Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

AH Advanced Third Reich mod v0.5 beta

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command WWII War in Europe >> Scenario Design and Modding >> AH Advanced Third Reich mod v0.5 beta Page: [1]
Login
Message << Older Topic   Newer Topic >>
AH Advanced Third Reich mod v0.5 beta - 6/20/2017 2:41:13 PM   
pzgndr

 

Posts: 3170
Joined: 3/18/2004
From: Maryland
Status: offline
OK, I am trying this again. Game fixes and other updates should allow players to download and actually play this mod. These files allow players to try out the 1939 campaign, based on Avalon Hill's boardgame of the same name.

1. Please use/create C:\Users\username\Documents\My Games\Strategic Command WWII - War In Europe\Campaigns
2. Extract this "Advanced Third Reich 1939" zip file to this directory.
3. You should now be able to play/edit the Advanced Third Reich mod campaign.

The zip file also contains my old Design Notes for the earlier Strategic Command – WWII Global Conflict GOLD Edition. It needs to be updated, but it provides helpful clarifying information for players who may not be familiar with either the Third Reich boardgame series or my previous mod adaptation.


Attachment (1)
Post #: 1
RE: AH Advanced Third Reich mod v0.5 beta - 6/20/2017 2:42:29 PM   
pzgndr

 

Posts: 3170
Joined: 3/18/2004
From: Maryland
Status: offline
Part II. Please add the separate .cgn file to the Advanced Third Reich 1939 folder. The whole thing was too large to post as a single zip file. Enjoy!

Edit. .cgn zip file attached now. Sorry!

Attachment (1)

< Message edited by pzgndr -- 6/20/2017 3:52:33 PM >

(in reply to pzgndr)
Post #: 2
RE: AH Advanced Third Reich mod v0.5 beta - 6/20/2017 3:05:01 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Where would we find the .cgn?

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to pzgndr)
Post #: 3
RE: AH Advanced Third Reich mod v0.5 beta - 6/20/2017 3:54:39 PM   
pzgndr

 

Posts: 3170
Joined: 3/18/2004
From: Maryland
Status: offline
I'm also posting my version notes below, so folks can see the evolution of this thing over the past couple of years that I've been working on it:

quote:


=================================================================
Advanced Third Reich for Strategic Command 3, v0.5 BETA
=================================================================

DATA CHANGES
- slightly reduced Interceptors defense values
- fixed Canadian ASW strikes from 0 to 1
- split generic Air Fleets into separate Fighters and Tactical Bombers
-- changed CTVs accordingly
-- changed unit names and build limits accordingly
- reduced naval combat CTVs slightly
- fixed production date error for British 3-4 infantry corps
- fixed research errors for Russia, Germany and Italy for areas not included
- changed production delay for Replacements to 0 months
- made a few minor map adjustments
- changed Russian 3-3 Infantry availability to June 1941, but added unit event for five 3-3's upon German DOW
-- changes made to improve initial Barbarossa results for Germany to get to/beyond Smolensk and Kiev in 1941
- reduced all Partisan max strengths to 5
- changed research percentages back to 5-4-3-2-1 to improve advances
- removed three northern West Wall fortifications along Belgium and one Maginot Line fortress along Luxembourg
-- changes made to improve maneuver room for 1940 and 1944 operations
- deleted Major Country IDs 9 and 10 to avoid any incompatibility and crash issues with the current engine that only supports 8 Majors.

