War on the Sea

War on the Sea

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pombruv 31. Mai 2024 um 7:34
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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.
Zuletzt bearbeitet von pombruv; 11. Apr. um 1:47
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https://www.youtube.com/watch?v=bKO5FFEQ_gg

Just found this on YouTube. Nice. :)
Ursprünglich geschrieben von pombruv:
https://www.youtube.com/watch?v=bKO5FFEQ_gg

Just found this on YouTube. Nice. :)


hey what resource do you have on modding. i have made a complete overhaul of your mod and would like to delv further into modding for this game
@D45-O'BannOn

Wow!

If you mean what I think you mean (i.e. Have I got a "How to Mod Guide, Step- by-Step"), then - no.

I always intended to make one but I've been so wrapped up in my mod that I just ran out of time. What I can tell you is that almost everything you need to know can be found with the Forum search function. Anything you can't find (and that would be very little) you can ask on here or in the Discord. The Discord link you can find in the descriptions of most of the pinned mods. I seldom use Discord myself but it's great when you are really stuck for an answer.

So I suggest you start by looking at the Default vanilla game. This has all the elements that are required for any WOTS mod. Examine the directory structure and set your mod up the same way. Study the way json files are set out and copy that. If you don't understand a function then use search. There is most often an answer here.

Study other mods. How did they do This? That? and Why?

I promise you - most of the modding process is ball aching tedium, repetitive, and frankly quite boring. But when you start getting somewhere it is soooo rewarding.

When you decide on a Mod story try to construct it like a novel. Try your best to make something interesting and entertaining. You won't always succeed and most often you will fall on your backside trying - but it's fun. And best of all, when you are very old like me, it keeps your mind active even if your body is falling apart :)

Hope this will be helpful. Come back when you get stuck. In the meantime, just SEARCH and LEARN.

Good luck.
Hello, do we know what the next update will include and how far in development it is ?
This is somewhat unrelated to the mod, but since pombruv has been open to providing guidance regarding WoTS file modification, I figured I should ask here.

I keep an older copy of the Med Mod around(V 2.21, to be specific), mostly for messing around with the files and enjoying the OP strategic bombers, but some of the ship models just. . . don't work. Like in the museum, they glitch out and fall out of the world, and when used in campaign, they freeze the game because their in-world models just won't load. What makes this a problem is that the AI will use those ships in their task forces, and subsequently make it impossible to fight them off. I can say for certain that it is not a result of my file modifications, and I have no idea how to fix them.

As such, I'm hoping to learn how to disable them via the mod files, and keep the AI from using them. Any and all advice, tips, etc, would be appreciated.
Ursprünglich geschrieben von omicronactual:
This is somewhat unrelated to the mod, but since pombruv has been open to providing guidance regarding WoTS file modification, I figured I should ask here.

I keep an older copy of the Med Mod around(V 2.21, to be specific), mostly for messing around with the files and enjoying the OP strategic bombers, but some of the ship models just. . . don't work. Like in the museum, they glitch out and fall out of the world, and when used in campaign, they freeze the game because their in-world models just won't load. What makes this a problem is that the AI will use those ships in their task forces, and subsequently make it impossible to fight them off. I can say for certain that it is not a result of my file modifications, and I have no idea how to fix them.

As such, I'm hoping to learn how to disable them via the mod files, and keep the AI from using them. Any and all advice, tips, etc, would be appreciated.
If you know the models then just replace them with the unit files from your original mod download.

And yes, it's 99.9% certain the problem is with your edits. Get the files back to where they were and have another go. :)
Well done Pombruv! The latest version will be much appreciated. I'm glad that you renamed your mod. There are a lot of people who do not read!!!! the forum and get confused with your mod and the new Atlantic mod that YorT is making. I think your mod and Yort's mod should satisfy the needs of the players.
Ursprünglich geschrieben von SEAWOLF:
Well done Pombruv! The latest version will be much appreciated. I'm glad that you renamed your mod. There are a lot of people who do not read!!!! the forum and get confused with your mod and the new Atlantic mod that YorT is making. I think your mod and Yort's mod should satisfy the needs of the players.
Thank you for the kind words.

It is a little confusing, specially when you realise that the Allied version of my Atlantic Campaign is called "Battle of the Atlantic" and always has done since my Atlantic Campaign was first released about 18 months ago.

I hope nobody accuses me of copying YorT's title. :) However, I believe the Battle of the Atlantic has always been called that since Churchill first used the term during World War 2.

BTW, I was lucky enough to be given an advance copy of the new Atlantic mod by YorT recently. It really is a superb piece of work and will be a classic.
is this just the Med Atlantic and Murmansk campaigns just named different?
Ursprünglich geschrieben von grandpabuffjr:
is this just the Med Atlantic and Murmansk campaigns just named different?

