Sea Power

Sea Power

218 ratings
Jane's Fleet Command Redux
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Timeframe and Location: 1980s
Mod Type: Mission Pack
Alignment: NATO
File Size
Posted
Updated
2.587 MB
Nov 16, 2024 @ 7:40am
Feb 22 @ 7:09pm
22 Change Notes ( view )

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Jane's Fleet Command Redux

Description
A recreation of the original Jane's Fleet Command missions. Since not all units and nations are available in Sea Power, missions are remade with the spirit of the original but with various changes to make things work within Sea Power.

If you're unfamiliar with Jane's, most of the missions are relatively short and fast paced. You can expect to be thrown into the action the moment the mission starts. The easier missions are a great way to learn how to play the game.

Currently available missions:
* Chinese Special Forces
* CVBG Norwegian Sea
* Pacific Pirates
* Shore Bombardment (Significant changes vs Jane's - see here for details)
* Iraqi Strike
** Bugs and Drugs
** Hair Trigger
** Iranian Attack (Minor changes vs Jane's - see change notes)
** Lewis and Clark Deploys (Original: Wyoming Deploys)
*** Nominated for an Oscar

Want to keep playing after getting a mission complete? Press the <Escape> key a few times on the score screen to return to the mission.

More missions will be added over time, I'm currently limited by Sea Power's unit roster and mission editor capabilities. As more features and units are added to Sea Power, I will be able to add more missions and polish existing missions.

If you are missing any missions or changes, unsubscribe from the mod and resubscribe to force an update.

Note on Destroying Buildings
You may find destroying buildings difficult depending on how you attack. Sea Power models damage by location and part. On a ship, if you hit the same spot again and again, eventually flooding and fires will sink the ship. For a building on land, hitting the same part over and over will only destroy that one part while leaving the overall building barely damaged. All units have a total health pool and a health pool for each part. As parts get destroyed, the total health pool starts to reduce. Destroy enough parts to deplete the total health pool. You do not need to destroy all parts to drain the total health pool. To deal with this, avoid using precision munitions. A glidebomb tends to always hit the same spot on a building. Level bombing with dumb bombs from higher altitudes is the best method as this results in the largest spread - hence damaging the most parts.

Changed files that may cause conflicts with other mods:
language_en\land_unit_names.ini
land_units\airfield_small_1_variants.ini

This mission pack was balanced for vanilla. While it should work with other popular mods (eg White Sands), missions may become too easy/too difficult/break entirely.

Want to create your own missions? Check out my guide on steam.
Popular Discussions View All (2)
11
May 17 @ 7:35pm
* Shore Bombardment
Techno
0
Nov 16, 2024 @ 8:22am
PINNED: Known Issues
Techno
146 Comments
Techno  [author] 4 hours ago 
Simpson, thanks for the details. Not sure I'll be able to replicate that but I will reword the popup message slightly so it covers that situation.
Simpson96 May 23 @ 2:16am 
I've got a few yeah mostly mission packs and new assets to go with them.

Kinda, a few of the ones did go in the direction (east in this case) of my fleet but weren't targeting my ships (mine still engaged though) but most just went straight south away from my fleet so they didn't engage which was where i noticed the message in my original post
Techno  [author] May 22 @ 2:33pm 
Simpson, that's odd - do you have any other mods installed? Were the missiles fired in your direction but went after civilian ships? That's possible due to how the missile seeking works.
Simpson96 May 22 @ 6:48am 
Np, in my play of the mission the Oscar fired around 20 missiles but only 3 at my fleet the rest were at the neutrals so not sure if something is off with its attack behaviour or not
Techno  [author] May 19 @ 4:45pm 
Simpson, thank you for your support. I had not considered that possibility at all, thank you for the report. I don't think I can change that behavior but I can tweak the message so it makes more sense.
Simpson96 May 19 @ 3:10pm 
Awesome work, just an fyi on Nominated for an Oscar if the SS-N-19's hit any of the neutral ships the message which pops up implies that we hit the neutral ships instead and marks the objective as failed while it doesn't end the mission there, just a note
Naromi May 17 @ 2:43pm 
Thanks so much for the reply and the info, I deleted my initial comment so no one else gets any spoilers for the scenario.

That's really neat regarding number 1, missions with those type of elements are really cool.

Glad to hear about the mission duration times in the description, that's a huge positive change.
Techno  [author] May 17 @ 8:35am 
Naromi, thank you for your support. Glad to hear you're enjoying the missions.

1. One pirate ship and plane always spawns, there are a few more that have a chance to spawn.

2. Yes I am copying the difficulty from Jane's. I agree this can be misleading so I've been adding estimated mission times in the mission description but not every mission has this yet.
Techno  [author] May 5 @ 9:52am 
Merc, thank you for your support. I'm limited by what units and mission making mechanics are currently in the game. As we get more updates from the devs I'll be able to make more missions.
-MERC- Merc8ninE May 5 @ 9:25am 
Is this still getting new missions? Amazing mod.