of gameplay. If you do not agree with this approach then feel free to edit the mod files to your heart's desire.

  • Why is there no land rendered in tactical?

    We can't correctly align the mod's map with the game's terrain map. Thus, terrain height would not be accurately rendered in tactical. Would lead to ships spawning on land. One of our colleagues is trying to find a solution to this. Until then, no terrain and only ocean.

  • How do I get rid of rearming costs?

    Restore the Assembly-CSharp.dll file that you were supposed to make a backup of prior to installing this mod. The alternative is to verify the integrity of your game files via Steam.

  • Can I install mods X, Y, Z with the Pacific Campaign?

    Check our statement regarding compatibility.

  • I have problems with the mod and I need support.

    Keep reading this topic. There's a section dedicated to reporting issues and getting help.

  • Why is weekly replenishment so small? I am running out of resources (troops, supplies, engineering, fuel).

    Do you want a challenge or another cakewalk? War eats resources - humans, fuel, material. You can't just keep pushing forward while your stores are depleted. Take a break until you build a reserve. Be considerate with your tactics and strategy.

  • Any questions about "plane spam".

    This mod tried to balance the plane spam some of you are familiar with from TTE. If you are not the type of person who parks their task forces halfway between Guadalcanal and Rennell (both occupied by the AI), then you understand how to avoid getting slapped by the AI's air power constantly.

    The closest thing to air spam can happen in sections of the map where many land locations are close to each other and overalpping range (i.e. Solomon Islands, inside seas of Philippines, East China Sea, Java Sea).

    If it's still too much, then use the submod of TTE that removes bombs/torpedoes from fighters and scouts since they too can generate encounters with your TF.

    Remember: planes of this age can't do operations at night & a destroyed airfield can't launch planes.

  • Where are the new ships and planes?

    What new ships and planes? This mod does not add new ships and planes. It uses assets from other mods.

  • Why doesn't the map stretch to Hawaii or the West Coast?

    That's a whole load of empty ocean with no places that have an impact on gameplay. Midway was chosen as the main base (compromise) for the US. The Solomon Islands are already tiny. Stretching the map further would make zoom in to any sort of detail impossible.

  • How do I change when ships become available?

    Edit seaUnits.txt in campaign/campaign003 and 004 folders.

  • Does the "Simplified Realism" submod affect the AI?

    No. The AI works on a different basis than the player and it has no ability (at this moment in time) to react to the penalties imposed by Simplified Realism upon it. I wish it could work. If it becomes able in the future to do that, then I can update the mod to also impact the AI. It only affects the player for now.

  • Does the "Simplified Realism" submod and/or custom rearming mechanic affect campaigns not added by Pacific Campaign mod?

    Yes. See uninstall instructions how to restore Assembly-CSharp.dll file and get rid of the custom mechanics.

  • Why are submarines and carriers more expensive than usual?

    Because submarines and carriers under player control are overpowered in this mod simply because of strategic implications and poor AI behavior in ASW/anti-carrier operations.

  • Why can't I rearm my aircraft carrier even though there are plenty of resources at the base?

    If you are here it means you did not read jack on this page. Check that you started your campaign with the right settings. You can edit your ongoing campaign to swap this setting's value.


Future plans
  • Balance the campaign better and try to keep it updated.
  • Develop an Expanded Arsenal type of AI for the game for the people who eat nails for breakfast and think it's yummy.
  • Add new custom game mechanics that are cost-efficient in terms of gameplay impact versus implementation effort.
  • Improve AI pathfinding


Intellectual property statement

We don't own War on the Sea (otherwise we'd be selling you this as a DLC), that much is clear. However, we own the intellectual property to this mod we built in our free time due to our love for this game. We don't add any new 3D models.

We don't claim any intellectual rights to the Assembly-CSharp.dll file this mod features.

This mod and its contents may not be used in any way, shape or form that intends to monetize the modding of War on the Sea. Any person doing so will do it at their own risk, under the legislation in effect, of their own volition. The Pacific Campaign mod team does NOT endorse any sort of monetization from modding this game.

We won't fown in any way upon distribution of this as long as you don't take any credit you're not entitled to.

You are free to make submods for this mod, but we won't guarantee any dedicated support for compatibility from one release to another. We don't review & approve submods for Pacific Campaign.

Don't publish other mods/submods under the exact same name that you made by editing this mod's files. Change or add something to the name so it does not generate confusion.

You're free to use this mod as a prerequisite to other mods you want to build.


