Version 1.08f6 Available
This is a big one!
Major features:
- Many options added to edit campaign balance and alternate Command Point acquisition methods
- Unit viewer now has an "aircraft" panel for ships with aircraft
- Merchants and submarines made less resilient to shell and bomb damage
- Support for ship subtypes such as Battlecruisers, Light Carriers and Destroyer Escorts
If you want to experience many of the new campaign re-balancing features in action in more strategic and difficult campaign, we recommend the Baron's popular Tokyo Express mod. Available here:
https://steamcommunity.com/app/1280780/discussions/3/5671690972174045737/
Full change log for 1.08f6 and the various other beta versions that comprise it below:
13 Sep 2021
9 Sep 2021 (BETA)
Mouse over ship names on Roster Tabs displays class and subtype of that ship (requires tooltips ON)
Adjusted cleveland_data.txt tonnage to 11930 (standard).
Campaign difficulty modifiers now correctly calculated in Command Point values displayed on Campaign Summary page
Added a check for campaign difficulty settings to ensure the base values are always applied when loading a save game
Weather Manager decreased average Sea State
config.txt modified oceanWindStrength values
3 Sep 2021 (BETA)
All campaign setup.txt files corrected typo in "taskForceRetreatCapitalDestroyed"
Loading a campaign applies setup.txt file data prior to applying loaded game data
unit/dauntless/dauntless_model.txt added dive brakes to moving parts
2 Sep 21 (BETA)
CAMPAIGN
campDifficultyPresetX variables moved from config.txt to individual campaign setup.txt files
Added 16x new variables; 8x for player,AI [CPWeekly, CPLocations, CPPorts, CPAirfields], 8x for future use if needed.
WARNING If you have modified a campaign you need to add this to the setup.txt files for every campaign:
Note these values are the default campaign difficulties that used to reside in config.txt. If you have modified these values in config.txt, paste in your new values, but be sure to check length of arrays (must be 30).
Following example of the 30 variables in array:
"campDifficultyPreset2":[1,1,1,1,0.5,1,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
Player Start Command Points %
AI Start Command Points %
Player Release Ships Refund %
AI Release Ships Refund %
Player Points earned on sinking % (only if "sunkYield":false)*
AI Points earned on sinking % (only if "sunkYield":false)*
Modifier to base repair days for Player
Modifier to base repair days for AI
Modifier to days per destroyed compartment for Player
Modifier to days per destroyed compartment for AI
Player weekly resource replenish %
AI weekly resource replenish %
Player upgrade location %
AI upgrade location %
Modifier to Command Points Earned per week Player
Modifier to Command Points Earned per week AI
Modifier to Command Points per owned location Player
Modifier to Command Points per owned location AI
Modifier to Command Points per Port Rank Player
Modifier to Command Points per Port Rank AI
Modifier to Command Points per airfield Rank Player
Modifier to Command Points per airfield Rank AI
Remaining 0,0,0,0,0,0,0,0 are currently unused
* If "sunkYield":true, flat values taken from seaUnits.txt for that campaign based on campaign difficulty level.
For "Modifers to Command Points" recommend 0 or positive values only so as not to result in base value + -modifier = negative and player loses command points that week. Alternatively be sure that the base value + a -modifier is not negative.
Campaign mapLandLocations.txt added new variables;
aircraft0:[]
aircraft0Numbers:[]
replenishDailyAircraft0:[]
aircraft1:[]
aircraft1Numbers:[]
replenishDailyAircraft1:[]
These values override those specified in campaign/setup.txt files enabling each location to have individual player (0) and AI (1) air squadrons and numbers. If left blank/not specifed, default values from setup.txt are used.
