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RE: World War Three 1946

 
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RE: World War Three 1946 - 7/19/2017 4:26:37 AM   
Hairog


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From: Cornucopia, WI
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Boxed set of books coming soon...




Attachment (1)

_____________________________

WW III 1946 Books
SC3 EAW WW Three 1946 Mod and Naval Mods
WarPlan and WarPlan Pac Alpha and Be

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Post #: 91
RE: World War Three 1946 - 8/8/2017 5:37:47 PM   
sad ham

 

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Can you please be so kind to explain me how to install the mod?

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Post #: 92
RE: World War Three 1946 - 8/9/2017 12:32:58 PM   
sad ham

 

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Sorry but I cannot extract those files. I get errors. Can you convert them in .zip instead of .rar?

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Post #: 93
RE: World War Three 1946 - 8/10/2017 3:14:53 AM   
Hairog


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From: Cornucopia, WI
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Sorry Ham I was gone for a few days.

I'm working on a new version and almost finished. Do you want to wait or should I zip what I have?

My games with Bill pointed out some changes that would make the scenario more competitive early on and would not be unrealistic. Basically I'm going to upgrade the US and Brits ability to make effective fortifications faster. Bill was all over France in a few turns and the fortifications I had built were easily destroyed.

Engineers and Special Forces will be especially tough while behind mine fields and barb wire.




Attachment (1)

_____________________________

WW III 1946 Books
SC3 EAW WW Three 1946 Mod and Naval Mods
WarPlan and WarPlan Pac Alpha and Be

(in reply to sad ham)
Post #: 94
RE: World War Three 1946 - 8/10/2017 6:33:21 AM   
sad ham

 

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I will wait. Thanks.

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Post #: 95
RE: World War Three 1946 - 8/10/2017 8:47:11 PM   
Christolos


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Hi Hairog,

I am very interested in trying this mod out, but was wondering, after reading this thread about the Atomic bomb: http://www.matrixgames.com/forums/tm.asp?m=4326632, what provision if any, is or will there be for the use of atomic bombs by the US?

According to the mentioned thread, and I quote "There were only 5 MK-I (Little Boy) bombs ever made. But the MK-III (Fat Man) had a large production run of 120. However, most of that production was from April 1947 through 1949.

Thanks,

C

_____________________________

“Excellence is never an accident. It is always the result of high intention, sincere effort, and intelligent execution; it represents the wise choice of many alternatives - choice, not chance, determines your destiny.”

-Aristotle-

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Post #: 96
RE: World War Three 1946 - 8/11/2017 1:42:41 AM   
Christolos


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I should clarify what I meant by asking what provision if any, is or will there be for the use of atomic bombs by the US.

Excuse my ignorance of game modding, but what I meant to say was, is there any way the use of atomic bombs could be modded into the mod?

I have not looked at the editor yet and really have no idea of exactly what it can and can not do.

Cheers,

C

_____________________________

“Excellence is never an accident. It is always the result of high intention, sincere effort, and intelligent execution; it represents the wise choice of many alternatives - choice, not chance, determines your destiny.”

-Aristotle-

(in reply to Christolos)
Post #: 97
RE: World War Three 1946 - 8/11/2017 6:59:41 PM   
Christolos


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I just realized that Strategic Command WW2 Pacific Theater had decision events to drop atomic bombs on Hiroshima and Nagasaki...so perhaps this (i.e., decision events to drop atomic bombs) could be incorporated in the mod via the editor after all...

Then I found post #47 http://www.matrixgames.com/forums/fb.asp?m=4241016 which mentions that the US gets 4 atomic bombs...so I should have read the whole thread better before asking about this...

Cheers,

C

< Message edited by CC1 -- 8/11/2017 7:05:14 PM >


_____________________________

“Excellence is never an accident. It is always the result of high intention, sincere effort, and intelligent execution; it represents the wise choice of many alternatives - choice, not chance, determines your destiny.”

-Aristotle-

(in reply to Christolos)
Post #: 98
RE: World War Three 1946 - 8/12/2017 12:23:54 AM   
Hairog


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From: Cornucopia, WI
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quote:

I should clarify what I meant by asking what provision if any, is or will there be for the use of atomic bombs by the US.


Yes there will be simulated use of atomic bomb by the US. I tried to modify the kamikaze unit into being equipment of an atomic bomb. Even with max settings, bonuses, I could not get more than six or seven damage points on a resource. I could have them do multiple strikes per turn but that seemed gamey. Plus there is the fact that the units are not destroyed after they attack leaving them on the board to attack many turns to come.
quote:


Excuse my ignorance of game modding, but what I meant to say was, is there any way the use of atomic bombs could be modded into the mod?