Installation instructions

UPDATE: GET THE MERGED (NON-JSGME COMPATIBLE, ALL MODS MERGED) DOWNLOAD. THIS GUIDE IS ONLY VALID FOR JSGME COMPATIBLE DOWNLOAD WHICH NO LONGER WORKS WITH LATEST ABDACOM UPDATE. SKIP THIS SECTION IF YOU SEE THIS MESSAGE.

This mod requires the following prerequisites:

Optional, make a backup of the following file: [Steam Games\steamapps\common\War on the Sea\WarOnTheSea_Data\Managed\Assembly-CSharp.dll]. If you don't make the backup, then you can just use Steam to verify files integrity to restore the original file.

The ABDACOM Defensive mod is the first mod to be installed. TTE is second. OM is third. Fourth is any TTE submod you might want to add. Pacific Campaign is fifth and last.

Recommended JSGME list:
  • East Indies Campaign
  • TTE MAIN MOD
  • Base OM Mod
  • (optional) TTE submods
  • Pacific Campaign
  • (optional) Pacific Campaign submods

It is compatible with JSGME if you don't want to install it manually. I recommend you rename or delete your old override folder so there are no issues and the installation is clean.

I strongly advise you use the no payload for scouts and fighters submod of TTE. You might have to put it after OM in the load list.

I don't recommend running other submods from TTE or other mods.

Read the compatibility section if you want to add other mods.


Uninstall

  • Open your JSGME and remove all mods from the right menu
  • Delete your override folder
  • Verify game files integrity via Steam (to get the latest standard Assembly-CSharp.dll)


Compatibility

By default, the following mods are incompatible with Pacific Campaign:
  • Anything that edits the Assembly-CSharp.dll file
  • Anything that edits the campaign003 or campaign004 files and installed after Pacific Campaign

Some mods (like "reisthebest compatibility tool") might come with dedicated compatibility updates in the future that bring multiple mods/features together that otherwise wouldn't work together without overwriting each other.

If you are unsure about something then just ask.

Currently known mods/submods that conflict with Pacific Campaign until a compatibility patch is made:
  • Changed plane AI submod from TTE - I made a compatible version included in the download of Pacific Campaign


Download

Alternative download link. Not JSGME compatible. Contains all prerequisite mods merged. Unpack archive into your StreamingAssets folder of the game. You must still get the Assembly-CSharp.dll from the main link below and put it in Managed folder of the game. Link: https://drive.google.com/file/d/1n52SDdTze15fwmS9XABPVwL4m9-e0Lfm/view?usp=share_link

THIS LINK IS OUTDATED! USE IT ONLY TO GET THE Assembly-CSharp.dll FILE!! Old download link: https://drive.google.com/file/d/1o3EG-dXD6aCEC6r02kIfgvMPE_gY4MWu/view?usp=sharing


Mod support & Discord

If you have problems with the mod then ask your questions here (takes longer for someone to reply) or go to the unofficial War on the Sea server on Discord for fast support.

Please report any problems you see so they can be fixed in a future update. Thank you!

Fair warning! Before you start asking questions first make sure that it is NOT answered in this topic's main post. It is very likely that you will be ignored or sassed at if you ask for information that I've already included in this post. It is nothing personal. It is frustration that our clarifications are ignored and we repeat ourselves too often. Depends on the mood of the people providing the answers at the time.

Link to the Discord server: https://discord.gg/vc8uAVH6Sh

If your game crashes when loading tactical encounters and a Kaidai is involved in it, then try adding the following entry to mountData.txt:

{"mountID":"10cm50Type88","ammoType":0,"usesAmmunitionSource":true,"reloadable":true,"isDualPurpose":true,"calibre":100,"maxRange":1620.0,"verticalArc":{"x":-90.0,"y":10.0},"elevationOrigin":0.0,"timeBetweenFiring":10.0,"transverseRate":20.0,"elevationRate":5.0,"spawnOffset":{"x":0.0,"y":0.0,"z":0.49},"delayBetweenSpawn":0.1,"trains":true,"elevates":true,"fireFXString":"MuzzleFlashSmall","penetrationParams":{"x":-0.01,"y":110,"z":0.009,"w":-110},"hePenFactor":0.2}

And add this to the dictionary entry for translation so you do not get in the GUI "string not found" message:

10cm50Type88=10cm/50 Type 88



Contributors

Every person on this list had a contribution. It could simply be a modder allowing use of their assets. It could be a beta tester. It could be a main modder. It could be a researcher. It could be an occasional contributor. Give them a thank you if you enjoy the mod.

