Avarice1987
24.11.25, 11:58
Mich wundert es, dass es noch keinen Thread zu diesem Spiel gibt.
War on the Sea ist bisher der letzte Teil von Killerfishgames, welche auch die Handy Spiele Pacific Fleet, Atlantik Fleet ( Rundenbasiert ) ( Handyversionen - finden sich so nichtmehr im Playstore, da Android das wohl nichtmehr unterstützt ), Atlantik Fleet ( PC Version Steam ) und Cold Waters (Echtzeitstrategie ) entwickelt haben.
EDIT: Ich würde heute Abend nach Feierabend eine Ausführliche Beschreibung hier Aufschreiben, es gibt Einzelschlachten, Kampagne und einen Schlachteditor
Direkte verlinkung
https://store.steampowered.com/app/1280780/War_on_the_Sea/
War on the Sea ist ein Echtzeitstrategiespiel mit DynamischerKampagne, welches 2021 veröffentlicht wurde. Die vanillakampagne spielt im Südpazifik, zentrum ist die Schlacht um Guadalcanal. Es gibt aber auch eine sehr große Modcommunity, das Spiel ist sehr Modfreundlich , benötigt zum aktivieren der Mods wird JSGME Mod Enabler.
Heute Früh wurde für viele Überraschend ( ausser für mich als Tester und weitere Interne Personen ( lach ), ein neuer Beta Patch Online gestellt, zuvor war dasletzte Offiziele Update 2024 im Frühjahr.
Das Spiel ist für Einzelspieler ausgelegt.
Ich selbst habe dieses Frühjahr eine Komplettübersetzung auf Deutsch angelegt - diese werde ich bald wieder anpassen können , ab heute :-) .
Nachfolgend die Changelogs des heutigen BETA Patches
Improved Campaign Logistics (Beta)
This update (version 1.09) features a major re-working of campaigns. In particular, we've been working closely with the modding community to integrate their revisions of campaign logistics as well as expand the game to better support mods.
To that end, we'd like to extend our thanks the War on the Sea modding community for their continued passion and tireless work to further improve the game along with their ongoing contributions and discussions around this latest update. Many thanks to community members;
Yort
Chevayo
Apollo
Claustro
Iv
Key new features are:
Resource costs for rearming ships and replenishing aircraft
Replenishment at sea
Expanding number of ships allowed in a Task Force
Removing the limit of different 4 types of aircraft on ships or at airfields
To opt into the beta:
REMEMBER: use of mods will likely not be compatible with this version until updated mods are released
1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions.
2) Password to access the beta is: warontheseabeta
Use the pulldown to select the beta version.
It should then begin to download.
3) When you run the game the version number should read the version you selected.
Full changelog below.
Version 1.09
24 Nov 25 (Beta)
GENERAL
Shells no longer fall short when under time compression
Weather particle effects correctly cycle under normal and accelerated time compression (eg thunder/lightning)
Torpedoes are now destroyed (without exploding) when striking land
Setting speed slider to 0 stops ships completely
Enemy ships now detect and react to incoming torpedoes
Shell impacts now use correct deck height when determining if superstructure or hull hit
Removed the check for passive sonar in UnitSeaAI.AttackUnit to prevent ships without Active Sonar pinging
Active sonar no longer pings frequently under time compression
Small calibre fire striking aricraft generates random smoke trail colors
Impoved particle effect representing underwater layer
Shells striking a ship directly no longer create splashes
"hePenFactor":0.2 in mountData.txt passed to shells for use in armor penetration calculations, (rather than a fixed 0.2 value)
CAMPAIGN
Starting a new campaign displays campaign settings by default
Terrain tiles now correctly displayed on maps east of the prime meridian
Modified/corrected DEM data on tiles 2_9, 2_10
Enemy submarines no longer displayed on strategic map after loading a save game
Fixed a bug with auto-air patrols introduced in last update
Auto scouts rearm ammunition on landing at base
Improved ship navigation on strategic map so as to not get stuck in place
Ships now correctly check for aircraft they have in the air based on faction
Aircraft carriers now correctly apply cooldowns based on payload
campaign001/setup.txt corrected "enemyCarrierStrikeRange" to 480
