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Alarick's Test Of Arms - Strongholds Mod (1.04, Oct'07)

 
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Alarick's Test Of Arms - Strongholds Mod (1.04, Oct'07) - 10/13/2007 12:25:19 AM   
alaric318

 

Posts: 366
Joined: 10/7/2003
Status: offline
Alaric Test Of Arms - StrongHolds Mod For Commander 1.04
Download Link... http://hosted.filefront.com/Alarick/

warning... map has been changed, this scenario/mod need a separate install to work,
will make all other scenarios than 1939 start much different and not tested if them work.


Changes On Test Of Arms Mod - StrongHolds Mod.-

Main Feature... only major nations have two and three hexes cities from 1 for the main
cities of each major nation.(make more easy to deploy russian units, in example).

Command Range to 5, from 8

reduce Commander ratings for make them more cheap and can each player have more
freedom to recruit more commanders.

efficiency drop reduced to 10 from 20 for upgrade units, it is a pain for a
russian player to upgrade units on the frontline.

naval convoy rates is 3, from 4 turns by default.

occupational efficiency is 100%, this give a reason to axis player to conquer
countries that at 50% are much less valuable objectives, and balance the
increased convoy rate and allied overall production.

united states and russia start with some war effort, i was wanting to give them
some freedom from the begining of the game.

Technology very changed, activated "fixed defenses 6", "artillery 6" &
"industry 6". Units Prowess Proportionaly from start ratings and stats.

italy and commonwealth units in egipt restrengthened for give relevance to this
theater of operations.

all first line of defense of russia now are corps instead of garrisons, given the
production rules in the scenario the first russian line are going to be crushed hard
but corps cause more casualties to germany units and this will maybe delay the assault
over moscow. (Russia AntiTank Upgraded To at "2" Tech From the begining, given that in
playtest it probed easy to wipe out the russian first line with the reinforced german forces.

motor infantry remake as heavy infantry, +1 attack and +1 defense over regular infantry.
(regular inf is 4/3 attack defense, hvy inf. is 5/4 and tanks is 6/5)
balanced the technology system to make high advanced tech units of same types have
proportional to at start stats, in example, near all infantry advances affect both
heavy motor units and regular infantry units.

heavy motor units, in plays against the computer opponent gives the german player a
good way to have good assault units for russia and do not spend excess oil with tanks.

time scale reduced to 15 days turns, not make any balance about it, just was wanting
to have more turns overall in the game before united states and russia enter the war
at full strengh. (given that war effort mark laboratories a play of game with
random technology research maybe can benefit much to germany and italy, more reason
to give some war effort for russia and united states of america)

time is the worst enemy for the axis, given the convoy rate, axis start in overall
dominant situation in every facet, units, tech, etc, that will decrease advantage as time
pass onwards.

as production have been increased there are to be more units, so it is needed, a must, to
reduce oil cost and manpower cost, set manpower for germany at 1100 (120%, around) thinking about
games against the computer opponent that in high levels for germany is a pain from 1942
onwards.

aircraft is expensive but powerfull, one air unit cost three times that an regular infantry
unit but high tech advanced aircraft will be much dangerous.

the same for the fighters, receive some bonuses on air to air ratings, to encourage the use
of scort fighters, alone tac bombers or strategic bombers against high tech fighters will have
a hard day, as playtest by me as shown.

naval units except france are named from historical battle ships, russia and united states
mark the difference and shatter the balance, until united states enters the war the naval war
is balanced, avoiding the fact that historically and for realism the royal navy is superior.

Research Advantages...
1-Germany... Infantry, tanks, organisation(3), Industry(3), (more labs).
2-Italy... Navy... in the war the Regia Marina have good battle ships his defeat is indeed
by poor organisation and poor leadership, organisation(2), Industry(2)
3-United Kingdom of England... Navy and air advantage
4-Russia... very good infantry and tanks... germans have a very bad time the first battles
with t34/76 and a hard time balancing his armor to match the russian tanks
5-France... armour (it balance poor infantry, in each and every game the battle for france
will start for sure before research take effect on france to match the german army, the werhmach).
6-United States... have advantage in most technologies, produce much less than russia so the
technology advantage increase for USA rebalanced the fact that it is a great nation.

All allied nation start at industry 2 or 3 for russia and united states, i prefer a difference
of 3-2 (1.5-1) that 2-1 or worse in advantage for the germans, so for organisation, all at "2".

all nations have some industrial points from start so them can afford some labs and start to catch
up the germans.

playtest... with allies against germans at minor advantage for axis, win of allies by me at Feb'42.

more units reduce the luck factor and reduce the "fortunes of war" and Fog Of War "surprises"

all germans panzer corps of the werhmach(and much panzer-grenadier groups),
the german army are represented and the elite formations
of the major nations, some divs included as corps or tank groups.

hope you enjoy the mod, this game is great, i encourage strongly to make a second duplicate
install for the mod, and you have to select the scenario from the main select screen.

contact mail... marhault888@hotmail.com

_____________________________

There is no plan of battle that survives the contact with the enemy.
Post #: 1
RE: Alarick's Test Of Arms - Strongholds Mod (1.04, Oct... - 10/23/2007 2:51:26 AM   
rogo14

 

Posts: 3
Joined: 8/23/2007
Status: offline
how do I download this game?

