World War II in the Pacific

I'd like to say that it's a very good scenario and I am happy I've downloaded it.

PS: If you will make another version please exchange "archer unit promotion" into something like "defence against air units". I haven't seen any archery units in scenario but promotion still exist.
 
Well, folks, it's been several months but work continues, albeit at an agonizingly slow pace. I still have yet to find an MP crew to playtest it all the way through, something I consider pretty important to the process. You can only go so far with single player.

I've implemented a new objectives victory condition that works like time victory, except that your score is now based on how many strategic points you control. These include Midway, Pearl Harbor, Tokyo, Sydney, Okinawa, the Philippines, and several other places. Aside from that I've been tweaking the starting orders of battle, added some new graphics icons for manpower, and made other balance changes to unit costs and production capacity.


How's the project going? I'd like to try MP with this scenario but what kind of MP have you in mind? PBEM, pitboss, directIP? Depending on how long a game could take, I could be interested in playtesting it all the way through with some other human player.
Also I like very much the idea of strategic points; I've always thought that it wasn't necessary for Japan to conquer the whole US, China and Australia to win... Hope to see this scenario finished soon! :goodjob:
 
Till now I have been playing as Japan, may 1942. So far, it's rather historical and from my point of view balanced. AI is not brillant, especially naval AI, but it's not mod case.I got Philippines and Coral Sea events. Unfortunately US AI sent his carrier with 1 cruiser escort against my Port Moresby task force. My cruisers sink US carrier with their guns.

The fight is very nice and this mod still needs some tweaking. I suggest revamping promotions as some are outdated (melee, archery) and some are unlinked (air, ace).

I think that all fighters shouldn't have 100% interception. I would give them 70% because not always they should be able to intercept. The rest 30% could be gained by "fighter combat promotions I, II, III" (+10 strenght, +10% interception).
The other promotions should be "ace" line I, II, III (+10, +10, +15 evasion chance). Standard evasion for fighters should be set at 40%, so an ACE III would have +75 evasion (more evasion than roookie pilot interception =75 to 70). This way ace pilots would not be killed by rookies.

It will be nice to have air to air combat enabled.

I will be glad to see Radar, Sonat technology/promotions enabled (radar I, II +1, +2 visibility, sonar +10 vs submarine).

Bombers should get "anti fighter" promotions I, II, III (10% evasion, all 30% evasion).

Land combat promotions should have vs melee and archery replaced with withdrawal chance and "vs air units" capability.

I think that "weapons upgrade" will be also nice (prerequisite level I, II, III of unit) +10% vs armor, +10% vs gunpowder, +10% vs air units (all promotions plus 30% against those units).
 
so, i've noticed a couple of times that, when the japanese take a city, the city is immediately stocked with 4 machine guns and nothing else (on the turn the city is captured). in addition, there don't seem to be any other units of any type around the just-captured city. i'm playing as the commonwealth, and i've noticed this happen for the dutch cities of palembang and ketapang and for the american city of puerto princess. there have been a couple of other cities taken by what seem to be 'normal' means (a collection of different unit types). are these events firing that flip the cities to the japanese and stock them with 4 machine guns? if so, is there a list and timing of these events?

edit: if it weren't obvious, this is my first time playing through this mod, which i'm really enjoying so far!
 
I've found some unit graphics that can be added to a scenario (if their authors will approve it).

1. United States Marines Corps (Battle of Ivo Jima time)
http://forums.civfanatics.com/showthread.php?t=296823
to replace modern marines
2. F4U Corsair/F4U1D
http://forums.civfanatics.com/showthread.php?t=328516
http://forums.civfanatics.com/showthread.php?t=332957
to add one of most characteristic Pacific Theatre unit
3. Japanese's Tanks
http://forums.civfanatics.com/showthread.php?t=328405
to replace light/medium generic tanks

4. US and British WW2 paratroopers
http://forums.civfanatics.com/showthread.php?t=290453
to repalce generic paratroopers for every country

Other units that needs replacement are Mech Inf (modern graphics), Cavalry (XIX US), Cossacks (XVIII-XIX unit look).
 