Hopefully Hubert or Bill will come across these posts and maybe they have suggestions on how to simulate an atomic bomb. I quite frankly share their disdain for adding the bomb to this game but felt I had to try a few to re-create the storyline I have written. Just wasn't realistic not to have any bombs in the US arsenal. However I didn't want the players to have tons of them and to be able to use them indiscriminately. I'm convinced that the Abomb would never be used in Western Europe in the 1940s.

quote:

I have not looked at the editor yet and really have no idea of exactly what it can and can not do.


1. I have not discovered a way to make one strike by a unit totally devastating to a resource.
2. I have not discovered how to make a unit only attack once and then disappear.

I invite others can chime in and solve my dilemma if they have a solution.

My current solution is to use a script which designates a hex that a atomic bomb unit must occupy (modified Kamikaze). Once this is accomplished the script devastates a designated resource. Again if there is another solution I would love to implement it. To date I have not discovered an alternative.

Script:
quote:

{
#NAME= Abomb attack from Cairo hits Baku
#POPUP= USA Atomic Bomb Attack from Bases in Cairo Destroys USSR Oil Production Facilities in Baku
#IMAGE= abomb.png
#SOUND= abomb.ogg
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#COUNTRY_ID= 115
#FLAG_ID= 116
#TRIGGER= 100
#SEASON_FLAG= 0
#DATE= 1946/05/01
#SOURCE_POSITION= 208,126 [34]
#DESTINATION_RESOURCE= 244,105 [9,10]
#DESTINATION_RESOURCE= 243,104 [9,10]
; 1st Line - Soviets politically aligned with Comintern and not surrendered
; 2nd Line - USA politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 116 [1] [100] [0]
#VARIABLE_CONDITION= 115 [2] [100] [0]
}


< Message edited by Hairog -- 8/12/2017 12:31:58 AM >


_____________________________

WW III 1946 Books
SC3 EAW WW Three 1946 Mod and Naval Mods
WarPlan and WarPlan Pac Alpha and Be

(in reply to Christolos)
Post #: 99
RE: World War Three 1946 - 8/12/2017 9:42:35 AM   
nnason


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I have been following this thread with interest. Designers/developers should be very careful about introducing a-bombs. I am not sure as I don't have the game any more but I think SPI's "NATO" had this to say about A-bombs, "For those who want to add strategic Nucs simply pore lighter fluid on the map board and strike a match." Point of quote is that nucs are so powerful they unbalance any game that wasn't designed for them from the ground up. While we would consider now-a-days that a 20kt nuc is tactical in 1946 it was strategic. While not historical tactical nucs could be in the range of .5kt to say 5kt. Then you have fallout. How to model that?

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US Army Retired

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Post #: 100
RE: World War Three 1946 - 8/13/2017 6:57:53 PM   
wlape3

 

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Hi Hairog,

Some thoughts on causing units to disappear and shutting down resources for good.

In SC2 you had to specify which resources would activate later on. Maybe you could use a script to turn these on in the beginning and then use a resource script to turn them off or effectively shut them down for a very long period of time similar to partisan/resource/supply strikes. Using the same technique to move coastal guns out of the way of a new unit/resource placement could also be used to make the unit "go away". You could also make the US player disband the unit after one use.

While I've done a lot of playing around with the scripts I don't know the exact mechanics of some of these things so forgive me if I've misstated how these are accomplished.

Will

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Post #: 101
RE: World War Three 1946 - 8/13/2017 7:37:41 PM   
Christolos


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From: Montreal, Canada
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quote:

ORIGINAL: Hairog

quote:

I should clarify what I meant by asking what provision if any, is or will there be for the use of atomic bombs by the US.


Yes there will be simulated use of atomic bomb by the US. I tried to modify the kamikaze unit into being equipment of an atomic bomb. Even with max settings, bonuses, I could not get more than six or seven damage points on a resource. I could have them do multiple strikes per turn but that seemed gamey. Plus there is the fact that the units are not destroyed after they attack leaving them on the board to attack many turns to come.
quote:


Excuse my ignorance of game modding, but what I meant to say was, is there any way the use of atomic bombs could be modded into the mod?


