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RE: Fall Weiss II - Version 3.3 - (Ready for Download)

 
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RE: Fall Weiss II - Version 3.3 - (Ready for Download) - 3/24/2017 11:41:12 PM   
ADMIRAL3

 

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the link does not work

(in reply to crispy131313)
Post #: 121
RE: Fall Weiss II - Version 3.3 - (Ready for Download) - 3/25/2017 12:05:24 AM   
crispy131313


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quote:

ORIGINAL: VICEADMIRAL

the link does not work


Thanks for lettting me know!

Fixed:

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

(in reply to ADMIRAL3)
Post #: 122
RE: Fall Weiss II - Version 3.3 - (Ready for Download) - 3/25/2017 1:01:29 AM   
MemoryLeak


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For the developer of this MOD- I just downloaded it and used the suggested player settings. I played three turns, saved
the last turn and quit for awhile.

I just tried to load my saved game and received two error messages:

cannot find directory_Fall Weiss II - V3.3. Saved game will be loaded without customization.

Failed(Initalize_national_tile_surface ): Segmentation violation. Then a CTD


Any Ideas?

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(in reply to crispy131313)
Post #: 123
RE: Fall Weiss II - Version 3.3 - (Ready for Download) - 3/25/2017 1:35:32 AM   
crispy131313


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Did you install it in the user made campaign directory?

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Post #: 124
RE: Fall Weiss II - Version 3.3 - (Ready for Download) - 3/25/2017 1:40:24 AM   
crispy131313


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Here is a fresh upload to try.


https://www.dropbox.com/s/jnyc0eazlqb3rlg/FW%20V4.4.zip?dl=0

(in reply to crispy131313)
Post #: 125
RE: Fall Weiss II - Version 3.3 - (Ready for Download) - 3/25/2017 1:54:41 AM   
MemoryLeak


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Thank you for the speedy reply. First download did not include all of the files. I tried your
link in your reply to me and I receive more files. Everything working fine now. Thank You!!

_____________________________

If you want to make GOD laugh, tell him your future plans

USS Long Beach CGN-9
RM2 1969-1973

(in reply to crispy131313)
Post #: 126
RE: Fall Weiss II - Version 3.3 - (Ready for Download) - 3/25/2017 2:06:40 AM   
crispy131313


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OK thanks for letting me know. I'm not sure why I had such a hard time uploading the files this time! At least this is confirmation it's uploaded correctly this time.

Let me know if you have any questions, I'm constantly updating the notes to the decisions to offer more clarity.


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Post #: 127
RE: Fall Weiss II - Version 3.3 - (Ready for Download) - 3/30/2017 2:17:40 PM   
TangSooDo

 

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Here's something I've encountered playing single player as Allies vs. Axis AI -- Norway is controlled by the Axis but it cannot be invaded by Allied forces loaded in amphibious transport. The Norwegian flag is still displayed over Oslo, but the Allies cannot declare war against Norway either. In other words, there is no way to invade, which doesn't seem right. I'm not sure about Denmark, but the same situation comes up with Axis occupied Tunisia -- it cannot be invaded or have a DOW by the Allies. Is there a reason for these situations, or is there a bug?

(in reply to crispy131313)
Post #: 128
RE: Fall Weiss II - Version 3.3 - (Ready for Download) - 3/30/2017 4:02:11 PM   
TangSooDo

 

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quote:

ORIGINAL: Winslow

Here's something I've encountered playing single player as Allies vs. Axis AI -- Norway is controlled by the Axis but it cannot be invaded by Allied forces loaded in amphibious transport. The Norwegian flag is still displayed over Oslo, but the Allies cannot declare war against Norway either. In other words, there is no way to invade, which doesn't seem right. I'm not sure about Denmark, but the same situation comes up with Axis occupied Tunisia -- it cannot be invaded or have a DOW by the Allies. Is there a reason for these situations, or is there a bug?


I now see the same problem (or feature?) pertains to Vichy France at least when it's under German control.

