Sea Power

Sea Power

Not enough ratings
TEXAS at war
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
10.984 MB
18 Nov, 2024 @ 5:20pm
12 Mar @ 4:39pm
24 Change Notes ( view )

Subscribe to download
TEXAS at war

Description
Due to a crisis in the Persian Gulf, a major withdrawal of 6th Fleet Combatants from the Mediterranean has been conducted in the last 3 weeks. There are currently only two US Surface Action Groups (SAG) left to patrol the Central and Western Mediterranean.

This Mod was inspired by, and developed from, ideas presented in Victory Games's SIXTH FLEET Game. I played this game to death with my ROTC buddies in High School.
15 Comments
ltjgbeam  [author] 12 Mar @ 10:35am 
@jasoriab Thanks for pointing these itemst out.

I removed the older usaf_f-15c.ini file. Mod is now using the default usaf_f-15c.ini file in the original folder. This means that the F-15C will always be up to date with the latest changes made by Triassic Games.

This was the second Mod that I created, and I now have a better understanding of what files actually need to be included in the Mod.

I'll also check out WinMerge. That sounds like a perfect way to track changes made in the text files by Triassic. That will make updateing the aircraft_names.ini and nations.ini very straightforward. Thanks again.


Salvo regards,

LTJG Beam
jasoriab 11 Mar @ 10:13pm 
You'll also need to update aircraft_names.ini and nations.ini.

A very useful program you can use to detect differences between text files is WinMerge, which allows you to easily detect the modifications that developers add to the game.
jasoriab 11 Mar @ 10:07pm 
Hi @ltjgbeam

You should update the F-15C's SensorSystem4, as this is the definition in the vanilla version of the aircraft, at least in the latest version of the game available today, beta 147. You would need to change the SystemName value.

[SensorSystem4] #Defensive ECM
Type=ECM
SystemName=AircraftDECM_Late
Mount=Dummy
ModuleType=Sensor
ltjgbeam  [author] 26 Jan @ 10:19am 
@BBSquid I may need to examine this scenario again, maybe some of the changes made in the patches that Triassic has implemented, may be causing this to more of a cake-walk than when I first put it together on November 18th. The game has matured a bit in the last month...
ltjgbeam  [author] 26 Jan @ 10:07am 
So beating the Slava SAG is probably tougher to do without casualties than the Kirov, as by the time she is engaged, the USN SAG's will probably be out of Tomahawks, and depending entirely on Harpoons.
ltjgbeam  [author] 26 Jan @ 10:04am 
@BBSquid I left out the Bedovy and Otlichny for balance purposes. With them in the scenario, the Soviets have a vast superiority in long range ASMs, and since the mechanics (Activation Phases) of SIXTH Fleet can't be simulated in SEA POWER, there is no way to rapidly get the short range Harpoons into engagement range. Also, I greatly increased the number of Aircraft in the Scenario, so my play test buddies were often being detected early by the Libyans and then a massive salvo of soviet long range missiles would overpower the Texas SAG very early in the game. So I decreased the Soviet SAG's (and added the ABL Spruances) to get more of a parity on long range missiles. The NATO forces have 24 long range missiles in one SAG, and the Soviets have 44, but the Soviets missiles are in two SAG's separated by a good distance. The management and coordination of the NATO forces is crucial in beating the scenario.
BBsquid 25 Jan @ 4:44pm 
@ltjgbeam: no worries brother. I played the snot out of 2nd and 6th fleet in HS, and I recognized the scenario immediately.
Curious to know why you removed/didn't include the Bedovoy from the Kirov group and the Otlichnny from the Slava group?

A suggestion? Make all the nerchies neutral. From what I played, the Russian ships were dumping all their SSMs into mercies, making them easy kills by the time the US SAGs get in range. I would also add a dozen or so more to making targeting a little more interesting.

I was actually building this very scenario myself until I realized the background and briefing creation is apparently beyond my skill set. I have all the units in place, just need to figure out the background/briefing, and trigger thing.
ltjgbeam  [author] 25 Jan @ 7:55am 
@BBSquid Thanks for catching that. I am not sure how the description got truncated. I had included Victory Games in the original description of the Mod, and included Sixth Fleet in the Tags...

I am beginning to suspect that if you include a blank line in the original description, it may cause the description to get cut off. The same thing happened on the Kongo Mod that I had done with the help of Mitchell600 and I had to update the description on that as well.

The description has been updated again, and appears to have updated properly.

Thanks again!
BBsquid 25 Jan @ 3:22am 
you should probably give credit to Victory Games's 6th Fleet board game; your first scenario is a port of the scenario Surface Action in the Mediterranean, and I would guess your CV scen came from the same place. Subtle differences, but the idea was not yours...and you should give credit to the team that came up with it
ltjgbeam  [author] 8 Jan @ 7:07pm 
Changed the Texas Mk 143 ABL Launcher loadout to RGM-109B TASM. The last update changed the Viirginia-class ABL Loadout to all TLAMs. The TASM is needed to give the U.S. Ships a bit of a counter (range-wise) to the Soviet LR ASMs like the SS-N-19.