Aircraft landing at an airfield not containing their "type", recalculate actual "inThe Air" for that location (allows editing of aircraft at locations without breaking existing campaign files)
BETA 28 Aug 2021 (Hotfix)
Fixed Command Point miscalculation on loading a campaign introduced in 1.08f4
Retreating AI ships only lay smoke if at least 1 player surface unit is present
AI cruisers with depth charges will only attack submarines if accompanied by a destroyer or destroyer escort (50% chance)
Aggressive AI Sea groups no longer intercept player Sea groups consisting of submarines only on the strategic map
27 Aug 2021 (BETA)
GENERAL
Multiple AI subs in combat now engage targets
Decreased capsize sensitivity of ships
ammunition files new variable "collideAir":true to also allow collisions with air units
CAMPAIGN
Campaign seaUnits.txt files converted "sunkYield":[2,2,1,1,1] to arrays to assign a value for each difficulty level (easiest to hardest)
config.txt modified campDifficultyPreset values to re-balance in conjunction with new campaign Command Point acquisition methods
campDifficultyPreset3 and campDifficultyPreset4 reduced base repair times (5, 10 to 2, 5) to account for carrier air wing replenishment and refunding points post-repair
campDifficultyPreset3 and campDifficultyPreset4 increased Release ship refund yield (0.5, 0.25 to 0.9, 0.7) to account for carrier air wing replenishment
All campDifficultyPreset decreased sunk ship command point % yield (0.75 - 0.25 to 0.35 to 0.15)
Auto scout panel rearranged to accommodate movement of lower buttons
Create Air panel refreshes aircraft numbers upon replenishment if open at that time
Light_Carrier integrated with Aircraft_Carrier behaviour in combat and for strategic map AI
Campaign seaMissions.txt;
added variable "delayAIDays":[0,1,2,4] (example) to delay AI decision making by the number of days specified at;
- start of mission AI will delay another decision for 0-1 days
- end of mission/loss of group, AI will delay another decision for 2-4 days
- assign 0,0 for first 2 and/or last 2 numbers if no delay desired
(Note: "Home" missions use original mission issued to calculate any AI delay)
(Note: AI ships do NOT enter Rest & Repair queue unless they have suffered destroyed compartments, they use these DelayAIDays values instead)
(Note: vanilla campaigns currently use [0,0,0,0] for all missions, expected default values [0,2,0,2] for small task groups to [1,4,1,4] for large task groups pending further testing)
Cruiser patrols in the Slot set to "autoRenew":false for both campaigns
20 Aug 2021 (BETA)
GENERAL
Unit Viewer filters use "allUnitsList.txt" files to determine ship subtypes list
- nation and ship type filters created in order specified in "AllUnitsList.txt" file
- campaigns list nation and ship type filters in order specified in "seaUnits.txt" files
default/language/english/dictionary/weapons.txt added missing reference for bomb_ij_500kg
Submarine, merchant and oiler compartment volumes scaled down to make them less resilient
Multiple Click of the fire button no longer increases firing rate of weapons such as bombs, rockets and depth charges.
Weapons panel should now support up to 10 weapon mounts (untested)
Corrected submarine submerged depth at which radar can be used
Radar automatically turns off as a submarine submerges and cannot be turned back on until it surfaces (unless it is mast-mounted and periscope is raised).
Using the Orders panel to assign radar use to a submerged submarine respects radar usage.
default/unit/sea US submarines added new variable "radarMast":true to allow submarine radar use when at periscope depth with periscope raised
- using mast radar while submerged decreases radar sensitivity 50%
default/language/english/dictionary/message_log added RadarTooDeepMast and modified RadarTooDeep to clarify use of radar masts
Periscope no longer provides visual detection if submarine is too deep.
Asset Bundles of the same name can exist in both override and default folders and game will load override version first
Loading into combat (or campaign into combat) now displays correct conditions data and restores correct wind direction
default/language/english/dictionary/message_log added "NavTooClose" to display message log error if attempting to place a waypoint within minimum distance
default/language/english/missions/training.txt corrected all line break characters
CAMPAIGN
default/campaignXXX/setup.txt added new variable "commandPointsPerWeek":[0,0] to give command points to [player,AI] per week
default/campaignXXX/setup.txt added new variable "commandPointsPerLocation":[0,0] to give command points to [player,AI] per week per location owned
default/campaignXXX/setup.txt added new variable "commandPointsPerPortRank":[0,0] to give command points to [player,AI] per week per port rank owned
default/campaignXXX/setup.txt added new variable "commandPointsPerAirfieldRank":[0,0] to give command points to [player,AI] per week per airfield rank owned
default/language/english/dictionary/campaign_message.txt added new variable: AdditionalCommand to notify of command point acquisition based on week
default/language/english/dictionary/campaign_message.txt added new variable: AdditionalCommandRR to notify of command point acquisition based on ship leaving REST & REPAIR
default/campaignXXX/seaUnits.txt added new variable sunkYield to give flat command point value (based on class) for enemy ships sunk
1 - Submarine, Destroyer
2 - Light Cruiser, Transport, Oiler
3 - Heavy Cruiser
5 - Battleship, Battlecruiser, Aircraft Carrier
6 - Super Battleship
default/campaignXXX/setup.txt added new variable "useSunkYieldPoints":true to give command points based on sunkYield specified in campaign seaUnits.txt files
- setting to false uses existing % of ship cost based on difficulty level
default/campaignXXX/setup.txt added new variable "refundPostRepair":true to return command points only after ships leave REST & REPAIR queue
Reworked CAMPAIGN SUMMARY Rules page to display new Command Point acquisition rules
default/english/dictionary/general added new variable "CampaignPostRepair" to display on campaign summary page if command points refunded only after ships leave REST & REPAIR queue
default/campaignXXX/setup.txt added new variable "replenishLimitAircraft":true to limit number of aircraft replaced at airfields per day
default/campaignXXX/setup.txt added new variables "replenishDailyAircraft0":[2,2,1],"replenishDailyAircraft1":[4,4,4] to define number of aircraft replenished per day for player (0) and AI (1)
default/campaignXXX/setup.txt added new variable "carrierWingsRequireRelease":true requiring carriers to be released in order to replenish air wings
Added rules_template.txt to default/language/english/campaign/campaign001 as an example for how to display ALL Command Point weeekly sources
Shifted Air Group panel buttons
Full support for AI use of Battlecruiser, Light_Carrier and Destroyer_Escort unit subtypes to campaigns.