SCRIPT CHANGES
- added OFFENSIVE scripts for Russia at war with Germany to attack neutral Poland and Baltic States, if applicable
- revised transport_minor scripts for post-D-Day Allied reinforcement to Lorient and St. Nazaire
- revised transport_minor scripts to slightly reduce British reinforcements to Egypt
- revised guard script to cancel British Sealion coastal defenses after Italy surrenders
- revised Red Sea and Persian Gulf loop events with South Atlantic entry/exit hexes moved slightly north and reduced delay from 2 to 1
-- changed map tiles, transport/transport_minor/fleet scripts accordingly
-- transit time between England and Middle East now about 3 turns
- fixed war_entry events for Norway coups, had 1941 and should have been 1940
- revised mobilization_3 event to slightly slow US entry (1-2% to 0-2%) after Germany and Russia at war
- added unit event for Russian 3-3 Infantry upon German DOW, and also fixed Siberian Transfer unit event
- revised research scripts to improve advances
- many, many more minor script adjustments and corrections


=================================================================
Advanced Third Reich for Strategic Command 3, v0.4 BETA
=================================================================

DATA CHANGES
- fixed ownership of Malta port to Britain to resolve draw_resource_text_to_buffer error
- fixed ASW strikes from 0 to 1 to fix ASW effectiveness

SCRIPT CHANGES
- revised offensive and guard scripts to basically remove continuous offensives and defensive lines
and allow generic AI to perform operations
- made some adjustments to Allied amphibious and transport scripts to improve AI behavior

ISSUES
- still watching economics and Russia/United States activations
- still seeing some AI air unit movement issues, not moving into actionable range


=================================================================
Advanced Third Reich for Strategic Command 3, v0.3 BETA
=================================================================

DATA CHANGES
- revised air/naval CTVs for major countries -1 for attack/defense values to reduce losses
- changed AP for replacements back from 2 to 1 to reduce movements

SCRIPT CHANGES
- made some Russian guard updates for Leningrad defense
- made some German amphibious and fleet updates for Sea Lion
- made some French national_morale updates for surrender and liberation
- revised DIPLOMACY scripts to scale back AI efforts
- made numerous tweaks to several scripts to improve AI performance

ISSUES
- new ZOC penalties (+2 for 1 armor, +1 for 2 infantry) seem OK
- still need to verify economics and Russia/United States activations
- revised weather effects and new clear weather DOW rule for AI seem OK


=================================================================
Advanced Third Reich for Strategic Command 3, v0.2 BETA
=================================================================

DATA CHANGES
- some adjustments made to German and Polish starting positions to improve Polish defense and reduce effect of Luftwaffe
- updated defense bonus data to previous A3R data, mostly reduces max entrenchment values
- updated minimum production dates for later year unit types
- add Canadian 3-4 Inf and 4-5 Arm to British P/Q for 1942
- deleted one Maginot Line fortress hex (113,26) to provide more maneuver room
- changed ASW from ID=41 Escort Carrier back to ID=40 Destroyer and revised build data and bitmaps
- updated P/Q to set arrival dates for selected units with later year build restrictions

SCRIPT CHANGES
- various adjustments made to multiple scripts to improve pre-Barbarossa actions and results
- updated GUARD scripts for new #HOLD and #STEAL values
- updated UNIT and PURCHASE scripts for ASW changes

ISSUES
- same


=================================================================
Advanced Third Reich for Strategic Command 3, v0.1 BETA
=================================================================

DATA CHANGES
- converted old Global Conflict GOLD data and files to new Strategic Command 3 formats (again, this version ONLY includes custom Nato unit sprites and does NOT include 3D unit sprites)
- completely revised the map based on the World in Flames mapboard adjusted to the A3R scale but kept the resources emphasis on the A3R mapboard
- map now includes additional terrain features based on the World in Flames mapboard
- revised force pools to more accurately reflect the original Advanced Third Reich boardgame
-- new Garrison unit-type used for Replacements
-- deleted Special Forces, Artillery and Rocket units from force pools; special units may appear as variants
-- added minimum production date restrictions for some units where applicable per original force pools
-- revised several minor country force pools back to the original A3R setups
-- revised air units back to generic air fleets (3-8s for majors and 1-8s for minors)
-- revised naval units back to generic fleets
- adjusted unit reinforcement/reformation costs to 80% for all land and air units; naval units are not reformable
- reduced some unit production delays (armor 3 months, air/SW 6 months, fleets 12 months)
- revised Combat Target Values to new formats
- completely revised weather zone data based on World in Flames weather probabilities