Fixed a bug where ships possessing secondary guns and depth charges did not correctly display remaining depth charges on board
Fixed a bug where ammo for primary guns not using magazines was miscounted if # barrels > 1 (Kamogawa Maru is the only case)
Task groups now correctly use radar on the strategic map
Strategic map weather now displays cloud level/rain/storm in superscript next to Sea State value
Air cover for enemy task forces
campaignXXX/sea_missions.txt added "airCoverPriority":1 to various missions with capital ships and carriers
Enemy aircraft carriers now launch combat air patrols to scout around their task force
Support for larger task forces & aircraft types
campaignXXX/setup.txt added new variable "maxShipsInTaskForce":10 to enable custom campaigns with larger task forces
Added slider and adjusted Task Force panel to allow scrolling for more than 10 ships
campaignXXX/setup.txt added new variable "maxAircraftTypesToLaunch":4 to enable custom campaigns with more aircraft types on ships or at bases
Added arrow buttons to navigate through more than 3 aircraft types when launching them
interface/styles.txt added reference for NextPrevAircraft buttons
Expandable summary panels
campaignXXX/setup.txt added new variables to set the height of panels on Campaign Summary Page to enable scrolling and support for more content
"objectivePanelHeight":0
"rulesPanelHeight":1000
"mapKeyPanelHeight":0
(default value = 0 making panels unscrollable, for modding reference viewable window height = 560)
Campaign summary panel, Map Key replaced cloud textures with sprites to enable scrolling
CAMPAIGN LOGISTICS
Resources now used to resupply ships and replenish aircraft
Addition of new logistics and resupply mechanics
In campaignXXX/setup.txt:
Ports can now have resources deducted when resupplying ships:
"usePortResourcesToResupplyAmmo":true
"usePortResourcesToResupplyShipAircraft":true
Ports can now have resources deducted when replenishing airfield aircraft:
"usePortResourcesToResupplyAirfields":true
campaignXXX/seaUnits.txt added new variable for each ship type "resourceCost":[0,4,0,4]
These resources are required to resupply the ammunition of a ship when "usePortResourcesToResupplyAmmo" = true
campaignXXX/seaUnits.txt added new variable for each aircraft type "resourceCost":[0,10,2,2]
These resources are required to resupply missing aircraft for ships if:
"usePortResourcesToResupplyShipAircraft" = true
Or airfields if:
"usePortResourcesToResupplyAirfields" = true
New file resupply.txt added to campaign folders to define resource costs for ammunition.
Shells based on calibre and individual costs while torpedoes and depth charges are the standard [Troops,Supplies,Engineering,Fuel]
"shellCalibre":[460,410,406,360,203,155,152,140,127,120,102,100]
"shellCostTroops":[0,0,0,0,0,0,0,0,0,0,0,0]
"shellCostSupplies":0.046,0.041,0.0406,0.036,0.0203,0.0155,0.0152,0.014,0.0127,0.012,0.0102,0.01]
"shellCostEngineering":[0.042,0.034,0.033,0.026,0.008,0,0,0,0,0,0,0]
"shellCostFuel":[0,0,0,0,0,0,0,0,0,0,0,0]
"torpedoCost":[0,0.6,0,0]
"depthChargeCost":[0,0.1,0,0]
Resupply at Sea
campaignXXX/setup.txt added new variable "supplyShipsAllowed":true to enable resupply convoys
Ships too far from port may resupply at sea if oilers and merchants carrying sufficient resources are in same group or nearby
Ships within range of a Port will ignore resupplying at sea and use Port only
campaignXXX/setup.txt added:
"maxSeaStateResupplyAtSea":4 to check for suitable sea state
"resupplyAtSeaHours" to check suitable daylight hours
Added additional lookup flags for resupply logistics data to be displayed in RULES panel
language/english/campaign/campaignXXX/rules,txt reformatted
language/english/campaign/campaignXXX/rules_template,txt reformatted and updated with supply logistics example
language/english/dictionary/general.txt added fields
CMobileOrders2 renamed Rearm Ships to Resupply Ships
ResupplyAll=All Ships
ResourcesFromPort=Port resources to resupply
ResourcesAtSea=At sea resources to resupply
language/english/dictionary/campaign_message.txt added/modified messages for;
InsufficientRAS=Nearby supply ships lack resources to resupply.
RASHoursFailed=Too dark. Cannot resupply at sea between hours of <0> and <1>.