In cases where AI cannot get a ship of subtype specified:
- Aircraft_Carrier falls back to Light_Carrier
- Light_Carrier does not fall back to another class.
- Battleship falls back to Battlecruiser
- Battlecruiser falls back to Heavy Cruiser
- Destroyer_Escort falls back to Destroyer
campaign all setup.txt files updated "unavailableShipClasses" and "unavailableShipInstanceNames" to include all ships sunk prior to starting date of campaign
Both campaigns sea_missions.txt
Added formation data to "LargeInvasion"
Changed formation for "LargeFastTroop"
default/language/english/dictionary/general modified ToggleSea, ToggleAir, Toggle Contact to specify Friendly or Enemy
Campaign strategic map filter: Show Enemy Contact toggle now displays/hides enemy sea and air groups correctly
Major features:
- Many options added to edit campaign balance and alternate Command Point acquisition methods
- Unit viewer now has an "aircraft" panel for ships with aircraft
- Merchants and submarines made less resilient to shell and bomb damage
- Support for ship subtypes such as Battlecruisers, Light Carriers and Destroyer Escorts
If you want to experience many of the new campaign re-balancing features in action in more strategic and difficult campaign, we recommend the Baron's popular Tokyo Express mod. Available here:
https://steamcommunity.com/app/1280780/discussions/3/5671690972174045737/
Full change log for 1.08f6 and the various other beta versions that comprise it below:
Version 1.08f6 Change Log
13 Sep 2021
9 Sep 2021 (BETA)
Mouse over ship names on Roster Tabs displays class and subtype of that ship (requires tooltips ON)
Adjusted cleveland_data.txt tonnage to 11930 (standard).
Campaign difficulty modifiers now correctly calculated in Command Point values displayed on Campaign Summary page
Added a check for campaign difficulty settings to ensure the base values are always applied when loading a save game
Weather Manager decreased average Sea State
config.txt modified oceanWindStrength values
Version 1.08f5h1
3 Sep 2021 (BETA)
All campaign setup.txt files corrected typo in "taskForceRetreatCapitalDestroyed"
Loading a campaign applies setup.txt file data prior to applying loaded game data
unit/dauntless/dauntless_model.txt added dive brakes to moving parts
Version 1.08f5
2 Sep 21 (BETA)
CAMPAIGN
campDifficultyPresetX variables moved from config.txt to individual campaign setup.txt files
Added 16x new variables; 8x for player,AI [CPWeekly, CPLocations, CPPorts, CPAirfields], 8x for future use if needed.
WARNING If you have modified a campaign you need to add this to the setup.txt files for every campaign:
"campDifficultyPreset0":[2,1,1,1,0.75,1,0,0,0,0,1.2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"campDifficultyPreset1":[1.5,1,1,1,0.66,1,0,0,0,0,1.1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"campDifficultyPreset2":[1,1,1,1,0.5,1,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"campDifficultyPreset3":[0.9,1,0.9,1,0.33,1,2,0,1,0,0.8,1,1.25,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],"campDifficultyPreset4":[0.7,1,0.7,1,0.25,1,5,0,2,0,0.6,1,1.5,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
Note these values are the default campaign difficulties that used to reside in config.txt. If you have modified these values in config.txt, paste in your new values, but be sure to check length of arrays (must be 30).
