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Regina

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Jan 29, 2008
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With your mastery of the seas assured and your control over the world's most powerful weapons amply demonstrated, it is time for the student to now become the teacher - time to design new challenges and new scenarios as others prepare for war at the top of the world. Paradox Interactive and Turbo Tape Games today announced that it will support the mod community with today's release of the new mission editor for Naval War: Arctic Circle.

The mission editor is added for free to all gamers and the greatest ships that ever sailed the seas can now be given new orders and assigned new missions as you devise new ways to test the limits of men and machines:
http://steamcommunity.com/workshop/browse?appid=200050

To celebrate the occasion a new trailer has been released!

Watch the new Naval War: Arctic Circle Trailer here:
[video=youtube;2BXoDyp9xgQ]http://www.youtube.com/watch?v=2BXoDyp9xgQ[/video]

Naval War: Arctic Circle is a real time naval wargame set in the near future that uses accurate profiles of Atlantic powers, their ships and aircraft. With the mission editor, you get access to all units in the game, and the ability to create your own missions anywhere in the North Atlantic Ocean. Steam Workshop enables fluid sharing of your custom missions with other players.

Join the Official Steam Workshop Group for the latest news and announcements about the Steam Workshop!

The Naval War: Arctic Circle mission editor gives you:

- Access to all game units and free distribution on the game map
- Full control of initial unit grouping, waypoints and weapon loads
- Full configurability of airfields and flight decks, and custom setup of aircraft units types and amounts
- Simple selection of victory condition types from the game
- Use of any units from any nation found in the game on any side
- Hosting of multiplayer games using any custom mission
- Steam Workshop integration for simple sharing and downloading of any community created mission
- Option to create unique mission preview image

Read more
Facebook: www.facebook.com/NavalWarArcticCircle
Twitter: http://twitter.com/NavalWar
Forum: http://forum.paradoxplaza.com/forum/forumdisplay.php?589-Naval-War-Arctic-Circle
Website: www.navalwargame.com
Get the demo here: http://store.steampowered.com/app/200050/?snr=1_7_suggest__13
 
Amazingly entertaining! I have one simple question though... Is it possible to change the default carried units for aircraft carriers?

Yes. Disable the default carried units tab on your carrier in "scene" tab, then drop air units that you want from your "units" tab onto desired carrier. Same as creating a group.
 
I am at the moment enjoying the mission editor, and is experimenting with different scenarios.
I am struggling a bit with the AI behavior and is wondering if someone could enlighten me on the victory condition settings.
 
Second that about victory condition settings. Still cannot figure out what Wasp class has role assigned. TransportSupplies? Definitely not.

Why there is no victory condition for class/unit in the area?

Other thing - there is a bug with placing submarines. They will have the depth description assigned (like surface, shallow, max depth etc.) but HeightAboveSeaLevel is always 0 (which means - sub is surfaced). I had to manually correct it in the scenario and it worked.

Edit: Actually height/depth setting doesn't work for all units - they will start at 0m (ships, submarines) or 100m above sea/terrain level (aircrafts).
 
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The Wasp/Mistral has roles IsSurfaceCombattant, IsSurfaceShip, LaunchRotaryWingAircraft. Alas role is not very fitting for amphibious assault ships, so we'll think about adding the UnitClassInSector VC to the editor. In the meantime I am sure you can come up with a combination of having IsSurfaceShip in target area and having the enemy a VC to sink it. Unless it is sunk, it will be part of the group making it there.

We'll hopefully add the role IsAmphibiousAssault in the next patch / pretty soon.

There is limited AI support in the editor at this time.

Niripas: You have to manually assign depth to subs, the default elevation is surface. Not a bug.

HMS_Rodney: 100 meters "or more" is hardly visible. I'll look into it, but make it 100000 or thereabouts if you expect it to make a difference. If it doesn't work, let me know.
 
It appears it has no effect at the moment. The highest it lets me enter on position variation is 19999.00 and I tried that and it seems they still stay in the same position I placed them when I created the mission. Also I am wondering if there is a way to put a group which has a certain percentage to appear each time a mission is played? For example say I want to have a submarine that has like a 50% chance of appearing in the mission, sometimes it will be there and other times maybe not.
 