RASSeaStateFailed=Conditions too rough. Cannot resupply at sea in sea state above <0>.
InsufficientPort=Port lacks sufficient resources to resupply.
InsufficientAirbase=Airfields lack resources: <0>
Rearmed=All ships resupplied.
RearmedCarrierWarning=All ships resupplied (Carrier air wings require Release / Repair)
More Campaign Settings
language/english/campaign/campaignXXX/rules.txt modified for all campaigns (and tutorial) to show all campaign settings
Campaign settings on starting a new campaign added toggles for:
Use Port Resources To Resupply Ship Ammo
Use Port Resources To Resupply Ship Aircraft
Use Port Resources To Replenish Airfields
Limit Airfield Aircraft Replenished
Allow Merchants/Oilers to Resupply At Sea
Enable Strategic Bombing
language/english/dictionarygeneral.txt added;
usePortResourcesToResupplyAmmo=Use Port Resources To Resupply Ship Ammo
usePortResourcesToResupplyShipAircraft=Use Port Resources To Resupply Ship Aircraft
usePortResourcesToResupplyAirfields=Use Port Resources To Replenish Airfields
replenishLimitAircraft=Limit Airfield Aircraft Replenished
supplyShipsAllowed=Allow Merchants/Oilers to Resupply At Sea
enableStrategicBombing=Enable Strategic Bombing
Mir gefällt das SPiels ehr gut, ich helfe schon länger den Mitwirkenden beim Testen neuer Features und auch KFG zum Testen.
AUf Steam hatten wir zum Teil die Üblichen Trolle, die gerne mal Spiele als Verlassen und Aufgegeben betiteln, damit dürfte ab heute erst einmal schluss sein .
Die Moddingcommunity hat schon einige Zusatzkampagnen erstellt, darunter eine Schlacht im Atlantik ( Hyphotetischer Mod / sowie ein relativ historischer ), ein weiterer Mod mit dem Kompletten Pazifik ist in Arbeit, es gibt gute Mods mit der Thematik des Indian Ocean Raids oder dem ABDA Command.
Mich wundert es, dass das Spiel bisher hier noch keinen Eigenen Thread bekommen hat.
Ich kann es nur empfehlen.
LG
Markus aka Avarice
War on the Sea ist bisher der letzte Teil von Killerfishgames, welche auch die Handy Spiele Pacific Fleet, Atlantik Fleet ( Rundenbasiert ) ( Handyversionen - finden sich so nichtmehr im Playstore, da Android das wohl nichtmehr unterstützt ), Atlantik Fleet ( PC Version Steam ) und Cold Waters (Echtzeitstrategie ) entwickelt haben.
EDIT: Ich würde heute Abend nach Feierabend eine Ausführliche Beschreibung hier Aufschreiben, es gibt Einzelschlachten, Kampagne und einen Schlachteditor
Direkte verlinkung
https://store.steampowered.com/app/1280780/War_on_the_Sea/
War on the Sea ist ein Echtzeitstrategiespiel mit DynamischerKampagne, welches 2021 veröffentlicht wurde. Die vanillakampagne spielt im Südpazifik, zentrum ist die Schlacht um Guadalcanal. Es gibt aber auch eine sehr große Modcommunity, das Spiel ist sehr Modfreundlich , benötigt zum aktivieren der Mods wird JSGME Mod Enabler.
Heute Früh wurde für viele Überraschend ( ausser für mich als Tester und weitere Interne Personen ( lach ), ein neuer Beta Patch Online gestellt, zuvor war dasletzte Offiziele Update 2024 im Frühjahr.
Das Spiel ist für Einzelspieler ausgelegt.
Ich selbst habe dieses Frühjahr eine Komplettübersetzung auf Deutsch angelegt - diese werde ich bald wieder anpassen können , ab heute :-) .
Nachfolgend die Changelogs des heutigen BETA Patches
Improved Campaign Logistics (Beta)
This update (version 1.09) features a major re-working of campaigns. In particular, we've been working closely with the modding community to integrate their revisions of campaign logistics as well as expand the game to better support mods.
