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RE: New Mod To Tryout

 
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RE: New Mod To Tryout - 8/3/2007 2:11:00 PM   
PrinceMiskin

 

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You may want to convert the El Alamain hex to a fortress, it's more accurate, as it was just a railway station with not any production. :-)

Please email me the files at: princemiskin@hotmail.com

Thanks,
Mysh

(in reply to targul)
Post #: 61
RE: New Mod To Tryout - 8/3/2007 2:49:16 PM   
dave74

 

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files sent. I take on board your comment as well.

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Post #: 62
RE: New Mod To Tryout - 8/3/2007 2:59:30 PM   
PrinceMiskin

 

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Hurrayyyyyyy!!!  

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Post #: 63
RE: New Mod To Tryout - 8/3/2007 4:33:43 PM   
Radar8717

 

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From: Minnesota
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Looks fascinating dave74, please send me the files to markschu@hickorytech.net thanks

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Post #: 64
RE: New Mod To Tryout - 8/3/2007 5:08:57 PM   
dave74

 

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sending now radar8717

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Post #: 65
RE: New Mod To Tryout - 8/3/2007 5:57:28 PM   
PrinceMiskin

 

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Dave,

I have spotted a mistake in your mod. Cyprus is where Crete is and Crete is where Cyprus is. In other words, one is the other.

Also you may want to be more accurate and use the name of the cities instead of the island name, in this case the main city is Heraklion for Crete -it's exactly where you've placed it- and Nicosia (or Lefkosia) for Cyprus - again location is very correct.

Also Salonika, is not a fortress. This is where I come from! It's an 1,000,000 people city!

I am certain about the info I am passing you, because I am Greek.

Thanks!

< Message edited by PrinceMiskin -- 8/3/2007 6:04:55 PM >

(in reply to dave74)
Post #: 66
RE: New Mod To Tryout - 8/3/2007 6:31:17 PM   
dave74

 

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i will chabge these if they are wrong but they are only names and should not affect the gameplay.

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Post #: 67
RE: New Mod To Tryout - 8/3/2007 6:34:57 PM   
PrinceMiskin

 

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Thanks Dave!

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Post #: 68
RE: New Mod To Tryout - 8/3/2007 6:43:28 PM   
dave74

 

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let me know of any others you find.

hope you are enjoying the mod!

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Post #: 69
RE: New Mod To Tryout - 8/3/2007 6:55:42 PM   
PrinceMiskin

 

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yup. just sent you an email.

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Post #: 70
RE: New Mod To Tryout - 8/3/2007 7:04:40 PM   
Vypuero


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From: Philadelphia, PA USA
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I made Salonika a fortress to represent the Metaxis line.  It is such a large scale that I combined them.

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Post #: 71
RE: New Mod To Tryout - 8/3/2007 7:35:12 PM   
PrinceMiskin

 

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Well... Metaxas Line was badly undermanned, since all Greek forces were fighting the Italians at Albania. It felt within three days... I don't think it even needs to be mentioned, while "Salonika" or better "Thessaloniki" has been there for almost three thousand years.

I still believe it's the wrong hex. Please see attachment for more details. If you want to incorporate "Metaxas" Line, which I wouldn't recommend maybe put a fortress with a garrison inside -as it was undermanned- to the square adjacent to "Thessaloniki".

For more information about the battle of Greece, you may want to check this: http://en.wikipedia.org/wiki/Battle_of_Greece




Attachment (1)

< Message edited by PrinceMiskin -- 8/3/2007 7:38:13 PM >

(in reply to Vypuero)
Post #: 72
RE: New Mod To Tryout - 8/3/2007 7:52:20 PM   
Vypuero


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From: Philadelphia, PA USA
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Really - I have of course looked at this - and stand by my placement, overall.  It does have a Garrison unit.  Do you think I put the city in the wrong spot?  I just feel that since we have this very high scale, you must consolidate things.  This consolidates the whole area.  Also, if the Axis lands and cuts off a route to Greece, this way the Greek forces can still get supplies.  The reality is I never bother with it at all, but it could be used for an invasion later, and as a base for ships.

