War on the Sea

War on the Sea

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pombruv May 31, 2024 @ 7:34am
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UPDATE. Version 3.1.1 pombruv's nine campaigns
THIS IS THE FINAL VERSION 3.1.1
updated 11/04/25

This mod consists of the following campaigns:

The Atlantic Campaigns - Allies and Axis.

https://steamcommunity.com/sharedfiles/filedetails/?id=3258156522

The Mediterranean Campaigns - 2 x Allies and 1 x Axis.

https://steamcommunity.com/sharedfiles/filedetails/?id=3258155745

The Murmansk Campaigns - Allies and Axis.

Featuring the Arctic convoys to Russia. A difficult campaign where you are required to convoy all the supplies you need for Russia AND yourself from the EMPIRE and USA supply points. No automatic supplies of engineering or fuel to your home ports in the Allies Campaign.

https://steamcommunity.com/sharedfiles/filedetails/?id=3456492811

The Algerie! Francais! Campaigns - Allies and Axis.

Another "What if" the French had fought on with the British in the Med.

https://steamcommunity.com/sharedfiles/filedetails/?id=3436086122


2nd April 2025

pombruv's nine campaigns

I believe this is as far as I can take this mod. I will still be around to help you with any problems or to answer questions, but I will mainly be concentrating on new projects.

A few things to note.

UPDATED: 11/04/2025 TO FIX SEA MISSION ERROR. New download link in download section.

*The Campaign menu includes the Vanilla campaigns and the vanilla units are available for Custom Battles and all Single Battles are working.

*There have been quite a few balance changes to aircraft and ammunition stats.

*Some major changes to sea missions.


ABOUT THE MOD

This mod is NOT historically accurate.

If you are looking for a historically accurate mod with all the right ships and planes then you are out of luck I'm afraid. This mod isn't it - and probably never will be. Think of it as a fictional account based very loosely on actual events, a bit like most Hollywood war movies.

It is just intended to be a bit of fun so that we can spend some time pitting the British against the Italians and Germans with a little bit of USA thrown in later. This is just a series of opportunities to blow stuff up and have lots of battles - and that's it really.

Also, I have only a limited number of ships and planes I have been given permission to use so rather than just have Allied and Axis forces comprising 3 or 4 accurate ships/planes of the correct period, I've bunged them all in together just so you have plenty of things to blow up - and plenty of things to blow other things up with.

So ignore history like I have. Just go: Boom! Crash! Whizz! Brrrrrt! Sploosh! - and have fun for fun's sake. Forget immersion, it's just a game.
That said, I have tried to make "The Murmansk Run - Blood and Ice" reflect at least the 'spirit' of the real story. For that I thank the Author and Historian Michael G. Walling whose excellent book "Forgotten Sacrifice" inspired my efforts.

But, if you really, really, need historical accuracy then YorT's more historically accurate Atlantic mod is now available.



KNOWN ISSUES:

(1) The Eastern part of the Mediterranean has a serious terrain fault which can only be fixed by KFG. From just East of El Alemein the sea ends and a perfectly straight vertical cliff of terrain stretches North/South cutting off any further advance to the East by sea. You can still navigate there in the campaign map view but, DO NOT enter tactical with a ship east of that point because you will get a message that your ship is on land and the game may hang. I have tried to limit activity in that area as best I can but I am waiting for KFG to find the time to fix the problem. (This will also affect the Murmansk Campaign a little, but it's not game-breaking.)

(2) For those that ask, I can't make Alexandria a British home port in the Mediterranean Campaigns because it's smack in the middle of the KFG terrain error and the increased activity would cause massive problems.

(4) I'm not an experienced modder and I make mistakes from time to time (sometimes often).



MY THANKS:

To those who adapted the models for use in WotS and allowed me to use them.

SeZuldaCZ, saelll451, ramZn2, dondidjos, you were very kind.

And thank you to those who encouraged me and gave advice:

Apollonir, Kraznova, Markus, ale573, YorT, Andy, dondidjos, GhostDivision5, Paul (of KFG), I couldn't have got this far without you.

I would particularly like to thank YorT for his kind permission to use the V. 3.1 East Indies Campaign DLL which will eliminate any patrol bug problems.

I would also like to thank Taff in Exile, Dublin Marley ( the fifth-columnist jinx :), and TrenchFry, the YouTubers who each made an excellent YouTube video series on the mod. This helped me enormously. Goodness knows I've never had the time to play my Campaigns all the way through so it was great to see what actually happens. :)


Also, a big thank you to Tom Patterson of shadedrelief.com for the use of the beautiful world map that I have adapted for my campaign maps. Tom put this map in the public domain for everyone to use.




DISCLAIMER:

I'm still old and prone to stuff-ups and memory lapses. I hope it doesn't spoil your enjoyment of the game too much.



DOWNLOAD the UPDATED Version 3.1.1:

https://drive.google.com/file/d/1IllA9ZxMe52mdZ4p4545qRh7au7sgAE7/view?usp=sharing




INSTALLING:

Uninstall any other mod and make sure there is no "override" folder in: War on the Sea> WarOnTheSea_Data> StreamingAssets>

Then, in that location, add the override folder from my mod, Start WotS and play your campaign of choice in the Campaign section of the game menu.

