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RE: Fall Weiss II - 2/8/2017 10:41:33 AM   
sPzAbt653


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quote:

how the Allies can still put up a fight given a seemingly impossible scenario such as the surrender of the UK.

I've only seen the UK surrender once so I wouldn't think it happens frequently. An Axis occupied England can only be left garrison-less if the player uses the knowledge that the computer will only invade in the Bristol-Plymouth area and covers the area with subs. This strategy will eliminate the Allied naval units and force the computer to send in unescorted amphibious transports.

I've switched sides after playing the Axis and the Allies can mount a comeback [against the computer]. The Axis have too much to cover. But in the current SC3, I have only seen the Allied computer attempt to return at the above mentioned UK location. If the Allied computer used other options, the game might be more challenging. The Persian Gulf, Red Sea, Morocco, Spain, Portugal, and on northwards all the way to Narvik should be open to invasion. I don't know if this is possible to script, though.

(in reply to crispy131313)
Post #: 91
RE: Fall Weiss II - 2/8/2017 12:10:08 PM   
crispy131313


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quote:

ORIGINAL: sPzAbt653

India [and the entire Commonwealth] had not much to spare, they were committed defending their empire. Here is a quick reference to India's troops:
https://en.wikipedia.org/wiki/Category:Corps_of_India_in_World_War_II
Of course, if using an unhistorical oob, then the above doesn't matter

I found the difficulty of Sealion to correlate to my gain in SC3 experience. My first attempt failed due to lack of understanding of the game mechanics and poor planning. After a few tries I now know how to do it and while there will be a fight [in 653H], I know it will succeed. The two loopholes in the game that make it easy are that there is no naval interception, and regular transports are unlimited if unloaded in the same turn [meaning that once a port in the UK is captured, the Axis can reinforce the beachhead with as many units as will fit].

Yes I would agree there is very little to spare and i have avoided including additional Commonwealth Units after looking at some tweaks. As mentioned somewhere else in this thread I had already given the Commonwealth a "boost" in Egypt (AI only) for no other reason then to simulate the early defeats the Italians experienced in Egypt. This was tweaked back to how it was in an earlier version and might be slightly different then what is available in the current version I've uploaded.

I've so far made some tweaks for Britain to help defend against Sealion, while leaving Sealion possible.

(in reply to sPzAbt653)
Post #: 92
RE: Fall Weiss II - 2/8/2017 12:17:59 PM   
sPzAbt653


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Balancing Egypt/Libya with the rest of the game is definitely a challenge !

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Post #: 93
RE: Fall Weiss II - 2/9/2017 3:36:36 PM   
crispy131313


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Agreed it is tough but I think I'll strike the right balance in the next update. I also found some that the French rally in Algeria and the Pacific Fleet already transfers on the fall of Britain. Good work by the design team. Some tweaks to guard scripts in Algeria were needed however.

< Message edited by crispy131313 -- 2/9/2017 3:41:39 PM >

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Post #: 94
RE: Fall Weiss II - 2/9/2017 3:53:04 PM   
crispy131313


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quote:

ORIGINAL: grombit

chris
my only disapointment with 2.1 so far, is that i presumed that you would have used slot major05 for romania
& slot major06 for finland,
i made up 2 custom bitmap set's for 05&06 for the 3d sprites.so that finnish planes & tanks etc,would have blue iron cross makings.
i done the same with romania so they would have national markings.
then i discovered you had used slot major05,for both romania & finland.
because you have rigged it this way, i was unable to use the custom bit mark set's
never mind.its up to you,the way you rig it.it's your mod.


I got around to tweaking this, bitmaps have been updated and I have also added Flags to both new Majors HQs as well report tables with show differnent national colours for the new Majors.

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Post #: 95
RE: Fall Weiss II - 2/10/2017 12:15:18 AM   
crispy131313


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Here is a look at updated Unit Sprites for Finland and Romania:





Attachment (1)

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Post #: 96
RE: Fall Weiss II - 2/12/2017 3:29:04 PM   
Wittman18

 

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Hello! Prompt, install mod as you said but in choosing a campaign issue this error.
Filed (select_campagn_dialog: draw_campain_image_to, buffer): could not ljad image faile.how to correct the mistake in order to fashion work? Thanks in advance!