Also - you can see it is smack in the middle of two fortified areas to the East and West, so it is representative of those.

< Message edited by Vypuero -- 8/3/2007 7:53:25 PM >

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Post #: 73
RE: New Mod To Tryout - 8/4/2007 3:28:12 PM   
Peter Stauffenberg


Posts: 403
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From: Oslo, Norway
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quote:

ORIGINAL: dave74


Sweden -







Hi. Interesting additions everywhere on the map. I would like to comment upon the placement of Stavanger
(not Stavenger). It's located further to the north and west. You can place it 1xN+1xNW of the current
location.

Bergen is also located too far south. The current location is on the peninsula the town Haugesund is located.
So Bergen could place 1xN. That gives you space to move Stavanger.

Trondheim should be placed a bit to the east. This town has a port as well. During the war the Germans built
an important submarine naval base. They built 2 huge concrete submarine bunkers called Dora 1 and Dora 2.
They were so impenetrable that the Norwegians were unable to destroy them after the war. So Dora 1 and Dora
2 still exist today. I think they're used as warehouses on the harbor now. Move the city 1xNE and add a port there.

Oslo also has a big port. I live here so I should know. ;) You can help adding the port (because the port will block
access to Oslo for bombardment by moving the Norwegian / Swedish border one hex south. That gives the
German a chance to invade both south east and south west of Oslo when he wants to conquer Norway. It's not
wrong that Oslo can't be bombarded by warships prior to an invasion. The coastal fortress Oscarsborg a little
south of Oslo located in the Oslo fjord was a major obstacle for the Germans. The heavy cruiser Blücher was
sunk trying to sail past Oscarsborg and other warships were destroyed. This delayed the invasion of Oslo for
at least a day giving the Norwegian King and Government enough time to escape to Britain.

The Germans could only sail past Oscarsborg until after it had been bombed by the Luftwaffe for quite some time.
The strange thing is that the fortress were not very damaged after this bombardment. I've been there and looked
at the damage myself. Today Oscarsborg is a military museum. But since the German paratroopers had landed at
Fornebu (airfield just outside of Oslo) and marched into Oslo unopposed the Germans captured Oslo only some
hours after they first intended. Why the Norwegians didn't park e. g. a lorry on the airfield strip to block landings
beats me. But the Norwegian resistance the first days after 9th April 1940 was not the best.

The Government was on the run and couldn't coordinate anything. One strange thing about the Oscarsborg bombings
was when the German commander entered Oscarsborgto to talk with the Norwegian fortress commander and asked
where he could find the Norwegian killed and wounded so they could be taken care of (treated and buried) the
answer was that the heavy German bombing didn't produce any casualties. Why Oscarsborg stopped working as a
fortress I don't know. It was fully operable when the Germans captured it. Maybe it has something to do with lack
of orders from the Norwegian military high command. They were taken by surprise and didn't perform well at all.
The only reason Oscarsborg sunk Blücher was that the fortress commander took matter in his own hands and didn't
wait for permission to fire. He ordered the fire of several torpedoes when he saw several dark naval warships
sailing towards Oslo.

Gothenburg has a big port as well. I've been there and know it's one of the bigger ports of Scandinavia. If you
move the city 1xSW you have space to add a port there.

If you're keen to add many ports then you should consider adding Turku (coastal city with a port) and Tampere
(inland city) in Finland as well. They were the second and third biggest cities in Finland at the time of WW2.



(in reply to dave74)
Post #: 74
RE: New Mod To Tryout - 8/5/2007 2:52:03 AM   
IrishGuards


Posts: 542
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PBEM or Tcp/ip .. for this Mod .. anyone looking for games ...
Send an email ... tjanderson@rogers.com
IDG

(in reply to Peter Stauffenberg)
Post #: 75
RE: New Mod To Tryout - 8/6/2007 10:31:26 PM   
Richtschuetze

 

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Hello Dave!
The screens look great. Could you please mail me the files as well? I've just so easily won the German campaign on normal difficulty (conquered Washington in Feb. 1945) that I think the game needs to be modded.
By the way, there's another topographic error on the map: southwest of Stalingrad along the Don river there are two ocean hexes. Those represent the Zimljansk Reservoir. The reservoir was built after WW2 (by German POW, by the way) and should not be on the map.