You can also add the mod in the usual way by using JSGME.exe.

Make sure you have created a MODS folder in War on the Sea> (This is the same location as the WarOnTheSea.exe )

Make sure JSGME is also in War on the Sea> So that the War on the Sea> directory will look something like this:

MODS
WarOnTheSea_Data
JSGME.exe
JSGME.ini
WarOnTheSea.exe

Note: JSGME.ini is created when you run JSGME for the first time.

Just unzip the mod zip file into your MODS folder and use JSGME to activate and deactivate. This mod is stand alone, so don't try to run it with any other mod activated.

This mod was made using the latest version of WotS. (Version 1.08h5)



FUTURE UPDATES:

That's it for this mod but any serious errors will be corrected if I'm able. For less serious problems I'll give you as much help as I can so that you learn to fix things yourself.

It's been fun. Thank you all for the support, kindness and help.



Intellectual property

I make no claims for exclusive ownership of any part of this mod so please utilize the mods structure to make your own mods.

All of the mod mechanics are based on, and adapted from, the vanilla game. I have also studied other mods and adapted bits and pieces here and there. The only bits I've totally made myself is the adaption of the open source Tom Patterson map to match the KFG campaign strategic maps. If you want to use those maps you are welcome. An acknowledgement of my work would be nice but I don't insist on it.

An exception to the above is the use of the unit models. If you want to use these units in your own published mod you should get permission from the units original model editors as listed above in the MY THANKS section.


*BTW, did I mention this mod is not historically accurate? Well, it's not.
Last edited by pombruv; Apr 11 @ 1:47am
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Showing 1-15 of 759 comments
Markus1987 May 31, 2024 @ 8:05am 
I'll try it out right away :) 😀
CaptainAlpha627 May 31, 2024 @ 3:35pm 
Massive Atlantic Fleet flashbacks, lookng through the museum and already looks awesome! Understand wrong profiles for many of the modded in ships, but may i ask why the Gearing class is in Germany?
Either way thanks so much and great job!
pombruv May 31, 2024 @ 5:29pm 
Originally posted by CaptainAlpha627:
Massive Atlantic Fleet flashbacks, lookng through the museum and already looks awesome! Understand wrong profiles for many of the modded in ships, but may i ask why the Gearing class is in Germany?
Either way thanks so much and great job!

Wow! I thought nobody would notice. The truth is I was very short of German destroyer units in the beginning and I just thought the Gearing looked like good German engineering :) I gave the ship's instances a lot of German sounding names so that made up the shortfall in my German fleet. I should have changed the name of the class as well to something like "Blitzengear" - but you would have probably seen through that wouldn't you? I found some more German destroyers later but still didn't swap the Gearing back.

My apologies to the US fleet. If you see the Gearing flying the German flag in the game don't shoot at it, it's one of ours.
PogKv2 Jun 1, 2024 @ 4:38am 
I have a question, how do you play as the axis ?
Last edited by PogKv2; Jun 1, 2024 @ 5:02am
pombruv Jun 1, 2024 @ 5:29am 
You can only play as Allies at this time. I might make the Axis player alternative at a later date.
PogKv2 Jun 1, 2024 @ 6:58am 
Originally posted by pombruv:
You can only play as Allies at this time. I might make the Axis player alternative at a later date.
Ok thanks, great mod btw
pombruv Jun 1, 2024 @ 7:25am 
Originally posted by PogKv2:
Originally posted by pombruv:
You can only play as Allies at this time. I might make the Axis player alternative at a later date.
Ok thanks, great mod btw
Thank you. That means a lot :)
Also want to get into modding, do you have some tips for obtaining 3d models and such. I would love to create a russo-japanese war mod as I am tired of enemy air atacks
pombruv Jun 1, 2024 @ 1:25pm 
Originally posted by Malybobrcomavelkyhlad:
Also want to get into modding, do you have some tips for obtaining 3d models and such. I would love to create a russo-japanese war mod as I am tired of enemy air atacks

I'm slowly working on a basic Steam guide for noobs on modding WotS. I'm not sure how long it will take me though.

I don't "create" any 3D models and have no idea how to do that, but there are plenty of ships available from some WotS community members if you ask for permission to use their models. I haven't seen many Russian ship models though.
pombruv Jun 1, 2024 @ 2:08pm 
Actually I don't mind the air battles. I was playing my Mediterranean mod last night and my Spitfires got jumped by 20 Italian C202 fighters. They could only have come from the Italian CV Aquila but I didn't see that. Fortunately I had 10 Beaufighters nearby and they could join in an air battle that lasted almost an hour (goodness knows where the fuel and ammo came from but we'll let that go:)

I have read that in the hands of a good pilot a C202 fighter was at least the equal of anything the allies could send against it.