@ Gaius Octavius
I don't have Civ 4 so I'm just passing by.

Why is T-34 is included on the list?

EDIT: Isn't that Russian?
 
Anyway we can make this work for BTS version 3.19? It keeps crashing on me...
 
Anyway we can make this work for BTS version 3.19? It keeps crashing on me...
None. You'll just have to wait for a new version, which is probably unlikely (Gaius hasn't posted since March...)
 
In spite of the delays work continues on the scenario, and I can now say I intend to release it very soon, i.e. within a couple of weeks at most. The major stuff at this point consists of filling out some of the graphics holes (mostly buttons and duplicate unit art for different tech levels) and tweaking lesser aspects of the game, like promotions. It won't be as polished as I'd prefer but good enough for a beta. A lot of the suggestions people have been making are things I've already implemented, so that is reassuring.
 
To fill out the national UUs, I have started looking through the DB for various WWII era unit buttons: specifically American, British, Chinese, Japanese, Australian, and Indian infantry. I'd also like to add RoC infantry art if possible so Nationalist China won't be using the same gray uniforms as Mao's marauders.

If anyone spots anything suitable, please pass along the link. Most unit art made on CFC does not come with its own button, sadly, so you have to dig.
 
:bump: to keep the interest up for my favorite BTS scenario. :) Will a beta be coming out soon?
 
The new version is finally out! You can find it in the download DB: http://forums.civfanatics.com/downloads.php?do=file&id=8171

Due to the much larger download size, it's hosted at Filefront this time. Comments on balance will be especially appreciated. :)

There are still a few odd bits here and there, and some of the graphics definitely need to be fleshed out, but I think you will find it very playable. I tested it with a couple of friends and got to late 1942 without any issues.

One small note: you might want to try PBEM rather than simultaneous mode if you don't have a lot of spare time, as the game can take a while to finish.

Enjoy, everyone!
 
Awesome! :D

Downloaded last night and was able to play for a little bit. First Impression- much more balanced and historically accurate (at least initially, haven't played past the first turn). I wasn't able to rampage as Japan on the first turn as much as the previous version.

One thing that doesn't seem quite right to me: The defender for Guam is way too powerful compared to the historical situation. I would remove the Marine there and leave it undefended to better reflect the company-sized garrison which surrendered after a very short fight. http://en.wikipedia.org/wiki/Battle_of_Guam_(1941)
 
Awesome! :D

Downloaded last night and was able to play for a little bit. First Impression- much more balanced and historically accurate (at least initially, haven't played past the first turn). I wasn't able to rampage as Japan on the first turn as much as the previous version.

Thanks! Though admittedly, playing one turn doesn't tell you a whole lot. :lol: Most of the good stuff comes later.

One thing that doesn't seem quite right to me: The defender for Guam is way too powerful compared to the historical situation. I would remove the Marine there and leave it undefended to better reflect the company-sized garrison which surrendered after a very short fight. http://en.wikipedia.org/wiki/Battle_of_Guam_(1941)

I'm glad you brought this up because this was something I was unsure about. There are a bunch of pre-placed units that are greatly overpowered given their historical size and composition, like the island garrisons. I didn't want to leave them out entirely because their absence would really add up if you undertook early offensives, but it also seemed strange to have the Wake Island garrison fighting at the strength of a whole Japanese division.

One solution I thought of involves creating new promotions for brigade- or regiment-sized units. These would not normally be available in the promotion tree and would work like the combat promotions in reverse, giving the unit a 50% strength penalty or whatever. This way, if you sent a division against a battalion, the odds would be heavily stacked in favor of the division without having to make separate XML entries for each unit type. What do you think?
 
Top Bottom