To that end, we'd like to extend our thanks the War on the Sea modding community for their continued passion and tireless work to further improve the game along with their ongoing contributions and discussions around this latest update. Many thanks to community members;
Yort
Chevayo
Apollo
Claustro
Iv
Key new features are:
Resource costs for rearming ships and replenishing aircraft
Replenishment at sea
Expanding number of ships allowed in a Task Force
Removing the limit of different 4 types of aircraft on ships or at airfields
To opt into the beta:
REMEMBER: use of mods will likely not be compatible with this version until updated mods are released
1) Right click War on the Sea in your Steam library, go to properties/betas and you should have new tabs listing other available versions.
2) Password to access the beta is: warontheseabeta
Use the pulldown to select the beta version.
It should then begin to download.
3) When you run the game the version number should read the version you selected.
Full changelog below.
Version 1.09
24 Nov 25 (Beta)
GENERAL
Shells no longer fall short when under time compression
Weather particle effects correctly cycle under normal and accelerated time compression (eg thunder/lightning)
Torpedoes are now destroyed (without exploding) when striking land
Setting speed slider to 0 stops ships completely
Enemy ships now detect and react to incoming torpedoes
Shell impacts now use correct deck height when determining if superstructure or hull hit
Removed the check for passive sonar in UnitSeaAI.AttackUnit to prevent ships without Active Sonar pinging
Active sonar no longer pings frequently under time compression
Small calibre fire striking aricraft generates random smoke trail colors
Impoved particle effect representing underwater layer
Shells striking a ship directly no longer create splashes
"hePenFactor":0.2 in mountData.txt passed to shells for use in armor penetration calculations, (rather than a fixed 0.2 value)
CAMPAIGN
Starting a new campaign displays campaign settings by default
Terrain tiles now correctly displayed on maps east of the prime meridian
Modified/corrected DEM data on tiles 2_9, 2_10
Enemy submarines no longer displayed on strategic map after loading a save game
Fixed a bug with auto-air patrols introduced in last update
Auto scouts rearm ammunition on landing at base
Improved ship navigation on strategic map so as to not get stuck in place
Ships now correctly check for aircraft they have in the air based on faction
Aircraft carriers now correctly apply cooldowns based on payload
campaign001/setup.txt corrected "enemyCarrierStrikeRange" to 480
Fixed a bug where ships possessing secondary guns and depth charges did not correctly display remaining depth charges on board
Fixed a bug where ammo for primary guns not using magazines was miscounted if # barrels > 1 (Kamogawa Maru is the only case)
Task groups now correctly use radar on the strategic map
Strategic map weather now displays cloud level/rain/storm in superscript next to Sea State value
Air cover for enemy task forces
campaignXXX/sea_missions.txt added "airCoverPriority":1 to various missions with capital ships and carriers
Enemy aircraft carriers now launch combat air patrols to scout around their task force
Support for larger task forces & aircraft types
campaignXXX/setup.txt added new variable "maxShipsInTaskForce":10 to enable custom campaigns with larger task forces
Added slider and adjusted Task Force panel to allow scrolling for more than 10 ships
campaignXXX/setup.txt added new variable "maxAircraftTypesToLaunch":4 to enable custom campaigns with more aircraft types on ships or at bases
Added arrow buttons to navigate through more than 3 aircraft types when launching them
interface/styles.txt added reference for NextPrevAircraft buttons
Expandable summary panels
campaignXXX/setup.txt added new variables to set the height of panels on Campaign Summary Page to enable scrolling and support for more content
"objectivePanelHeight":0
"rulesPanelHeight":1000
"mapKeyPanelHeight":0
(default value = 0 making panels unscrollable, for modding reference viewable window height = 560)
Campaign summary panel, Map Key replaced cloud textures with sprites to enable scrolling
CAMPAIGN LOGISTICS
Resources now used to resupply ships and replenish aircraft
Addition of new logistics and resupply mechanics
In campaignXXX/setup.txt:
Ports can now have resources deducted when resupplying ships:
"usePortResourcesToResupplyAmmo":true
"usePortResourcesToResupplyShipAircraft":true
Ports can now have resources deducted when replenishing airfield aircraft:
"usePortResourcesToResupplyAirfields":true
campaignXXX/seaUnits.txt added new variable for each ship type "resourceCost":[0,4,0,4]
These resources are required to resupply the ammunition of a ship when "usePortResourcesToResupplyAmmo" = true
campaignXXX/seaUnits.txt added new variable for each aircraft type "resourceCost":[0,10,2,2]
These resources are required to resupply missing aircraft for ships if:
"usePortResourcesToResupplyShipAircraft" = true
Or airfields if:
"usePortResourcesToResupplyAirfields" = true
New file resupply.txt added to campaign folders to define resource costs for ammunition.