SCRIPT CHANGES
- converted old Global Conflict GOLD scripts to new Strategic Command 3 formats
- updated every single script and corrected several previous logic errors
- added Allied scripts to better respond to a possible loss of England to a successful Sealion invasion

ISSUES
- need to verify economics
- need to verify revised air/naval CTVs (+/- adjustments?) and generic combats
- need to verify revised weather effects and new clear weather DOW rule for AI
- need to verify new ZOC penalties (+2 for 1 armor, +1 for 2 infantry)

(in reply to Erik Rutins)
Post #: 4
RE: AH Advanced Third Reich mod v0.5 beta - 6/20/2017 4:52:26 PM   
Cataphract88


Posts: 728
Joined: 10/5/2012
From: Britannia
Status: offline
Thanks a lot for the new version.

_____________________________

Richard

(in reply to pzgndr)
Post #: 5
RE: AH Advanced Third Reich mod v0.5 beta - 6/24/2017 8:06:55 PM   
tog34

 

Posts: 21
Joined: 3/5/2017
Status: offline
I'm coming close to winning I believe, even though I don't know how to win or the winning conditions. I've found this mod way more fun then I thought it was going to be and that's a good thing! My first impressions invading Poland was that this was going to just be easy and I wasn't completely wrong. It is more simplistic but I like how it's a faster game, when it came to invading Russia that's when things became even more interesting. I thought I'd roll them over and beat them in late 1941 but at the start of 1942 I was at the Historical German lines and I was even pushed back from Moscow during the winter which was really cool to see happen, So naturally my next expansion was to do case blue I brought all my panzer divisions I could muster down to that front and set on my way to winning in the south, luckily for me I got Turkey in the war in January 1942 so that brought down a lot of Russian divisions and I was able to link up with my Afrikan Korps to help the Turks push into the soviet lands. After this it was pretty easy to fight the Russians but it was really fun to deal with supply and having a few close calls. My only problems with this so far are or confusions is that how do I defeat Russia? I thought I'd have to capture all of their red style areas and I did that but they haven't surrendered yet. Can they even surrender? Another one is that I'm making so much mpp or whatever it's called in this that I have nothing to spend it on, just seems like it doesn't matter anymore. Another thing is that when you strategicly move units they can still move to another city even if it's connected by one hex, which is annoying but will make the game last longer I guess and in Africa it means that I can send troops from Germany all the way to morocco if needed which is kinda silly that it's that easy. I've very much enjoyed this so far and I'm in the year 1943, the Russians have been pushed all the way back from their second capital and the allies have lost the middle east and are now landing in western Africa aka operation torch. Next time I play this I'm thinking of doing an AAR because of how much fun it was. Thanks for making this!

< Message edited by tog34 -- 6/24/2017 8:18:30 PM >

(in reply to Cataphract88)
Post #: 6
RE: AH Advanced Third Reich mod v0.5 beta - 6/27/2017 5:11:55 PM   
pzgndr

 

Posts: 3170
Joined: 3/18/2004
From: Maryland
Status: offline

quote:

ORIGINAL: tog34
I'm coming close to winning I believe, even though I don't know how to win or the winning conditions...


FYI, there are Design Notes included that should help. The victory conditions are based on the old Third Reich/Advanced Third Reich victory conditions and are basically date-driven. How soon can the Allies beat Germany and Italy to get a win. How long can Germany hold out for Axis to get a win. For Russia, you have to push all the way to the Urals and capture Sverdlovsk, else the Russians remain in play to harass the Germans and force them to keep units in the east.

I assume this game report is for default difficulty? Certainly it can be a fun game, but I recommend Veteran (+1) difficulty to make the computer opponent more challenging. My goal is to adjust the AI as needed for challenging gameplay at the Veteran level. So comments and suggestions for making either the Axis or Allied AI more or less challenging would be helpful. Thanks!