Here's my e-mail: uli@urieger.de

Thanks!
Greetings,
Uli

(in reply to dave74)
Post #: 76
RE: New Mod To Tryout - 8/14/2007 11:16:47 PM   
MemoryLeak


Posts: 491
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From: Woodland, CA USA
Status: offline
Dave -- I'd like to try the mod too. Thanks in advance.

email lswanson@yccesa.org


_____________________________

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(in reply to Richtschuetze)
Post #: 77
RE: New Mod To Tryout - 8/16/2007 9:19:31 AM   
Dahnyul

 

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Thank you for your work on this mod Dave.

Please provide me with the files.
my email is dahnyul@gmail.com

(in reply to MemoryLeak)
Post #: 78
RE: New Mod To Tryout - 8/16/2007 3:32:32 PM   
Bigfish

 

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From: Frankfurt, Germany
Status: offline
Some of my test results of this mod:
Playing axis side, balance is even, time ist october 40 now.

Taking Poland: 3 turns - like the original game

Conquered Paris early in march 40 - also Holland, Belgium, Denmark and Norway ist still mine. Italy is about to capture Cairo and Port Said within the next two or three turns i hope.

The german army is gowing up fastly. I lost 3 subs but still have six underway also one battleship. In the pipe are two subs one battleship and one carrier(!)

Also there are six additional infantry corps, four additional armoured corps.

German air force is about four fighters,three tac bombers also there are two fighters and one strategic bomber in the pipe.

The british air force is no longer(!) But there are lots of ground forces at the british isle - invading england would be a hard job. Royal Navy takes heavily damage in convoi battles: One Battleship unit is sunk, also two destroyer units while two carriers, one battleship and two destroyers take heavy damage.

Everything is going fine for axis execpt the oil(!)

This is the major problem of the mod - with the shorter turns and the higher amount of production points it is possible to build a huge army but the oil reserves could not keep up with so many units. Oil is in this mod a bigger problem as in the original game.

With enough oil i would be able to finish the british ground forces with my air. But i have to stop the air raids now for saving oil - I need it for the east front next year...

... to be continued...

(in reply to Dahnyul)
Post #: 79
RE: New Mod To Tryout - 8/17/2007 12:20:48 AM   
mitxel

 

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Thank you for this mod Dave74.

Please provide me with the files.
my email is miguel@puntomega.es

(in reply to Bigfish)
Post #: 80
RE: New Mod To Tryout - 8/17/2007 1:18:36 AM   
targul


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Yep Bigfish if you build too many oil users you cant keep it up.  Seems pretty well balanced.  I like all of the scenario except the Italians have too many troops in Libya. 

Russia is a real bear with all the additional cities as it should be.  France does okay in scenario.  You get to have the battle for Britan.  You can build enough subs to keep the British building destroyers. 

Also game has too many units for human vs human but does really well for AI work.

_____________________________

Jim

Cant we just get along.
Hell no I want to kill something!

1st Cav Div 66-69 5th Special Forces 70-73

(in reply to mitxel)
Post #: 81
RE: New Mod To Tryout - 8/17/2007 1:22:42 PM   
dave74

 

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Thanks for the comments guys. I have now sent this mod out to a lot of people and would appreciate any comments or ideas for the next version over the next few days.

I plan to start a new version next week, as long as real life does not get in the way!

(in reply to targul)
Post #: 82
RE: New Mod To Tryout - 8/17/2007 7:37:17 PM   
targul


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1. Carriers need to be limited to coastal only for land combat.

2.  Reduce the number of Italian units in Libya.

3. Increase the damage land based air does to ships to make them afraid to come within range.

I would say drop the effeciency of Italians also but that should wait until the lower number of units is tested.  Dont want to do too much or it may throw off the balance better to take baby steps.



_____________________________

Jim

Cant we just get along.
Hell no I want to kill something!