Hopefully Hubert or Bill will come across these posts and maybe they have suggestions on how to simulate an atomic bomb. I quite frankly share their disdain for adding the bomb to this game but felt I had to try a few to re-create the storyline I have written. Just wasn't realistic not to have any bombs in the US arsenal. However I didn't want the players to have tons of them and to be able to use them indiscriminately. I'm convinced that the Abomb would never be used in Western Europe in the 1940s.

quote:

I have not looked at the editor yet and really have no idea of exactly what it can and can not do.


1. I have not discovered a way to make one strike by a unit totally devastating to a resource.
2. I have not discovered how to make a unit only attack once and then disappear.

I invite others can chime in and solve my dilemma if they have a solution.

My current solution is to use a script which designates a hex that a atomic bomb unit must occupy (modified Kamikaze). Once this is accomplished the script devastates a designated resource. Again if there is another solution I would love to implement it. To date I have not discovered an alternative.

Script:
quote:

{
#NAME= Abomb attack from Cairo hits Baku
#POPUP= USA Atomic Bomb Attack from Bases in Cairo Destroys USSR Oil Production Facilities in Baku
#IMAGE= abomb.png
#SOUND= abomb.ogg
#FLAG= 1
#TYPE= 2
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#COUNTRY_ID= 115
#FLAG_ID= 116
#TRIGGER= 100
#SEASON_FLAG= 0
#DATE= 1946/05/01
#SOURCE_POSITION= 208,126 [34]
#DESTINATION_RESOURCE= 244,105 [9,10]
#DESTINATION_RESOURCE= 243,104 [9,10]
; 1st Line - Soviets politically aligned with Comintern and not surrendered
; 2nd Line - USA politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 116 [1] [100] [0]
#VARIABLE_CONDITION= 115 [2] [100] [0]
}



Hi Hairog,

Thanks for all the interesting details.

So I guess then there is no way to make the use of A-bombs decision events as what was the case with Strategic Command WW2 Pacific Theater, right?

C

_____________________________

“Excellence is never an accident. It is always the result of high intention, sincere effort, and intelligent execution; it represents the wise choice of many alternatives - choice, not chance, determines your destiny.”

-Aristotle-

(in reply to Hairog)
Post #: 102
RE: World War Three 1946 - 8/13/2017 7:55:40 PM   
Christolos


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From: Montreal, Canada
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quote:

ORIGINAL: nnason

I have been following this thread with interest. Designers/developers should be very careful about introducing a-bombs. I am not sure as I don't have the game any more but I think SPI's "NATO" had this to say about A-bombs, "For those who want to add strategic Nucs simply pore lighter fluid on the map board and strike a match." Point of quote is that nucs are so powerful they unbalance any game that wasn't designed for them from the ground up. While we would consider now-a-days that a 20kt nuc is tactical in 1946 it was strategic. While not historical tactical nucs could be in the range of .5kt to say 5kt. Then you have fallout. How to model that?

quote:

Point of quote is that nucs are so powerful they unbalance any game that wasn't designed for them from the ground up. While we would consider now-a-days that a 20kt nuc is tactical in 1946 it was strategic.


Hi nnason,

I'm not sure about how the use of nukes by the US could necessarily unbalance the game in the context of their use being strategic in a game that is at the strategic level to begin with.

From what I have gleened so far (and I haven't tried the mod yet...), the Russians tend to steam roller their way into Western Europe, much the same way Germany did across both Western Europe and in the East as well...so maybe a few nukes for the allies, which could maybe cost a certain amount of MPPs to deploy (for counter-balancing if they turn out to be too decisive...), could be interesting, not to mention it also being historically possible.

What do you think?

Cheers,

C

_____________________________

“Excellence is never an accident. It is always the result of high intention, sincere effort, and intelligent execution; it represents the wise choice of many alternatives - choice, not chance, determines your destiny.”

-Aristotle-

(in reply to nnason)
Post #: 103
RE: World War Three 1946 - 8/16/2017 3:27:58 PM   
BillRunacre

 

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Hi everyone

The issue with using Decision Events to trigger Atomic Bombs is that they need to have the potential target pre-determined in the Decision Event.

So one could have a Decision to drop a bomb or not and/or one on whether to drop it on (say) Hamburg or Berlin, and these could then trigger SUPPLY and STRENGTH scripts to damage both the resource and any occupying units, perhaps permanently if TYPE= 2 scripts run subsequently to the original.

What we don't have is a way to give the player full freedom on where to drop the bomb(s), if they should wish to do so. But a fully scripted approach can be implemented, as it was in the Pacific game.