(in reply to tog34)
Post #: 7
RE: AH Advanced Third Reich mod v0.5 beta - 7/17/2017 3:15:04 AM   
jjweatherby

 

Posts: 6
Joined: 7/17/2017
Status: offline
Many thanks spent a lot of hours playing this game in high school and college. One of my all time favorite board games. Love the feel of the old AH board games. So sad they got bought out over Hasbro wanting the rights to the name civilization. They won the court case only to face a bear hug.

(in reply to pzgndr)
Post #: 8
RE: AH Advanced Third Reich mod v0.5 beta - 8/26/2017 5:04:58 PM   
pzgndr

 

Posts: 3170
Joined: 3/18/2004
From: Maryland
Status: offline
Other than tog34 above, has anyone else got any game reports or comments/suggestions? I'm going to touch up a couple things and then go forward with v1.0.

(in reply to jjweatherby)
Post #: 9
RE: AH Advanced Third Reich mod v0.5 beta - 8/27/2017 7:50:15 AM   
Cataphract88


Posts: 728
Joined: 10/5/2012
From: Britannia
Status: offline

quote:

ORIGINAL: pzgndr

Other than tog34 above, has anyone else got any game reports or comments/suggestions? I'm going to touch up a couple things and then go forward with v1.0.


Great news! I haven't had a chance to try this yet, but I loved the board game.

_____________________________

Richard

(in reply to pzgndr)
Post #: 10
RE: AH Advanced Third Reich mod v0.5 beta - 2/12/2019 8:29:14 PM   
ericdauriac

 

Posts: 98
Joined: 9/14/2016
From: Limoges
Status: offline
I have a problem with the scripts. they fire up whatever the value of the trigger.
exemple :
; France (France Expands Its Army And Air Force)
{
#NAME= VARIANT - France Expands Its Army And Air Force
#POPUP= VARIANT - France Expands Its Army And Air Force
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 0
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#TRIGGER= 10
#PRIVATE= 1
#DISPLAY_TURN= 0
#COUNTRY_ID= 40
#FULL_RESEARCH= 1
#DATE= 1939/09/01
#FAILSAFE_DATE= 1947/01/01
#DESTINATION_RESOURCE= 109,26
; Set Variable Condition:
; 1st Line - France politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 40 [2] [100] [0]
; dummy condition position
#CONDITION_POSITION= 0,0 [0,0] [0,0] [0] [0]
#UNIT= 25 [10] [0] []
#UNIT= 29 [10] [0] []
#UNIT= 30 [10] [0] []
}
it triggers systematically and not once in 10?

(in reply to Cataphract88)
Post #: 11
RE: AH Advanced Third Reich mod v0.5 beta - 2/22/2019 10:43:18 PM   
pzgndr

 

Posts: 3170
Joined: 3/18/2004
From: Maryland
Status: offline

quote:

ORIGINAL: ericdauriac
I have a problem with the scripts. they fire up whatever the value of the trigger...
it triggers systematically and not once in 10?


Hi, thanks for your interest. Not sure what problem you think there is?

This script is a #TYPE= 0 meaning a single check regardless if #TRIGGER is satisfied. The #TRIGGER= 10 means a 10% chance during the single check to trigger the variant event. So at the start of the game, when #DATE= 1939/09/01 is satisfied, there is a single variant check for this event, which should trigger once in 10 games on average. Hopefully this clears up any confusion?

FYI, A3R mod v1.1 was released with the Community Pack. A3R mod v1.2 will be released after the v1.16 game patch is released, shortly. Give it a try and see what you think. Enjoy!

(in reply to ericdauriac)
Post #: 12
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Strategic Command Series >> Strategic Command WWII War in Europe >> Scenario Design and Modding >> AH Advanced Third Reich mod v0.5 beta Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.672