Following example of the 30 variables in array:
"campDifficultyPreset2":[1,1,1,1,0.5,1,0,0,0,0,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]
Player Start Command Points %
AI Start Command Points %
Player Release Ships Refund %
AI Release Ships Refund %
Player Points earned on sinking % (only if "sunkYield":false)*
AI Points earned on sinking % (only if "sunkYield":false)*
Modifier to base repair days for Player
Modifier to base repair days for AI
Modifier to days per destroyed compartment for Player
Modifier to days per destroyed compartment for AI
Player weekly resource replenish %
AI weekly resource replenish %
Player upgrade location %
AI upgrade location %
Modifier to Command Points Earned per week Player
Modifier to Command Points Earned per week AI
Modifier to Command Points per owned location Player
Modifier to Command Points per owned location AI
Modifier to Command Points per Port Rank Player
Modifier to Command Points per Port Rank AI
Modifier to Command Points per airfield Rank Player
Modifier to Command Points per airfield Rank AI
Remaining 0,0,0,0,0,0,0,0 are currently unused
* If "sunkYield":true, flat values taken from seaUnits.txt for that campaign based on campaign difficulty level.
For "Modifers to Command Points" recommend 0 or positive values only so as not to result in base value + -modifier = negative and player loses command points that week. Alternatively be sure that the base value + a -modifier is not negative.
Campaign mapLandLocations.txt added new variables;
aircraft0:[]
aircraft0Numbers:[]
replenishDailyAircraft0:[]
aircraft1:[]
aircraft1Numbers:[]
replenishDailyAircraft1:[]
These values override those specified in campaign/setup.txt files enabling each location to have individual player (0) and AI (1) air squadrons and numbers. If left blank/not specifed, default values from setup.txt are used.
Aircraft landing at an airfield not containing their "type", recalculate actual "inThe Air" for that location (allows editing of aircraft at locations without breaking existing campaign files)
Version 1.08f4h1 Change Log
BETA 28 Aug 2021 (Hotfix)
Fixed Command Point miscalculation on loading a campaign introduced in 1.08f4
Retreating AI ships only lay smoke if at least 1 player surface unit is present
AI cruisers with depth charges will only attack submarines if accompanied by a destroyer or destroyer escort (50% chance)
Aggressive AI Sea groups no longer intercept player Sea groups consisting of submarines only on the strategic map
Version 1.08f4 Change Log
27 Aug 2021 (BETA)
GENERAL
Multiple AI subs in combat now engage targets
Decreased capsize sensitivity of ships
ammunition files new variable "collideAir":true to also allow collisions with air units
CAMPAIGN
Campaign seaUnits.txt files converted "sunkYield":[2,2,1,1,1] to arrays to assign a value for each difficulty level (easiest to hardest)
config.txt modified campDifficultyPreset values to re-balance in conjunction with new campaign Command Point acquisition methods
campDifficultyPreset3 and campDifficultyPreset4 reduced base repair times (5, 10 to 2, 5) to account for carrier air wing replenishment and refunding points post-repair
campDifficultyPreset3 and campDifficultyPreset4 increased Release ship refund yield (0.5, 0.25 to 0.9, 0.7) to account for carrier air wing replenishment
All campDifficultyPreset decreased sunk ship command point % yield (0.75 - 0.25 to 0.35 to 0.15)
Auto scout panel rearranged to accommodate movement of lower buttons
Create Air panel refreshes aircraft numbers upon replenishment if open at that time
Light_Carrier integrated with Aircraft_Carrier behaviour in combat and for strategic map AI
Campaign seaMissions.txt;
added variable "delayAIDays":[0,1,2,4] (example) to delay AI decision making by the number of days specified at;
- start of mission AI will delay another decision for 0-1 days
- end of mission/loss of group, AI will delay another decision for 2-4 days
- assign 0,0 for first 2 and/or last 2 numbers if no delay desired
(Note: "Home" missions use original mission issued to calculate any AI delay)
(Note: AI ships do NOT enter Rest & Repair queue unless they have suffered destroyed compartments, they use these DelayAIDays values instead)
(Note: vanilla campaigns currently use [0,0,0,0] for all missions, expected default values [0,2,0,2] for small task groups to [1,4,1,4] for large task groups pending further testing)
Cruiser patrols in the Slot set to "autoRenew":false for both campaigns
Version 1.08f3 Change Log
20 Aug 2021 (BETA)
GENERAL
Unit Viewer filters use "allUnitsList.txt" files to determine ship subtypes list
- nation and ship type filters created in order specified in "AllUnitsList.txt" file
- campaigns list nation and ship type filters in order specified in "seaUnits.txt" files
default/language/english/dictionary/weapons.txt added missing reference for bomb_ij_500kg
Submarine, merchant and oiler compartment volumes scaled down to make them less resilient
Multiple Click of the fire button no longer increases firing rate of weapons such as bombs, rockets and depth charges.
