Sea Power

Sea Power

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Carrier Battle
   
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Timeframe and Location: 1980s, 1990s
Mod Type: Dynamic Campaign
Object Type: Aircraft Carrier
File Size
Posted
Updated
215.142 KB
11 Dec, 2024 @ 2:08pm
22 Feb @ 5:58am
13 Change Notes ( view )

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Carrier Battle

Description
The Cold War has gone hot in 1990. This has been updated with the more modern weapons. I have added dozens more assets that may randomly spawn in and made some changes for balance.

NOTE: There are dozens of Red, Blue, and Neutral that may or may not appear in every play through. No two instances will be the same as there are thousands of possibilities. The Carrier Strike Groups are the only constant.

The United States has a few NTU (89) ships, but the Soviets have a few '90 ships and overwhelming numbers as per their doctrine of the time. This is a game of cat and mouse. Can you find them before they find you? If some of their assets spawn in, you will be assaulted from the first moment. In all cases, you should be ready for an assault as you do not know when it will happen.

WARNING: This is a dynamic space with a lot of Neutral shipping and air. Be sure of who you are firing at! Three Neutral ships sunk will result in failure.
23 Comments
ScreechOwl  [author] 18 Jul @ 4:22pm 
Yes! One of the updates that the devs have made have allowed me to load and update this mod. I have to tell you there are a great many and this is going to take some time, but I just played the old version and knowing what was in it, died. I've already added dozens of more random spawns, and verterency levels. I lost my replay. It's going to take some time to re-balance, rebuild, and replay/rebalance/replay to be sure this is a solid scenario that you can play 1,000x. I am NOT a graphic designer and I still don't know how to set up the scenario so if there is someone that can take what I have and make it polished, I'm listening.
ScreechOwl  [author] 4 Mar @ 3:56pm 
This is an Early Access Game. Assets used in this scenario will no longer load in the Mission Editor. I cannot even load my own local copy to fix it. It still plays as it is but I cannot update it.

@Varieti I changed the carrier from the USS America to the Kitty Hawk, which would allow for newer air-craft, but reduce the elevators to 2 because the NTU full capability mods do not work with that. It was a trade-off I felt was good because better, more realistic to the period AC could make up the difference for the lack of elevators and provide a bit more challenge to planning requirements.

This scenario will challenge you potentially from the first couple minutes to hours on a continual basis, the pressure never lets up. However, I have been wanting to create a newer version of this in a different environment, with more triggers and challenges, while making it a touch closer and more urgent.
Varieti 1 Mar @ 1:12pm 
Neither the US carriers full capacity mod or the NTU carriers full capacity mod seems to work here, with both mods the flight deck remains busy and only two lifts work. Can someone give me the load order?
speed13327 6 Feb @ 3:22pm 
I couldnt see it in the scenerio list either. i tried unsubscribing/subscribing and enabling/disabling and nothing worked. I ended up copying the file to the user mission folder and it appeared and I was able to play the mission.
ScreechOwl  [author] 5 Feb @ 2:09pm 
I've just added dozens of assets to the scenario. I can personally play this one several times and never know what to expect.
ScreechOwl  [author] 22 Jan @ 4:23pm 
Not being a 'modder', I believe I have updated this scenario with the latest versions, including updated USSR weapons. The point of this mod is to introduce random, unexpected, and non-plannable scenarios.
SSG Beard [506 IR] 15 Dec, 2024 @ 7:11am 
I agree. The lack of replayability is a problem. Until they make a dynamic campaign, building missions like these are all that there is available.
jasoriab 14 Dec, 2024 @ 9:22am 
@ScreechOwl

It works fine now, it appears in the mod selector with its name and description. The scenario loads perfectly. :steamthumbsup:

If you want to make it perfect, the _info.ini file should only be in the root folder of the scenario, so it does not need to be also in the missions/ folder. You can safely delete the _info.ini file that is inside the missions folder.
lonasindi 14 Dec, 2024 @ 7:23am 
You've got it sorted now - thank you for building this scenario. I've started to make something similar a few times but the sheer amount of work required has put me off.
ScreechOwl  [author] 14 Dec, 2024 @ 7:22am 
I believe it is corrected. It does show up in the mods list with the proper name and description and it does show up in the Scenarios, but it has an odd structure in mine. Don't know if that is because it's my local version.