Sea Power : Naval Combat in the Missile Age

@Clutch @Jenrick I downloaded it and spent today reading the manual between chores.

Also found this jewel:

Fun fact: this AAR is almost as old now as Dangerous Waters was at the time of writing of the AAR. Oof. :older_man:

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Two Weeks™

really can’t wait for this one.

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The roadmap is posted on their steam page. A first incantation of the dynamic campaign is coming soon, by the end of the first half of 2025. The workshop will work for missions from the get-go, and for units at some point later down the line.

Hello Again Everyone! It has been a busy few weeks for us at Triassic as we get closer and closer to the Early Access launch date of Sea Power: Naval Combat in the Missile Age. We hope that you have been enjoying the content that has been produced to date and that it is inspiring you to think about missions to create!

The great news on that is that Steam Workshop is integrated into the game already, and mission sharing will be possible on day one. With a little bit of creativity and some simple (ish) INI file edits you should be creating your own mission packs and linear story missions in no time!

With just two weeks left to go we thought that we should begin to introduce you to our roadmap. Here it is in all its glory:

As you can see we have a couple of biggies on our list for the near future! Save/Load is very much nearing final development and should be coming to you shortly after release. We are making sure that this is integrated into Steam’s Cloud Save system. Steam Workshop integration will be rolled out to kit-bash models too, with full model import coming later (this is more significant work on the loading side internally).

We will be continually refining and enhancing the AI, as requested in a few of the various online videos covering the game. Our plan is to update this as we go, especially to reduce the micro-management of aircraft that a number of people have commented on.

The big piece that a lot of you are wondering about is the dynamic campaign of course! We are implementing a flexible dynamic system, which will allow campaigns at almost any scale anywhere in the world. We are looking really heavily towards the way that the old MicroProse Classic, Falcon 4.0’s campaign worked for inspiration here.

As for more units, our art team continue to work their magic! These two units have gone into the development build in the last few weeks.

And this one is coming soon!

We look forward to seeing you playing our labour of love soon! See you in two weeks!

The Triassic Team (Nils, Martin, Mek, Ivan, Daniil, Ben, Matt, Noah, Victor and Ian)

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OK, so reading between the lines, it will be buggy on release. But I guess that is expected of all early access games?

Won’t stop me getting it though. I have been hankering for a modern surface navy sim.

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As of typing, the game is releasing in 1 day and 15 hours from now! That means that in your local time, the game should become available for play at 2024-11-12T09:00:00Z

Edit: The time jumped when the hour passed, so I’ve corrected it :slight_smile:

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I hope this runs well on Steam Deck, eventually. Not straight away, as that would stop me from finishing an acceptable controls layout for the Dangerous Waters naval aviation :grin:.
But after they’ve ticked off some of the higher priority development items.

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Hello Again Everyone, all 27,234 of you who have followed the game, only 19 places outside of the top 100 wishlists, can we make it? Fingers crossed that the Steam algorithm is benevolent and gives us a front page slot tomorrow!

Sea Power: Naval Combat in the Missile Age is scheduled to release into early access at 1000 UTC on the 12th November 2024, also available as an additional purchase on the first day will be the soundtrack. This has been lovingly put together by Aleksi Aubry-Carlson and Jonathan Figoli, sales of the soundtrack go direct to them, please show your support if you can!

As a thankyou from us, for your support the first two weeks after EA launch will have a 10% discount applied to the price (which will use Steam’s regional pricing feature). Please do remember that this is an Early Access game, it will not be perfect, it will break, but it will improve! We hope that you love exploring that along with us.

During Early Access we expect to release a regular weekly or bi-weekly update to the stable branch that you will have access to. Where we find more terminal bugs we will push updates more rapidly. You will find new bug reporting areas on Steam and Discord, please help us out by using them if you find something wrong!

As for what we have been up to in the last couple of weeks … some things are not so obvious, like Mission Editor now supports localisation for whatever you might create without having to hand edit INI files (phew!). We have also added some really important background tooling, what we are calling “virtual” INI files that allow us to create single databases of truth from multiple locations on disk controlled through a load order (see where this is going?).