Weapons panel should now support up to 10 weapon mounts (untested)
Corrected submarine submerged depth at which radar can be used
Radar automatically turns off as a submarine submerges and cannot be turned back on until it surfaces (unless it is mast-mounted and periscope is raised).
Using the Orders panel to assign radar use to a submerged submarine respects radar usage.
default/unit/sea US submarines added new variable "radarMast":true to allow submarine radar use when at periscope depth with periscope raised
- using mast radar while submerged decreases radar sensitivity 50%
default/language/english/dictionary/message_log added RadarTooDeepMast and modified RadarTooDeep to clarify use of radar masts
Periscope no longer provides visual detection if submarine is too deep.
Asset Bundles of the same name can exist in both override and default folders and game will load override version first
Loading into combat (or campaign into combat) now displays correct conditions data and restores correct wind direction
default/language/english/dictionary/message_log added "NavTooClose" to display message log error if attempting to place a waypoint within minimum distance
default/language/english/missions/training.txt corrected all line break characters
CAMPAIGN
default/campaignXXX/setup.txt added new variable "commandPointsPerWeek":[0,0] to give command points to [player,AI] per week
default/campaignXXX/setup.txt added new variable "commandPointsPerLocation":[0,0] to give command points to [player,AI] per week per location owned
default/campaignXXX/setup.txt added new variable "commandPointsPerPortRank":[0,0] to give command points to [player,AI] per week per port rank owned
default/campaignXXX/setup.txt added new variable "commandPointsPerAirfieldRank":[0,0] to give command points to [player,AI] per week per airfield rank owned
default/language/english/dictionary/campaign_message.txt added new variable: AdditionalCommand to notify of command point acquisition based on week
default/language/english/dictionary/campaign_message.txt added new variable: AdditionalCommandRR to notify of command point acquisition based on ship leaving REST & REPAIR
default/campaignXXX/seaUnits.txt added new variable sunkYield to give flat command point value (based on class) for enemy ships sunk
1 - Submarine, Destroyer
2 - Light Cruiser, Transport, Oiler
3 - Heavy Cruiser
5 - Battleship, Battlecruiser, Aircraft Carrier
6 - Super Battleship
default/campaignXXX/setup.txt added new variable "useSunkYieldPoints":true to give command points based on sunkYield specified in campaign seaUnits.txt files
- setting to false uses existing % of ship cost based on difficulty level
default/campaignXXX/setup.txt added new variable "refundPostRepair":true to return command points only after ships leave REST & REPAIR queue
Reworked CAMPAIGN SUMMARY Rules page to display new Command Point acquisition rules
default/english/dictionary/general added new variable "CampaignPostRepair" to display on campaign summary page if command points refunded only after ships leave REST & REPAIR queue
default/campaignXXX/setup.txt added new variable "replenishLimitAircraft":true to limit number of aircraft replaced at airfields per day
default/campaignXXX/setup.txt added new variables "replenishDailyAircraft0":[2,2,1],"replenishDailyAircraft1":[4,4,4] to define number of aircraft replenished per day for player (0) and AI (1)
default/campaignXXX/setup.txt added new variable "carrierWingsRequireRelease":true requiring carriers to be released in order to replenish air wings
Added rules_template.txt to default/language/english/campaign/campaign001 as an example for how to display ALL Command Point weeekly sources
Shifted Air Group panel buttons
Full support for AI use of Battlecruiser, Light_Carrier and Destroyer_Escort unit subtypes to campaigns.
In cases where AI cannot get a ship of subtype specified:
- Aircraft_Carrier falls back to Light_Carrier
- Light_Carrier does not fall back to another class.
- Battleship falls back to Battlecruiser
- Battlecruiser falls back to Heavy Cruiser
- Destroyer_Escort falls back to Destroyer
campaign all setup.txt files updated "unavailableShipClasses" and "unavailableShipInstanceNames" to include all ships sunk prior to starting date of campaign
Both campaigns sea_missions.txt
Added formation data to "LargeInvasion"
Changed formation for "LargeFastTroop"
default/language/english/dictionary/general modified ToggleSea, ToggleAir, Toggle Contact to specify Friendly or Enemy
Campaign strategic map filter: Show Enemy Contact toggle now displays/hides enemy sea and air groups correctly