(in reply to TangSooDo)
Post #: 129
RE: Fall Weiss II - Version 3.3 - (Ready for Download) - 3/30/2017 5:55:07 PM   
crispy131313


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quote:

ORIGINAL: Winslow


quote:

ORIGINAL: Winslow

Here's something I've encountered playing single player as Allies vs. Axis AI -- Norway is controlled by the Axis but it cannot be invaded by Allied forces loaded in amphibious transport. The Norwegian flag is still displayed over Oslo, but the Allies cannot declare war against Norway either. In other words, there is no way to invade, which doesn't seem right. I'm not sure about Denmark, but the same situation comes up with Axis occupied Tunisia -- it cannot be invaded or have a DOW by the Allies. Is there a reason for these situations, or is there a bug?


I now see the same problem (or feature?) pertains to Vichy France at least when it's under German control.


This is a bug with the game itself not my mod - it has been fixed by the developers.
http://www.matrixgames.com/forums/tm.asp?m=4260450

(in reply to TangSooDo)
Post #: 130
RE: Fall Weiss II - Version 3.3 - (Ready for Download) - 4/1/2017 8:26:37 PM   
TangSooDo

 

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Thank you crispy.

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Post #: 131
RE: Fall Weiss II - 4/4/2017 8:38:42 PM   
jasudec2

 

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Excellent Mod. I did want to make a change to the units script, in particular to the value of a Garrison unit that that had a strength of 10. When I made that change, the update to the script locked up in the Verify at 110 point. If you look at the script and search for 1 [10] you will see the unit, but you have to ignore items such as 21 [10] etc.

Thanks in advance for looking into why the scrip fails during update.

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Post #: 132
RE: Fall Weiss II - 4/8/2017 5:14:34 PM   
crispy131313


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quote:

ORIGINAL: jasudec2

Excellent Mod. I did want to make a change to the units script, in particular to the value of a Garrison unit that that had a strength of 10. When I made that change, the update to the script locked up in the Verify at 110 point. If you look at the script and search for 1 [10] you will see the unit, but you have to ignore items such as 21 [10] etc.

Thanks in advance for looking into why the scrip fails during update.


Thanks, appreciate it.

Also are you referring to the Yugoslavian Garrison units? They are the only 10 strength garrisons I see scripted and they are part of the default scripts.

(in reply to jasudec2)
Post #: 133
RE: Fall Weiss II - 4/8/2017 5:18:27 PM   
crispy131313


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Version 5.0 has been uploaded.

https://www.dropbox.com/s/glcuvwf07pe8wat/FW%205.0.zip?dl=0



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Post #: 134
RE: Fall Weiss II - 4/8/2017 8:51:23 PM   
jasudec2

 

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The update fails whatever unit I change. I increased the strength of one German unit "#UNIT= 36 [5] [0] [Jean Bart]" to "#UNIT= 36 [10] [0] [Jean Bart]" for a test, and the update locked up at point 108 in the Verify cycle. I performed this on Version 5.0.

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Post #: 135
RE: Fall Weiss II - 4/8/2017 10:56:56 PM   
crispy131313


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quote:

The update fails whatever unit I change. I increased the strength of one German unit "#UNIT= 36 [5] [0] [Jean Bart]" to "#UNIT= 36 [10] [0] [Jean Bart]" for a test, and the update locked up at point 108 in the Verify cycle. I performed this on Version 5.0.


I am not sure what the cause is. I updated Unit Script this morning with no problems? I've read of another user not being able to update AI scripts in 3.0 and it just hangs, maybe this is a bug in 3.0.

(in reply to jasudec2)
Post #: 136
RE: Fall Weiss II - 4/12/2017 5:06:03 PM   
MemoryLeak


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Hi, I deleted all of my saved games for FW 3.3 and getting ready to start FW 5.0. But I probably should
have asked this question before I deleted everything, What changes did you make for FW 5.0?



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If you want to make GOD laugh, tell him your future plans

USS Long Beach CGN-9
RM2 1969-1973

(in reply to crispy131313)
Post #: 137
RE: Fall Weiss II - 4/12/2017 5:21:29 PM   
crispy131313


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Off the top of my head, more balance changes to naval game, gave the AI better diplomacy scripting, fixed some Allied decisions that were not popping up, there are other tweaks but I don't keep a change log only a master change list.

(in reply to MemoryLeak)
Post #: 138
RE: Fall Weiss II - 4/12/2017 6:54:04 PM   
MemoryLeak


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Thank you. I was just wondering. I'm enjoying your MOD. Thanks for the effort!