_____________________________


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Post #: 97
RE: Fall Weiss II - 2/12/2017 9:47:53 PM   
crispy131313


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quote:

ORIGINAL: Wittman18

Hello! Prompt, install mod as you said but in choosing a campaign issue this error.
Filed (select_campagn_dialog: draw_campain_image_to, buffer): could not ljad image faile.how to correct the mistake in order to fashion work? Thanks in advance!



Unfortunately I do not have an answer to the error you have described. The version I have uploaded currently does not have any changes to bitmaps either so the issue might be from a faulty download? I would perhaps suggest downloading again and try installing once more. Make sure it is saved in the user made campaign folder.

I know some others have downloaded successfully and I have not been notified on any errors.

< Message edited by crispy131313 -- 2/12/2017 9:48:34 PM >

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Post #: 98
RE: Fall Weiss II - 2/12/2017 10:03:34 PM   
crispy131313


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Version 2.2 has been uploaded. See Post #1.

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Post #: 99
RE: Fall Weiss II - 2/13/2017 12:56:58 AM   
Wittman18

 

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Write again how to put the mod? I should versya 1.0

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Post #: 100
RE: Fall Weiss II - 2/13/2017 1:13:23 AM   
crispy131313


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For me the mod is saving by default to C:Drive > Users > My Profile > Documents > MY Games > SC3 > Campaigns

If this folder isn't available try opening default campaign in the editor and "Save As" a copy of a campaign. And you will now have a user made campaign folder at the above location.

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Post #: 101
RE: Fall Weiss II - 2/13/2017 1:15:37 AM   
Wittman18

 

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the game should only be installed on the C drive?Fashion Files 2.2 endure in the My Documents folder to the folder company? In the root folder of the game is nothing to make inappropriately?

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Post #: 102
RE: Fall Weiss II - 2/13/2017 1:28:00 AM   
Wittman18

 

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All I have done as you write.
But an error ((Filed (select_campagn_dialog: draw_campain_image_to, buffer): could not ljad image faile.

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Post #: 103
RE: Fall Weiss II - 2/13/2017 1:30:14 AM   
crispy131313


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Open a campaign in editor and save it with a new name. Search your computer for that new file and then you will know where to copy the mod file.

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Post #: 104
RE: Fall Weiss II - 2/13/2017 1:31:20 AM   
Wittman18

 

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I Windovs8 64bit

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Post #: 105
RE: Fall Weiss II - 2/13/2017 6:40:21 PM   
crispy131313


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Has anyone else experienced an issue playing?

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Post #: 106
RE: Fall Weiss II - 2/13/2017 8:59:17 PM   
sad ham

 

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quote:

ORIGINAL: crispy131313

Has anyone else experienced an issue playing?


I've not.
Just the same CTD that happen in the vanilla version.

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Post #: 107
RE: Fall Weiss II - 2/13/2017 9:08:18 PM   
crispy131313


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Ok good. V2.2 is fine then?

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Post #: 108
RE: Fall Weiss II - 2/13/2017 10:25:57 PM   
sad ham

 

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I've played the 2.1 version.
I'll start the 2.2 as far as I 'll have time. :)

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Post #: 109
RE: Fall Weiss II - 2/13/2017 11:58:32 PM   
sad ham

 

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Well. I'm playing as Allies, december 1939 with Axis AI. I've seen there is an event "Germany expandes the Ruhr" or something like that.
What exactly it does, and what happens if I invade the Ruhr with French units?
Usually it is my first move with French, and there is no German reaction till the assault on Benelux.

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Post #: 110
RE: Fall Weiss II - Version 2.2 - (Ready for Download) - 2/14/2017 12:56:46 AM   
ME262

 

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hello crispy, enjoying your mod VER.2.2 for an old man this game is the greatest! thanks for your efforts! hope you post more mods soon... easy install as well! thanks

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Post #: 111
RE: Fall Weiss II - 2/14/2017 2:09:02 AM   
crispy131313


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quote:

ORIGINAL: sad ham

Well. I'm playing as Allies, december 1939 with Axis AI. I've seen there is an event "Germany expandes the Ruhr" or something like that.
What exactly it does, and what happens if I invade the Ruhr with French units?
Usually it is my first move with French, and there is no German reaction till the assault on Benelux.