There is a really good chance that Save/Load functionality will be going in properly in the next few days (well done Victor! You are smashing it!) so that should be available either on release or very shortly after. Saves in the default folder will be synced to Steam Cloud so you can keep track of them across multiple devices. On the subject of Steam Cloud we have also included a “user” folder in the file system that will also be synced. This is so that you can share your own creations across multiple sessions and devices.

Localisation has been a massive piece of work too, we have been going through the game stripping out anything hardcoded that we find is still in there and redirecting it to the Language files in the system. Hopefully we haven’t missed any!

On the visual side tweaks and new additions continue, last week this Haze was only a model, now it is an ASW Hunter in game, adding to the threats the Soviets can provide!

New things continue too, Nils and I spent a nice couple of hours (it’s always at midnight for some reason!) looking at models and pictures of classic cruise ships. This is the Ivan Franko-class liner, a handsome ship I am sure you will agree!

Five of these ships were built by the Soviets and if you are a SCUBA diver and take a visit to New Zealand you can visit the 5th ship, the Mikhail Lermontov where she lies on the bottom in 38m of water after a baffling accident, check out this fascinating article. I might have to pay a visit after I finish my advanced decompression diving course.

Mek has reverted to type (sorry Mek you know it is true) and started making armed speedboats again, this one is pretty special, it’s the Polish design Project 664 “Wisla”. It has a top speed of nearly 50 knots because it’s a CODAG (Combined Diesel and Gas Turbine). I always love to include these images of the ships being worked on as it lets you see the process that our artists go through.

Also, some new ground assets by Mek, like MIM-23 Hawk, T-55 and ZSU-57-2 made their way into build. I hope that keeps your appetite whetted, see you all tomorrow when you have your hands on the game. Please try not to kill our bug reporting server!

The Triassic Team (Nils, Martin, Mek, Ivan, Daniil, Ben, Matt, Noah, Victor and Ian)

1000UTC would be 2024-11-12T10:00:00Z

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Link to the manual:

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You can get it now. It’s 14GB.

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Downloading :wink:

But I will play it tomorrow. Which is your yesterday or today, depending on where you live :confused:

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Watched the first Tutorial Video on using the interface, hoped into the Mission Editor and created a small CAG in the North Sea, around USS Ranger and two DDs. As I didn’t add any opfor, some impressions from plane launching. First two F-4 Phantom for CAP, then a E-2 for EAW and finally I remembered the basics and got an SH-3 for SAR airborne… oops.







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I’ve been spending the morning building an ASW practice scenario.

I made it so that the player can control both US and USSR ASW units. You can fly Orions of out of the Florida Keys, and Tu-142’s out Cuba. You also have a spruance and Udaloy (with SH2 and Ka-27, respectively) to hunt a couple of subs from both sides.

Orion flying out. The airport is manually placed. Unfortunately some buildings clip with it and I have not been able to find anything to finely tune its placement.


Bear-J Taxiing out as well.


Sonobuoy out


Just the dip


Getting ready to launch. Unfortunately the AI went braindead for a while here. It was doing very slow 360’s. My guess its AI for using the dipping sonar and engaging with torp was conflicting itself. I gave it an RTB order which cleared its issues out and could then engage with the torpedo.


Good hit


SH-2 Firing off 2 at a november

One of my torps goes all off


But the other chases true


Turns out the bad one went for a noisemaker, after circling around, it finds the november anyway and gives chase

2nd impact

dead.

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Question… Is the whole world available or just some segments?

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Whole world, with realistic day-night cycle and time-zones. So it can be daytime for some units and still dark for others all at the same time, depending on their location.

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OMG OMG brilliant!
I reiterate that if I didn’t own CMANO, I’d buy it in a second.

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The intruders yearn for your leadership :a6:

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thats just evil, and brillant :rofl:

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I W A N T this Sooo Bad in DCS…and of course a Navy F4!!!

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