Shells based on calibre and individual costs while torpedoes and depth charges are the standard [Troops,Supplies,Engineering,Fuel]
"shellCalibre":[460,410,406,360,203,155,152,140,127,120,102,100]
"shellCostTroops":[0,0,0,0,0,0,0,0,0,0,0,0]
"shellCostSupplies":0.046,0.041,0.0406,0.036,0.0203,0.0155,0.0152,0.014,0.0127,0.012,0.0102,0.01]
"shellCostEngineering":[0.042,0.034,0.033,0.026,0.008,0,0,0,0,0,0,0]
"shellCostFuel":[0,0,0,0,0,0,0,0,0,0,0,0]
"torpedoCost":[0,0.6,0,0]
"depthChargeCost":[0,0.1,0,0]
Resupply at Sea
campaignXXX/setup.txt added new variable "supplyShipsAllowed":true to enable resupply convoys
Ships too far from port may resupply at sea if oilers and merchants carrying sufficient resources are in same group or nearby
Ships within range of a Port will ignore resupplying at sea and use Port only
campaignXXX/setup.txt added:
"maxSeaStateResupplyAtSea":4 to check for suitable sea state
"resupplyAtSeaHours" to check suitable daylight hours
Added additional lookup flags for resupply logistics data to be displayed in RULES panel
language/english/campaign/campaignXXX/rules,txt reformatted
language/english/campaign/campaignXXX/rules_template,txt reformatted and updated with supply logistics example
language/english/dictionary/general.txt added fields
CMobileOrders2 renamed Rearm Ships to Resupply Ships
ResupplyAll=All Ships
ResourcesFromPort=Port resources to resupply
ResourcesAtSea=At sea resources to resupply
language/english/dictionary/campaign_message.txt added/modified messages for;
InsufficientRAS=Nearby supply ships lack resources to resupply.
RASHoursFailed=Too dark. Cannot resupply at sea between hours of <0> and <1>.
RASSeaStateFailed=Conditions too rough. Cannot resupply at sea in sea state above <0>.
InsufficientPort=Port lacks sufficient resources to resupply.
InsufficientAirbase=Airfields lack resources: <0>
Rearmed=All ships resupplied.
RearmedCarrierWarning=All ships resupplied (Carrier air wings require Release / Repair)
More Campaign Settings
language/english/campaign/campaignXXX/rules.txt modified for all campaigns (and tutorial) to show all campaign settings
Campaign settings on starting a new campaign added toggles for:
Use Port Resources To Resupply Ship Ammo
Use Port Resources To Resupply Ship Aircraft
Use Port Resources To Replenish Airfields
Limit Airfield Aircraft Replenished
Allow Merchants/Oilers to Resupply At Sea
Enable Strategic Bombing
language/english/dictionarygeneral.txt added;
usePortResourcesToResupplyAmmo=Use Port Resources To Resupply Ship Ammo
usePortResourcesToResupplyShipAircraft=Use Port Resources To Resupply Ship Aircraft
usePortResourcesToResupplyAirfields=Use Port Resources To Replenish Airfields
replenishLimitAircraft=Limit Airfield Aircraft Replenished
supplyShipsAllowed=Allow Merchants/Oilers to Resupply At Sea
enableStrategicBombing=Enable Strategic Bombing
Mir gefällt das SPiels ehr gut, ich helfe schon länger den Mitwirkenden beim Testen neuer Features und auch KFG zum Testen.
AUf Steam hatten wir zum Teil die Üblichen Trolle, die gerne mal Spiele als Verlassen und Aufgegeben betiteln, damit dürfte ab heute erst einmal schluss sein .
Die Moddingcommunity hat schon einige Zusatzkampagnen erstellt, darunter eine Schlacht im Atlantik ( Hyphotetischer Mod / sowie ein relativ historischer ), ein weiterer Mod mit dem Kompletten Pazifik ist in Arbeit, es gibt gute Mods mit der Thematik des Indian Ocean Raids oder dem ABDA Command.
Mich wundert es, dass das Spiel bisher hier noch keinen Eigenen Thread bekommen hat.
Ich kann es nur empfehlen.
LG
Markus aka Avarice