  • Apollonir
  • reisthebest
  • Flying Doggo
  • YorT & LuminaryCrush
  • ISD Chimaera
  • Hiryu
  • PotentiallyDodgy
  • Kraznova
  • Choccy
  • Saelll
  • ramZn2
  • ale573
  • Teslaman90
  • Jenny/Anna
  • The Baron

Also many thanks to KFG for helping us with our questions!


Known issues

The AI pathfinding in campaign "The Rising Sun" is not particularly amazing. I'm looking into solutions for that one.


Changelog

--------------------------------------
2022-08-04
Pacific Campaign 1.5 - initial release
--------------------------------------
2022-08-06
Pacific Campaign 1.6 - update
- added replenishment costs to player airfields (1 fuel & 10 supplies per replenished plane)
- added small starting fuel resource to player airfields to replenish losses in the first few days of the campaigns
- updated a sea traffic sea missions for "The Rising Sun" with hard rule enforcing their paths
--------------------------------------
2022-08-08 Pacific Campaign 1.7
- added missing Saint Louis class to USN in both campaigns
- gave 10 starting fuel & 600 supplies to Milne Bay in "War in the Pacific"
- updated available planes at airfields for USN in both campaigns at several land locations
- updated garrisons for the Allies in Philippines in "The Rising Sun" campaign
- adjusted objectives for "War in the Pacific"
- adjusted availability of US standard battleships to account for Pearl Harbor damage and refits
--------------------------------------
2022-08-15 Pacific Campaign 1.8
- added engineering cost to replenishing planes at airfields (1 per plane)
- slight adjustment to weekly resource income
- increase starting CP for both campaigns
- adjust distance at which airfields and CVs attack the player
- increased postEngageAirCooldown to 1 hour to reduce amount of air encounters in a day for a given player task force
- lowered infrastructure levels on some land locations in both campaigns & gave an initial engineering supply to important player locations at start
- updated planes at land locations so late war aircraft are more rare
- added more sea missions to IJN and USN campaigns
--------------------------------------
2022-08-15 Pacific Campaign 1.8.2
- removed the Hong Kong sea traffic in The Rising Sun because it causes too many interrupts
- adjusted the USN AI home sea mission to avoid two dangerous paths
- adjusted dates when ships are available in The Rising Sun to the player and AI
- updated the formation of a patrol sea mission in The Rising Sun
--------------------------------------
2022-08-26 Pacific Campaign 2.0
- new submod "TTE Reworked Air AI for Pacific Campaign"
- new submod "Simplified Realism Pacific Campaign" which includes additional features into the base game code
- increased spacing in the AI sea formations to maximum (1500 meters on player slider bar)
- included troop attrition when there are not enough supplies to "Simplified Realism"
- updated seaWaypoints.txt to add correct navigation radius to waypoints
- integrated "ABDACOM Defensive" as a prerequisite submod for the Dutch assets and extra assets it brings to the table. New ships will show up in ongoing campaigns. But a new campaign is required to have the Dutch and British planes in Indonesia region
- increased cost of submarines for the player in both campaigns (because they are OP in a half competent player's hands on a strategic level for this campaign)
- added new Dutch and British planes to the Indonesia region. As aforementioned, an ongoing campaign won't have them at the land locations. Only new campaigns with this update will have the planes at airfields. Unless you know how to edit your save file (could easily generate a fresh save file and copy-paste the right content over to your old save game)
- slight increase to weekly supplies, fuel and engineering to cope with the Simplified Realism submod
- added more combat patrols to the IJN campaign "The Rising Sun"
- improved AI pathfinding on the strategic map in "The Rising Sun"
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2022-08-27 Pacific Campaign 2.0.1
- hotfixed by adding missing override\language\english\unit\air\beaufighter.txt that was accidentally removed from TTE base mod and causing issues at Milne Bay and other land locations where the Beaufighter was added
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2022-09-02 Pacific Campaign 2.1
- updated objectives.txt in both campaigns to better fit in page
- increased repair time per compartment in "War in the Pacific" by 1 day to simulate extra travel time to Pearl Harbor of damaged ships since Midway wouldn't have the facilities required
- added HMS Renown to her class and made available for the campaign
- lowered CP income from merchant kills to 1 on normal difficulty
- added weekly chance for the AI to upgrade and reinforce with troops/supplies one of its owned land locations
- added to the base mod a new mechanic that causes bombardment to kill garrison troops and destroy local resource stockpiles
- added visual indicator in the objectives panel if the Simplified Realism submod is active
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2022-09-06 Pacific Campaign 2.1.1
- hotfixed wrong Okinawa plane reference to Wildcats (needs new campaign to work)
- increased submarine costs even more because of how OP they are in the current meta (working on some ideas to make them better than OP sticks to whack the AI with)
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2022-11-08 Pacific Campaign 2.2 - Economy of War
- increased fuel cost per rearmed plane in task force to 1 fuel instead of 0.5 fuel
- increased supply cost per rearmed plane in task force to 15 instead of 10
- increased supply cost per rearmed ship in task force to 50 instead of 25
- increased chance to scuttle player ships; if more than 31% of cells are burning or flooded (number of DC parties mitigates this) the player ship will be scuttled; AI scuttle threshold is unchanged at 42%
- added a condition to setting initial sub depth so that AI subs always spawn underwater in tactical (no more cheating by killing them with planes due to the bug when loading a save game)
- migrated from Simplified Realism to main mod the weekly chance for the AI to upgrade & reinforce one of its owned land locations
- migrated from Simplified Realism to main mod the weekly maintenance cost of player land locations (1 fuel & 1 engineering per port/airfield level or they degrade until they lose a level)
- removed the extra step of time compression because it seems to cause weird spotting issues with the base game's clock; applies only to new campaigns (ongoing campaigns might show this issue every now and then)
- rebalanced submarines and CV costs; they are OP in this campaign and their use by players seems pretty spam-ish and taken for granted; plus the AI does not necessarily fight them properly
- fixed dictionary translation for S-class submarine weapons
- added a new mechanic that gives the player extra fuel/engineering if they own certain land locations (read mod description)
- added integrity and supplies-to-troops ratio to the map land location panel with value and hint
- integrated compatibility to run East Indies custom campaign from within the Pacific Campaigns mod
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2022-11-12 Pacific Campaign 2.2.1 - Engineering and fuel can be unloaded in batches of 10
- fuel and engineering can now be unloaded in batches of 10 as long as the ship has fuel or engineering aboard; the same is not applicable for troops/supplies
- read the category Custom unload of fuel and engineering in the mod description for details
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Last edited by Apollonir; Apr 30 @ 12:11am
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Showing 1-15 of 520 comments
Choccy Aug 4, 2022 @ 10:26am 
Amazing job apollo! :steamthumbsup:
Kraznova Aug 4, 2022 @ 10:33am 
Fantastic work, and an absolute game changer. Bravo!
Apollonir Aug 4, 2022 @ 10:37am 
Credits to the whole team, not just me. I only bring the pain. KFG's help should not be left out tho.
Last edited by Apollonir; Aug 4, 2022 @ 10:41am
Markus1987 Aug 4, 2022 @ 2:24pm 
Very nice work, its amazing
trudp8507 Aug 5, 2022 @ 5:03pm 
it refuses to open either of the new campaigns. It will cut to a bunch of screens overlayed any stay like that with the loading bar at the halfway point
Kraznova Aug 5, 2022 @ 5:05pm 
Originally posted by trudp8507:
it refuses to open either of the new campaigns. It will cut to a bunch of screens overlayed any stay like that with the loading bar at the halfway point