Yes, but It also has a new campaign - Algerie! Francais!. It's a new map and includes French ships.
I've also tried to update the old campaigns as best I can, so it should be all new gameplay.

The nine campaigns comprise:

2 x Atlantic Campaigns (Allied and Axis)

3 x Mediterranean Campaigns (Allied - part 1 and Allied - part 2 plus 1 x Axis player version)

2 x Murmansk Campaigns (Allied and Axis)

2 x Algerie! Francais! Campaigns (Allied and Axis)

(Plus, of course, the Vanilla Campaigns)
Ursprünglich geschrieben von dnadolny:
Hello, do we know what the next update will include and how far in development it is ?
Sorry, I missed this one.
The details are as the previous post #670, and the updated mod - with the new campaign - is available now and the download link is in the main body of this page.
Thank you and great work with this amazing mod
FW 190s arguably best fighter in the war on all sides and the TA had tremendoush top speed forget off the top of my head and my only argument is how extremely under powered the fw 190s are most people have a delusional fantasy about spitifres and p51s like seriously delusinal, German fighters were essentially OP at the beginning of war even more so than the Zero in the pacific. Just check out the stats of the German aces Erics sat at 352. That and German sinks throughout history have veen notoriously harder to sink British and i say again British naval historians have studied and presented for decades they sealed their ships better then anyone, compartmentalized them the best and had notoriously the best trained crews. I understand this isnt armor but i wish they had more toughness and the german fighters which were superior no matter what dorks wanna say were a little more effective. Other than that the scope of what youve completed is truly amazing man great job on the Italian ships i love the visuals thankyou for your hard work.. I truly look forward to anything else you create in fact, ill be patiently waiting.
Ursprünglich geschrieben von dnadolny:
Thank you and great work with this amazing mod
You are very kind.
Ursprünglich geschrieben von kswords525:
FW 190s arguably best fighter in the war on all sides and the TA had tremendoush top speed forget off the top of my head and my only argument is how extremely under powered the fw 190s are most people have a delusional fantasy about spitifres and p51s like seriously delusinal, German fighters were essentially OP at the beginning of war even more so than the Zero in the pacific. Just check out the stats of the German aces Erics sat at 352. That and German sinks throughout history have veen notoriously harder to sink British and i say again British naval historians have studied and presented for decades they sealed their ships better then anyone, compartmentalized them the best and had notoriously the best trained crews. I understand this isnt armor but i wish they had more toughness and the german fighters which were superior no matter what dorks wanna say were a little more effective. Other than that the scope of what youve completed is truly amazing man great job on the Italian ships i love the visuals thankyou for your hard work.. I truly look forward to anything else you create in fact, ill be patiently waiting.

Probably one of the most difficult parts of modding is trying to balance fighters, bombers etc. to give decent game play. You can never please everyone so in the end you go with your own preference.

Fortunately it is within your power as a player to change things to suit your preference. If you want to make the fw 190 more difficult to shoot down just go to the unit files and edit them.

Go to StreamingAssets> override> unit> air> and select the plane you want to edit. Let's choose the fw 190 a-8

Open the fw 190 a-8 folder and there are five files inside. Select the fw 190 a-8_data.txt

Open that file and find a wall of json code.

Don't be intimidated by the code. Just look at the top half dozen lines. As this:

{"unitSubtypeString":"Fighter","length":8.95,"width":10.51,"displacement_weight":3050,"testDepth_ceiling":10600,"crew":1,"maxKnots":282.0,"range":1185,"acceleration":1.0,"deceleration":1.0,"dive":18.0,"climb":16.0,"maxTurnRate":12.0,"turnRate":11.0,"speedPenaltyAtMaxTurn":0.35,"maxShaft":500.0,"unitRadarSizeModifier":0.6,"unitVisualSizeModifier":0.5,"surfaceRadarStrength":0.0,"airRadarStrength":0.0,"armorAbsorbProbability":0.31,"defaultFlightNumber":4}

Notice near the end is an item - "armorAbsorbProbability":0.31

The 0.31 number determines the "strength" of your plane, higher is stronger. So if you changed this to "armorAbsorbProbability":0.6

The plane would be more difficult to shoot down. When you are happy with your edit just choose File...Save and you are good to try out your more powerful fw 190 a-8.

*Important* Always make a backup copy of the file before you edit - to safeguard against the inevitable stuff ups you will make. We ALL make those.

Enjoy your new fw 190.

BTW. You don't need to wait. My new content is there to download.
Zuletzt bearbeitet von pombruv; 19. Feb. um 1:52
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