1st Cav Div 66-69 5th Special Forces 70-73

(in reply to dave74)
Post #: 83
RE: New Mod To Tryout - 8/17/2007 10:18:14 PM   
Bigfish

 

Posts: 90
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From: Frankfurt, Germany
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@targul

I dont think that i have too many oil users - enemy forces also have more and more units. Also the forces are still needed: The last turn the russians deployed six armoured and numerous infantry corps - how should i beat them? With Infantry? The map is still to small for so many units. By starting Barbarossa german forces stands in three up to four lines at the front(!). It is impossible to move with so many units. The subs are still necessary because of the many destroyers the brits sending out for convoi defence. If oil is out in mid 42 it would be ok - but low on oil in 40 or 41 it is realy sad.


< Message edited by Bigfish -- 8/17/2007 10:19:29 PM >

(in reply to targul)
Post #: 84
RE: New Mod To Tryout - 8/17/2007 10:23:27 PM   
dave74

 

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quote:

ORIGINAL: Bigfish

@targul

I dont think that i have too many oil users - enemy forces also have more and more units. Also the forces are still needed: The last turn the russians deployed six armoured and numerous infantry corps - how should i beat them? With Infantry? The map is still to small for so many units. By starting Barbarossa german forces stands in three up to four lines at the front(!). It is impossible to move with so many units. The subs are still necessary because of the many destroyers the brits sending out for convoi defence. If oil is out in mid 42 it would be ok - but low on oil in 40 or 41 it is realy sad.




Bigfish,

When i have played i run lowish on oil when im approaching stalingrad in my attempt to take the oilfeilds. I am sure this is historical and not realy sad.

If this is the general concensus i will increase axis oil supplies, but i think it should be a struggle for the axis and that this is one of the games strong points.

(in reply to Bigfish)
Post #: 85
RE: New Mod To Tryout - 8/17/2007 10:28:51 PM   
Bigfish

 

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From: Frankfurt, Germany
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At Stalingrad? Wow - I am still three to four lines behind the polish border...

Also i think there are too many PP - Building such a huge army is quit easy - tweaking the PP would also solve the oil problem...

(in reply to dave74)
Post #: 86
RE: New Mod To Tryout - 8/17/2007 10:30:19 PM   
targul


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Joined: 8/25/2004
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For me oil has been tough a few times but not a deciding factor so I would leave it.  But if you do increase it I would not do more then maybe 25.

_____________________________

Jim

Cant we just get along.
Hell no I want to kill something!

1st Cav Div 66-69 5th Special Forces 70-73

(in reply to dave74)
Post #: 87
RE: New Mod To Tryout - 8/19/2007 8:56:49 PM   
Bigfish

 

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From: Frankfurt, Germany
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Here the next results:

Now it is June 43 and Perm is captured! The problem with the oil could be sovled after the fall of Persia and the oil fields at Awath. Also after the italian expedition corps conquerd the caucasian oil fields while germany takes Maikop and Baku there is no longer an oil problem (late in 41).

At first the battle for russia is a real problem because of so many ussr units. But if those forces and the first wave of replenishments are beaten the way to Moscow and Perm looks like a walk in the park.
With my naval forces (12 subs, 5 battleships, 1 carrier and 2 destroyers - including the italians) the RN Navy could be wiped out - This means: No convoi to Murmansk reached the goal. This is necessary for doing the eastern front the right way.

Now with endless production points and enough oil my air and naval forces crowing rapidly - preparing for invasion of england and the us at the same time!

(in reply to targul)
Post #: 88
RE: New Mod To Tryout - 8/19/2007 9:31:30 PM   
targul


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Since you won and have no problems I still do not see why you need more oil.  If anything that would indicate you have too much oil.

_____________________________

Jim

Cant we just get along.
Hell no I want to kill something!

1st Cav Div 66-69 5th Special Forces 70-73

(in reply to Bigfish)
Post #: 89
RE: New Mod To Tryout - 8/19/2007 9:41:11 PM   
Bigfish

 

Posts: 90
Joined: 7/17/2006
From: Frankfurt, Germany
Status: offline
quote:

I still do not see why you need more oil.


While playing against the AI it is possible to win with such an handicap - But playing against another human wich is not doing some AI mistakes, then you will know what i mean...

(in reply to targul)
Post #: 90
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