This is an event (one of two over the course of the war) that increases MPP production in this region. If the resource is captured by France prior to expansion it will award 0 MPP to France.

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Post #: 112
RE: Fall Weiss II - 2/14/2017 10:46:41 AM   
sad ham

 

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I'm playing December 1940. Axis has just declared war to Yugoslavia.
By the way I find the game very well balanced at the moment: France did fall in July 1940, but I saved all the B.E.F. sending it to Egypt.
One question: Axis did not try Sealion and after Vichy immediately started to deploy to attack Russia and Balkans. Is it any possibility that Axis tries to do Sealion?

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Post #: 113
RE: Fall Weiss II - 2/14/2017 2:20:44 PM   
crispy131313


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quote:

ORIGINAL: sad ham

I'm playing December 1940. Axis has just declared war to Yugoslavia.
By the way I find the game very well balanced at the moment: France did fall in July 1940, but I saved all the B.E.F. sending it to Egypt.
One question: Axis did not try Sealion and after Vichy immediately started to deploy to attack Russia and Balkans. Is it any possibility that Axis tries to do Sealion?


I'm glad to hear it is playing well. As far as Axis AI attempting Sealion I do not think they will attempt this in 1940. However it is on my radar for a future update as a variable to Axis strategy. I am anticipating some AI enhancements to the default game via patch (hopefully) and I think after that time enhancing AI strategy will be easier. That's not to say I have not made any changes, just not large scale ones as of yet.

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Post #: 114
RE: Fall Weiss II - 2/14/2017 9:44:52 PM   
Wittman18

 

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Chris Hi! Posted in private messages.

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Post #: 115
RE: Fall Weiss II - 2/15/2017 1:27:41 AM   
crispy131313


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quote:

ORIGINAL: Wittman18

Chris Hi! Posted in private messages.


I just checked I haven't received a new message

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Post #: 116
RE: Fall Weiss II - 2/15/2017 9:48:22 PM   
Wittman18

 

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Chris you I wanted to help with the mod and give new> scripts.give timviver?

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Post #: 117
RE: Fall Weiss II - 3/5/2017 3:03:26 AM   
tog34

 

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I haven't bought this game yet, I've watched a few let's plays on youtube and I've read your awesome AAR, I'm really close to buying this game. I know that I'll love it, my only question is that I'm not fully behind the idea of having Finland and Romania as Majors. Is there a way that if I do buy this game I can just get the rest of your mod? I love the new events, they really spiced up your game in the AAR that's for sure! Do you feel that having these Majors is worth it? I mean I'd think you would because you added them lol. One last thing is in your AAR it seems the AI never got to launch operation torch, I'm wondering if this is already an event in the game? If not it totally should be because that would have made things extra interesting for your game. Keep up the good work and maybe do another AAR so I can see how the master plays this game again

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Post #: 118
RE: Fall Weiss II - 3/5/2017 5:21:16 PM   
crispy131313


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Thanks for the comments. I am probably going to release the next version with 6 Majors again so you are in luck. I do think they are worth it but It does add a complexity to the mod design that is a little taxing to update. So a move back to 6 Majors is on tap until maybe a final alternate version.

As for Operation Torch there are variables at play as to whether or not the AI will attempt this, which is good so that it can not always be expected.

(in reply to tog34)
Post #: 119
RE: Fall Weiss II - 3/23/2017 11:06:03 PM   
crispy131313


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Version 3.3 is uploaded. Details on Post #1

I have changed back to Default Majors this time among other changes.

https://www.dropbox.com/s/s1fyzc012hitnhm/Fall%20Weiss%20II%20V3.3.zip?dl=0

As always feedback is appreciated and incorporated into future versions.

< Message edited by crispy131313 -- 3/25/2017 12:05:04 AM >

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Post #: 120
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