This is the sign of an incorrect install. Suggest coming to the discord for assistance.
trudp8507 Aug 5, 2022 @ 8:01pm 
this is my fault. I was using older version of TTE and OM
Apollonir Aug 6, 2022 @ 8:19am 
The mod was updating with the following changelog:

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2022-08-06
Pacific Campaign 1.6 - update
- added replenishment costs to player airfields (1 fuel & 10 supplies per replenished plane)
- added small starting fuel resource to player airfields to replenish losses in the first few days of the campaigns
- updated a sea traffic sea missions for "The Rising Sun" with hard rule enforcing their paths
--------------------------------------
Hi Mate :)

Also from me: AMAZING work !!!!!

Just stumbled upon it and reinstalled everything again :))

Something like the work of you Guys was so urgently needed to save this game...thank you !


Just an ingame question:
- 3 Days after starting the Campaign, i sighted an Invasion Force sailing to MILNE BAY.
- is there anything i can do against except trying to sink as many Freighters as i could with my 3 Ship Squadrons from the 3 neighboring Airfields ?
- i mean, MIDWAY is ofc too far away to help with a Strike Force...especially given the point that it will most likely never get to Milne Bay because of all the Japanese Airfields on its way xD
- or is this Invasion Force part of your evil Plans ? Hahaha^^
Last edited by 76561198032205865; Aug 6, 2022 @ 9:44am
Apollonir Aug 6, 2022 @ 10:00am 
Originally posted by Youdontknowmeatall:
Hi Mate :)

Also from me: AMAZING work !!!!!