_____________________________

ya, ya, always attack!!

(in reply to alaric318)
Post #: 2
RE: Alarick's Test Of Arms - Strongholds Mod (1.04, Oct... - 10/23/2007 1:50:00 PM   
alaric318

 

Posts: 366
Joined: 10/7/2003
Status: offline
this is the download link...

http://hosted.filefront.com/Alarick/

best regards, hope you enjoy the scenario,

murat30.

_____________________________

There is no plan of battle that survives the contact with the enemy.

(in reply to rogo14)
Post #: 3
Final Upgraded Mod For Download... - 10/23/2007 7:11:33 PM   
alaric318

 

Posts: 366
Joined: 10/7/2003
Status: offline
Europe Global War Scenario Changes From "StrongHolds" scenario...
Warning¡... complete Ahistorical & Hipothetical scenario as japan has been included mixed at start
on spanish lands, japanese main cities added, and japanese forces added featured by various unit
types (read below for details.).
Changes... (Base Scenario is previous Mod/Scenario... Test Of Arms - StrongHolds)...

1-
random war entry... all june 41 (spain(+japan), italy, usa, russia).
too changed the random war entry randomness to 4 turns for add some uncertainty to when and how
nations enter the war.

2- All naval loops are now 1 turn, mainly gives some advantage to redeploy british or french ships
as now the mediterranean will be dangerous for the allies as japanese imperial navy is present.
(as japan have featured all his navy the united states navy has been reinforced with the pacific
fleet, but until united states enter the war the royal navy will have a very hard time).
2B- Reinforced main navies, for Italy, UK royal navy, German kriegsmarine and a bit the French Navy.

3- Technology is now fixed, so the replayability may require some work playing up or down with
at start industrial points or war effort, basically i do have used the technology upgrades for make
what i think a historical setup for all countries, acording to it max labs now is "0".

4-
Main given industrial adjustments... USA and Russia- Off-map income reduced to 30/30 from 60/60.
Convoys rates still are 3 turns from default game at 4 turns, but reduced,
, from 200/70/70 to 180/60/60.

5- Expanded Explanation about technology... (note that i do modified the "technology.txt file so it
is different from the default game, basically upgrades make the units proportional advances from
the at start levels of the statistics for each unit).

Infantry Technology by nations and what levels each nation are given...
(Artillery/Fixed Defenses/Antitank)
Germany... (6/6/4)
Italy & France... (2/2/2)
Russia, USA & United Kingdom... (4/4/4).

Armor Tech Levels...
(Blitzkrieg/Armor/Tank Destroyers)
Germany... (6/5/5)
Italy & France... (2/4/3)
Russia, USA & UK... (4/4/4)

Aircraft Tech...
(Dogfight/Close Air Support/Strategic Operations)
Germany... (5/4/3)
Italy... (3/2/3)
France... (3/2/2)
Russia... (4/3/2)
USA & UK... (6/5/3)

Naval Tech...
(Surface/ASW/Subs)
Germany... (3/3/4)
Italy... (3/3/2)
France & Russia... (3/2/2)
USA... (5/4/4)
UK... (5/4/2)

Industry/Organisation Techs...
Germany... (3/3)
Italy & France... (2/2)
Russia... (4/2)
USA... (4/4)
UK... (3/4)

for all these tech i mind on the real war upgrades and what type of government each nation have,
add in that some tech have been increased for italy given that the japanese navy is featured as
italian ships, fascist governments have more control over population, so better troops and more
troops, in base, russia, as a comunist nation have less quality but more troops, for winter 41 in
my scenario the russian army are enormeus in number but not that good as democratic nations with
better troops but less losses tolerance and less number of troops, for UK & USA, also UK received
an advantage in radar (level 3) and italy aside to be a fascist nation have poor army wealth and
infrastructure.

Japan Forces Featured... Start on Spain, japanese infantry are featured as italy motor(Hvy Inf).
Japan Aircraft are germany, three fighter imperial fleets, as japan have at start of war well
trained aircraft and pilots, japan armor finally are italian, as japanese armor are on real war
very, very weak.

Added German Troops... Each of the following nations have fixed a german panzer tank corps that will
be released when these nations enter the war... Spain, Hungary, Romania & Bulgaria, this features
national war reserves and german equipment shipped to these nations but units are germans for
balance purposes.

final advice... a second install will be needed as the main /commander/data text files that affect
all scenarios are very much changed from the default game.

all feedback are welcome but i do not have any plans for make major changes for this scenario, not
have been playtested and there may be some unbalance, if this is the case maybe i will make some
adjustment and upgrade once playtested.

contact email... marhault888@hotmail.com

Download scenario link...
http://hosted.filefront.com/Alarick

_____________________________

There is no plan of battle that survives the contact with the enemy.

(in reply to alaric318)
Post #: 4
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