Anyway, it was good fun and the Aquila will have to go back to Taranto to get more planes (I think?) so I know where the bottlenecks are, I'll be waiting. I've got that saved so I'll see how I go tonight.
venular27114 Jun 2, 2024 @ 11:40am 
so i have a few bugs and complaints

1. lancasters are op and broken they take zero damage i did a custom battle with one lancaster and 24 bf109s and it didnt die i suspect that this is because it doesnt have collisions because i then tried crashing it into a Bismarck and it fazed through it

2. in the rules section it doesnt say how much troops, supplies, fuel or engineering you get weekly

3. the axis needs more ships mainly destroyers and cruisers

4. ai surface ships only use line ahead for their formation

5. you get way to much fuel and engineering at the start

6. beaufighters drop their torpedoes way to far (1800 yrds)
Last edited by venular27114; Jun 2, 2024 @ 11:45am
ZoobiePlayz Jun 2, 2024 @ 12:29pm 
Originally posted by pombruv:
Actually I don't mind the air battles. I was playing my Mediterranean mod last night and my Spitfires got jumped by 20 Italian C202 fighters. They could only have come from the Italian CV Aquila but I didn't see that. Fortunately I had 10 Beaufighters nearby and they could join in an air battle that lasted almost an hour (goodness knows where the fuel and ammo came from but we'll let that go:)

I have read that in the hands of a good pilot a C202 fighter was at least the equal of anything the allies could send against it.

Anyway, it was good fun and the Aquila will have to go back to Taranto to get more planes (I think?) so I know where the bottlenecks are, I'll be waiting. I've got that saved so I'll see how I go tonight.
This mod looks awesome! Thank you. Just flicking through the Atlantic campaign and noticed that the LL - Clemson DD is only costing 1 command point.
pombruv Jun 2, 2024 @ 12:45pm 
@ venular27114
Thank you for taking the time to test this mod and provide feedback. It's very kind of you.

1. The lancaster is the only British heavy bomber available to me. I don't know enough to fix things like collisions myself, but I can try turning the "armorAbsorbProbability" down to zero and test. Alternatively I suppose I could co-opt an American B17 to be a temporary member of the RAF - but I don't know enough to change the insignia which is a bummer. I'll have a look at that.

2. I have no idea why that is. I'll try to fix it.

3. That's an easy fix. I'll just add instances to the existing ships. How many would you like?

4. Hmm. I'm getting 2 column and circular. If you're playing the Atlantic Campaign I know I did change some formations that pass through the Gibraltar Straits and the English channel to zero (single line ahead). I thought that might be an appropriate way to sneak through.

5. Yeah, that was for me. I'm hopeless at actually playing these games and I like to win (that's why I love the lancaster:). I can change that. I'll look at what other mods use to start.

6. Yes I noticed that but forgot to fix it. I'll study other torpedo bomber setups and amend the beaufighter data.

Finally - I'm setting up Version 2 and including the Axis Player option and some fixes for errors I've noticed myself. I'll try to fix all your concerns and include them in that new download. Once again, thank you for your help.
Last edited by pombruv; Jun 2, 2024 @ 12:46pm
pombruv Jun 2, 2024 @ 12:56pm 
Hi Zoobie.

Yes there is a story to that. Apparently the Clemson was the old American Destroyer that was used as a lend lease offering of 50 ships to Churchill for convoy protection duties during the early part of the Atlantic battle. They only cost Churchill a few bases in various parts of the world and the Americans were going to scrap them anyway, hence the cheap price for the LL (lend lease) Clemson.

I couldn't get permission to use an actual Clemson model so I've used another old DD, the Wakeful, to stand in. I've made 50 instances to represent the 50 lend lease destroyers.
venular27114 Jun 2, 2024 @ 1:09pm 
Originally posted by pombruv:
@ venular27114
Thank you for taking the time to test this mod and provide feedback. It's very kind of you.

1. The lancaster is the only British heavy bomber available to me. I don't know enough to fix things like collisions myself, but I can try turning the "armorAbsorbProbability" down to zero and test. Alternatively I suppose I could co-opt an American B17 to be a temporary member of the RAF - but I don't know enough to change the insignia which is a bummer. I'll have a look at that.

2. I have no idea why that is. I'll try to fix it.

3. That's an easy fix. I'll just add instances to the existing ships. How many would you like?

4. Hmm. I'm getting 2 column and circular. If you're playing the Atlantic Campaign I know I did change some formations that pass through the Gibraltar Straits and the English channel to zero (single line ahead). I thought that might be an appropriate way to sneak through.

5. Yeah, that was for me. I'm hopeless at actually playing these games and I like to win (that's why I love the lancaster:). I can change that. I'll look at what other mods use to start.

6. Yes I noticed that but forgot to fix it. I'll study other torpedo bomber setups and amend the beaufighter data.

Finally - I'm setting up Version 2 and including the Axis Player option and some fixes for errors I've noticed myself. I'll try to fix all your concerns and include them in that new download. Once again, thank you for your help.

i have a few more ideas to help balance the mod

1. increase the cp cost for capital ships to around 100 (150 for the malta class CV). 55 for cariers and battleships is supper cheap for how much cp you get

2. give the neutral bases to the axis to help contest the allied air power

and as for the how many destroyers and cruisers you should add maybe double the amount that the allies get (ex if the allies get 20 heavy cruisers give the axis 40)
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