Just stumbled upon it and reinstalled everything again :))

Something like the work of you Guys was so urgently needed to save this game...thank you !


Just an ingame question:
- 3 Days after starting the Campaign, i sighted an Invasion Force sailing to MILNE BAY.
- is there anything i can do against except trying to sink as many Freighters as i could with my 3 Ship Squadrons from the 3 neighboring Airfields ?
- i mean, MIDWAY is ofc too far away to help with a Strike Force...especially given the point that it will most likely never get to Milne Bay because of all the Japanese Airfields on its way xD
- or is this Invasion Force part of your evil Plans ? Hahaha^^

Thank you for the kind words! I doubt it was saving the game since it's still going strong. Maybe spice things up at best.

The invasion that arrived on day 3 might be coming from one of the closer IJN bases. That is why it arrived so fast.

Well... you can try different things and see what works for you. I won't be recommending any strategies or tactics that are not already covered in the intro messages.

You should be able to reach Milne and Moresby with reinforcements. Even if the enemy controls the path to there. It is possible, you just have to be careful how you do it. Some fights might be unavoidable depending on how you do things.
76561198032205865 Aug 6, 2022 @ 10:46am 
Originally posted by Apollonir:
Originally posted by Youdontknowmeatall:
Hi Mate :)

Also from me: AMAZING work !!!!!

Just stumbled upon it and reinstalled everything again :))

Something like the work of you Guys was so urgently needed to save this game...thank you !


Just an ingame question:
- 3 Days after starting the Campaign, i sighted an Invasion Force sailing to MILNE BAY.
- is there anything i can do against except trying to sink as many Freighters as i could with my 3 Ship Squadrons from the 3 neighboring Airfields ?
- i mean, MIDWAY is ofc too far away to help with a Strike Force...especially given the point that it will most likely never get to Milne Bay because of all the Japanese Airfields on its way xD
- or is this Invasion Force part of your evil Plans ? Hahaha^^

Thank you for the kind words! I doubt it was saving the game since it's still going strong. Maybe spice things up at best.

The invasion that arrived on day 3 might be coming from one of the closer IJN bases. That is why it arrived so fast.

Well... you can try different things and see what works for you. I won't be recommending any strategies or tactics that are not already covered in the intro messages.

You should be able to reach Milne and Moresby with reinforcements. Even if the enemy controls the path to there. It is possible, you just have to be careful how you do it. Some fights might be unavoidable depending on how you do things.


Interesting Man...thx for the answer and not spoilering anything xD

Was just wondering whether i missed a Harbor or anything in the near like in the "original" TTE Mod where you have Cooktown to set up a Fleet^^
Apollonir Aug 6, 2022 @ 12:31pm 
No, there is only one home base where task forces can be put together. In the "War in the Pacific" campaign it is Midway for the player. In "The Rising Sun" campaign it is only Kure for the player.
trudp8507 Aug 7, 2022 @ 1:01pm 
Hi! I have been playing the ijn campaign and I have noticed that there is a significant amount of traffic around truk and Guam. It is allied merchant ships, and at least 10 seem to pass by these two places every ♥♥♥♥♥♥♥ day. I am wondering if there their waypoints are around these two places? Also, can you make another part of the mod that allows there to be land? I don't mind that the geometry doesn't work too well, I just want to be able to see places like truk and Guam, and the various islands of the philippines.
Apollonir Aug 7, 2022 @ 1:11pm 
Originally posted by trudp8507:
Hi! I have been playing the ijn campaign and I have noticed that there is a significant amount of traffic around truk and Guam. It is allied merchant ships, and at least 10 seem to pass by these two places every ♥♥♥♥♥♥♥ day. I am wondering if there their waypoints are around these two places? Also, can you make another part of the mod that allows there to be land? I don't mind that the geometry doesn't work too well, I just want to be able to see places like truk and Guam, and the various islands of the philippines.

I updated yesterday specifically to enforce a few waypoints for sea traffic and they should no longer visit Truk/Taiwan.

Also, I won't be adding the land version because it will only cause us modders loads of frustration due to people asking questions about it. I prefer to not have it and save ourselves the trouble until we can implement it without issues and know it is working as good as possible.
trudp8507 Aug 7, 2022 @ 1:15pm 
is there a way to activate land without another mod
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