_____________________________

If you want to make GOD laugh, tell him your future plans

USS Long Beach CGN-9
RM2 1969-1973

(in reply to crispy131313)
Post #: 139
RE: Fall Weiss II - 4/16/2017 3:24:55 PM   
crispy131313


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I found a bug with one of my Decision Event #813 "The Allies Intervene To Sway Sweden To End Convoys To Germany"

I am going to upload a new version with this fixed shortly. If you are playing an existing game it can still be fixed by going into the in game options > Advanced > Scripts > Mobilization 3 > and turn off the script after Sweden is allied leaning. Otherwise Sweden will slowly lean more and more Allied which is not intended if the Decision Event was triggered. Sorry for the inconvenience, I'm just posting this so Sweden doesn't join the Allies unexpectedly at some point in a game.

(in reply to MemoryLeak)
Post #: 140
RE: Fall Weiss II - 4/16/2017 3:34:54 PM   
crispy131313


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Version 5.01 has been uploaded

https://www.dropbox.com/s/r127slgt228zlu4/FW%205.01.zip?dl=0

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Post #: 141
RE: Fall Weiss II - 4/22/2017 9:43:33 PM   
crispy131313


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Does anyone have any comments/feedback on the balance, and changes they would like to see? Always open to suggestions.

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Post #: 142
RE: Fall Weiss II - 4/24/2017 5:08:06 AM   
Magpius


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Downloading and will try to give some meaningful feedback.
at the very least, my heartfelt thanks for the countless hours and tweaks you have already made.
Modding is often a thankless task.

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Post #: 143
RE: Fall Weiss II - 4/29/2017 5:19:32 PM   
monopoly888

 

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Whenever I try to start your scenario, it gives me an error message'FAILED(select_campaign_dialog: draw_campaign_image_to_buffer): Could not load image file'.
That message disappeared when I have picked out all of png files from _Fall Weiss II - V5.01 folder.
It seems my computer don't recognize png files in Documents/My Games/Strategic Command - War in Europe/Campaigns folder for some reason.
Is this campaign works without png files in interface and bitmaps folder?

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Post #: 144
RE: Fall Weiss II - 4/29/2017 6:18:09 PM   
crispy131313


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I have not made any changes to any image file, so the mod should work I think.

What needs to be addressed really is how unfriendly the developers are to playing edited campaigns. SC2 did not require a seperate campaign directory.

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Post #: 145
RE: Fall Weiss II - 5/2/2017 4:50:07 PM   
BillRunacre

 

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Are there images included in the mod?

If there are but they haven't been modded in any way then it should be safe to remove them.

If they are useful then perhaps a trial by removing all/some and then trying to narrow it down to see if there is a particular image?



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Post #: 146
RE: Fall Weiss II - 5/2/2017 5:54:44 PM   
crispy131313


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The current version has no changes to any image file, it is the same as the default scenario. In other words all changes were made via SC3 Editor only.

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Post #: 147
RE: Fall Weiss II - 5/15/2017 11:39:38 AM   
crispy131313


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The next step for my mod will be change the unit structure. The goal is to create a bit more continuous front lines, especially in USSR which could slow the German advance, which at this time may be too rapid, especially in 1942.

Infantry, Mechanized, and Tank units will be grouped into Division, Corps, and Army sized units (other specialty units - Special Forces, Engineer, Paratrooper, Shock Army etc. remain unchanged). The below unit bitmaps will be cleaned up a little before release but provides a preview of how I expect them to look. I also do not intend to flood the map with units, the game will remain a Corps/Army sized campaign with individual Divisions in supporting roles.






Attachment (1)

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Post #: 148
RE: Fall Weiss II - 5/15/2017 1:10:27 PM   
TheBattlefield


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Very nice, Crispy!
Have you tried to use the infantry units from the "zoom" sheet for the armored formations? In this way, you can keep your given number of units for the divisions, corps, and armies. The size ratio of tanks/mech to infantry would also be ok and presumably the counter overlaps could also be avoided. Just an idea...

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Post #: 149
RE: Fall Weiss II - 5/16/2017 4:05:38 AM   
crispy131313


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Thanks Battlefield. Are you suggesting using smaller Tank/Mechanized Icons?

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Post #: 150
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