Module talk:Empire of the Sun

Files and Module Information (Old Versions)

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Fixes
 Changed UNBUILT transportation routes from dotted lines to solid red versions of the same lines. Extended the red outline for the Kwai River bridge to cover the whole of both hexes to correctly note that there is no route into, through or out of BOTH hexes, not just between them. Net effect is to also solve the AZOI shading issue that unbuild routes caused gaps or entire hexes to not shade correctly. Commands have not changed. Click while holding ALT (or OPTION in a Mac) to select the transportation route hex and access the toggle route command to build/hide the route. This affects Jarhat, Ledo, Imphal and the Kwai River Bridge routes. 

Fixes
 Fixed restricted commands for cards that place new units or markers. For example, ABDA has a "Place ABDA HQ" command. When flipped on its back side the Japanese player can't see the card. However they could still right-click and thus access the command and deducing which card was in the FOQ. Similar issues with other Allied and Japanese cards have been fixed. 

In order to update your existing games: Make sure you update to this version of the module (it will say 4.3N-01 in the main Vassal Module screen). Open the game you saved under the previous version and use the "Tools -> Refresh Counters" to ensure your cards commands and traits are updated correctly. You want to do this on the game file but not while logging a move since updating may flip cards face up. If they do, flip them back. Save your game file and pass to the opponent so he can update his cards. All cards in the discard and removed pile will be automatically updated since they are face up. Alternatively, have a referee player update your game files in one pass.

Fixes
 The big difference: The card mask has been fixed. When you place a card face down, you will see it as the owner of the card with a thick black border and the lower right will have a black label saying: "HIDDEN CARD". Your opponent and observers will only see the card back and don't know what it is. Fixed the Allied hand window which was reporting your card moves within the window if your preferences were set to Auto-Report moves. There's no point to reporting such moves and the Japanese hand doesn't do it. Such reporting reveals the hand to the Japanese player. Fixed many cards that were reporting wrong OPS number or played wrong. Big shoutout to Robert Hammond for compiling a list of badly behaving cards:  Japanese:


 * 1) 19 Weather, now moves to eliminated pile when played for event
 * 2) 22 Weather, now moves to eliminated pile when played for event
 * 3) 59 Central Force, now moves to discard pile when played for event
 * 4) 64 Weather, now moves to eliminated pile when played for event
 * 5) 71 High Altitude Interceptors, now moves to eliminated pile when played for event
 * 6) 83 Invasion of Java, says 2 OC when played for Ops, previously it reported 3 OC
 * 7) 85 Battle of Kolombangara, says 2 OC when played for Ops, previously it reported 3 OC

Allied


 * 1) 5 Operation Matador, now moves to discard pile when played for event
 * 2) 83 Carrier Raids, says 3 OC when played for Ops, previously it reported 2 OC

Fixes
 All 2nd Edition changes have been included. This means the 2nd edition color scheme for counters and all changes to the cards have been updated. Map changes incorporated. Color scheme is white for IJN, yellow for IJA, blue for USN & USMC, green for USA & USAAF. Commonwealth and other allied colors have not changed. Card changes aligned with the 2nd Edition. The cards are slightly larger to make them more readable. There are now 86 Japanese cards and 84 Allied cards. <li>The map has a few changes: a new India track that simplifies its usage (check the rules), there are now 5 spaces instead of 3. Note that Borneo is slightly different and naval movement is now allowed between hexes 2216 and 2217. <li>For the VASSAL version you will notice that Jarhat, Ledo and Imphal strategic routes are red dotted lines. These routes must now be built to be used in the game. When playing a card to build the route you must press and hold down the ALT key while clicking on the hex to select it, use right click to toggle the strategic route to its finished side. There is no need to use the Empire of the Sun related transportation route markers. <li>The 2nd edition makes all C3i updates obsolete with the exception of c3i #19. For this module I have updated the graphics so that c3i #19 counters match the color scheme of the 2nd Edition. </ul>

Fixes
 <li>All ground and air unit's reverse side gain a "reduced" stripe similar to naval units. <li>US Army forces green background is now lighter to help distinguish from Imperial Japanese Army mustard for those with RG Color Blindess. <li>ZOI now use a map shader in addition to area of effect. The change is that no matter how many units of the same side overlap it results in just one shade. This reduces enormously the issue of multiple ZOIs causing areas of the map to intensify with color. This also makes it much easier to tell which hexes have Japanese ZOI, Allied ZOI are mutually neutralizing ZOI. <li>In the same vein Allied LRBs are given a line pattern to their ZOI to denote that they don't neutralize Japanese ZOI. <li>US HQs now have a green-blue hue to make it clear they can activate Army or Navy units. Their backsides are split into two shades (Green and Blue) along a diagonal to denote ISR. <li>Japanese HQs now have a bright light yellow hue to make it clear they can activate Army or Navy units. Their backsides are split into two shades (Mustard and Yellow) along a diagonal to denote ISR. <li>The menu bar has an ISR command for both US and Japan to flip their HQs. <li>A command has been added to switch to the C3i HQs (their colors have also been updated). </ul>

Fixes
 <li>Imperial Japanese Army units now have a mustard colored background, this includes ground and air units to distinguish them from the IJN. This should facilitate ISR at a glance. <li>US Army and US Army Air Forces now have an olive green background which distinguishes them from the regular blue US Navy. This should facilitate ISR at a glance. <li>Since USMC are technically USN for activation and ISR purposes, they have been re-colored with the same blue background. This should facilitate ISR at a glance. <li>The US 6th Marine Unit had its reduced side corrected (previously showing the 5th Marines) </ul>

Fixes
 <li>Allied zone of influence color is different for long range bombers vs. fighters, for easy recognition of neutralized ZOI. <li>New control markers that show a different color for Progress of the War hexes. One click at the end of turn changes the markers to standard control markers. <li>One window shows all decks (draw, discard, removed). <li>Special window lets you look through your discard deck and see graphical representations of every card in the deck. <li>Less icons on the toolbar <li>Draw (action) buttons in each player's hand. <li>Charts: one window shows CRT, TEC, movement chart, and reinforcement schedules. <li>New radius buttons show two radii at once: one for regular vessels and one for carriers. <li>Double numbering on the hexes removed. <li>Opponent can no longer flip your face-down future offensives card. </ul>

Fixes
This is an edit to the 4.04 module incorporating the draft of a new one-year scenario that starts with Turn 4 (Aug-Dec 42) and ends after Turn 6 (Apr-Jul 43). The Scenario description was posted on ConSimWorld at this link: http://talk.consimworld.com/WebX?14@794.r48Eb65nrYd.54@.1dcdfa8d/25478. The working title of the scenario is Turning Point as it spans the time of the Guadalcanal/Kokoda/Buna-Gona/Attu campaigns in the Pacific.

Help
One feature that is not entirely intuitive is the reinforcement feature. Right-click on the "Turn" marker on the Turn Track. From the resulting sub-menu, select the reinforcement option and then the turn desired. Both Allied and Japanese reinforcements will appear just above the "Turn" marker.