Niripas: You have to manually assign depth to subs, the default elevation is surface. Not a bug.
JanH: Actually sometimes it sets the sub on the surface even when you select manually desired depth. It's reflected in the scenario file with depth set to max depth and heightabovesealevel=0. Other behaviour is when you add a sub to the scene and select desired depth it resets it to the Surface.

Try this:
- create new scenario
- add Shchuka-B to the scene
- select depth, ie. Max Depth
- add another unit to the scene
- select Shchuka-B and check it's depth

In my case it keeps resetting to the Surface.
 
Hello,
Possible bug: Everytime I try to place a naval base in the northern areas of the map the 3d view shows the base floating in the air over the sea level. Does anybody confirm this? Comments are welcome!
Ketov
 
@scorcher24
any unit can be placed on either sides oob. you have to select the side/navy before you place the unit (for, idk, civil war scenarios.. in case you want to do the hunt for red october etc.. ).
 
Another minor thing I noticed... when I placed a seaport in the editor, I lined it up all nicely and even placed moored ships in the docks. It looks fine within the editor but when I load the scenario up to play, the seaport starts out hovering fairly high in the air. It seems it is starting about as high as an aircraft flies at low to medium height.
 
Ok this is drving me nuts. Using the mission editor I can assign units to one side. Then I try to switch to the other side and all the units turn traitor and change colors to the other side. How do you "switch" to be able to assign units to the alternate side?

I got it to work once. I assigned a green unit then somehow I got it to assign a red unit then I was stuck again it only would assign green units after that. I tried clicking on everything in sight, country, group and so on but it was stuck again. I would think if I clicked on group for one side it would assign any unit I picked to that side but no there must be some mystery secret to switch sides for assignment. ARGH

Double Argh,Just repeated the same thing. I got one unit assigned to green then one unit assigned to red (Don't ask me how) but now I can only assign more green and no red. This makes absolutely no sense at all. ARRGGH
 
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Hey Jan, I'm trying to edit an existing user scenario, Oil Tanker Escort. I've added a Russian sub and removed some Russian jets from the original player made version, I choose "Save as" and choose a new name, then when I load it up in the test mission... none of the changes are there. Yet when I go back to the editor, the units ARE there.

BTW, I find the editor super easy to use, except victory conditions. Hope to have a % chance it may appear option, and a working 900,000m radius potential. As others have stated, it caps out at 9,999 meters which is a measly 9.9 km.

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Discovered some interesting things. I had to unsubscribe and delete the original "Oil Tanker Escort" before the game would load my own version. Not sure why that is. For some reason, I can still only do a single waypoint and the 9,999 meter "position variable" is still hard-coded to a paltry 9.9 km. Hope you guys can fix this soon along with adding a % chance option for a ship to be in the fight. <--- The game desparately needs this.
 
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The Id of the mission must not be the same as an existing one. If there are duplicates, only one will show up inside the game. So if you change the Id to something definitely unique, it should be available alongside the old version. To know which is which, the name should be unique, too.
 
The Id of the mission must not be the same as an existing one. If there are duplicates, only one will show up inside the game. So if you change the Id to something definitely unique, it should be available alongside the old version. To know which is which, the name should be unique, too.

Got it. Hopefully you can fix the 9999 m radius issue and add the unit % chance of being available options.
 
JanH: Actually sometimes it sets the sub on the surface even when you select manually desired depth. It's reflected in the scenario file with depth set to max depth and heightabovesealevel=0. Other behaviour is when you add a sub to the scene and select desired depth it resets it to the Surface.

Try this:
- create new scenario
- add Shchuka-B to the scene
- select depth, ie. Max Depth
- add another unit to the scene
- select Shchuka-B and check it's depth

In my case it keeps resetting to the Surface.

I've got the same thing with my subs. occasionally, i get them to go max depth but only after repeatedly clicking on max depth, unit name, unit tag, unit positions and their level(?), but even so, it seems random when it works and when it doesnt.