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Post #: 104
RE: World War Three 1946 - 8/30/2017 3:08:59 PM   
Hairog


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From: Cornucopia, WI
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quote:

From what I have gleened so far (and I haven't tried the mod yet...), the Russians tend to steam roller their way into Western Europe, much the same way Germany did across both Western Europe and in the East as well...so maybe a few nukes for the allies, which could maybe cost a certain amount of MPPs to deploy (for counter-balancing if they turn out to be too decisive...), could be interesting, not to mention it also being historically possible.

What do you think?


Historically the US had the capability deliver 4 atomic bombs in April of 1947 when the story has George Koval cripple the Manhattan Project. The premise is that Stalin would not have attacked if the US had numerous Abombs and he had no way to stop the B-29. I give the Soviets two viable solution that were available to them in 1945-47. In this scenario they use them.






Attachment (1)

< Message edited by Hairog -- 8/30/2017 3:12:28 PM >


_____________________________

WW III 1946 Books
SC3 EAW WW Three 1946 Mod and Naval Mods
WarPlan and WarPlan Pac Alpha and Be

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Post #: 105
RE: World War Three 1946 - 8/30/2017 3:10:25 PM   
Hairog


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Joined: 7/11/2000
From: Cornucopia, WI
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Delmar




Attachment (1)

_____________________________

WW III 1946 Books
SC3 EAW WW Three 1946 Mod and Naval Mods
WarPlan and WarPlan Pac Alpha and Be

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Post #: 106
RE: World War Three 1946 - 8/30/2017 3:11:32 PM   
Hairog


Posts: 1645
Joined: 7/11/2000
From: Cornucopia, WI
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Wasserfall




Attachment (1)

_____________________________

WW III 1946 Books
SC3 EAW WW Three 1946 Mod and Naval Mods
WarPlan and WarPlan Pac Alpha and Be

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Post #: 107
RE: World War Three 1946 - 8/30/2017 3:26:08 PM   
Hairog


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From: Cornucopia, WI
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Newest version of Mod. Will call it 2.0

https://db.tt/7OA8aSKsEA





Attachment (1)

_____________________________

WW III 1946 Books
SC3 EAW WW Three 1946 Mod and Naval Mods
WarPlan and WarPlan Pac Alpha and Be

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Post #: 108
RE: World War Three 1946 - 8/30/2017 3:30:23 PM   
Hairog


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From: Cornucopia, WI
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Added some new units.






Attachment (1)

_____________________________

WW III 1946 Books
SC3 EAW WW Three 1946 Mod and Naval Mods
WarPlan and WarPlan Pac Alpha and Be

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Post #: 109
RE: World War Three 1946 - 8/30/2017 3:32:55 PM   
Hairog


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From: Cornucopia, WI
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3D








Attachment (1)

_____________________________

WW III 1946 Books
SC3 EAW WW Three 1946 Mod and Naval Mods
WarPlan and WarPlan Pac Alpha and Be

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Post #: 110
RE: World War Three 1946 - 10/21/2017 12:49:23 AM   
Hairog


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From: Cornucopia, WI
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Read Me

World War Three May 1946

I’ve probably made this mod too complicated but here goes.

Sorry but I don't know how to program an installer. You will have to copy the downloaded files into their folders.

There are a few new units.

This scenario is a challenge to both sides. The Comitern has an overwhelming initial advantage that if not use correctly will vanish. NATO will be hard-pressed to keep a foothold in Europe and it’s a long way to Moscow from Paris as Napoleon and Hitler found out.

First of all, you will need a few new units.

The DN or Dreadnaught Unit is now the MSS Unit = Mini-Submarine Seehund.
The Anti-Aircraft unit is now the Wasserfall Unit = an early SAM using an optical guidance system. See B.F. Skinner Project Pigeon in a Pelican.

A few upgrades for AA and Artillery are now the VT Unit = Variable Time or Proximity Fuse either artillery shell or anti-aircraft round.

CC Unit is now the MB Unit = Missile Boat, an early Surface to Surface anti-ship missile based on the Wasserfall and placed on freighters.

Kamikaze now is the Atomic Bomb = Mark III atomic Bomb

There is a new faction or Major Country that represents Anti-Stalinist rebels. They start out as weak brigades but gain strength and size as the mod progresses. They represent the historic Hiwis and Russian Liberation Army. It is estimated that over 3 million Hiwis and Russian Liberation Army fighters joined the Germans against Stalin. A full 20% of the Axis units on the Eastern Front were former Soviet Citizens Their hatred for Stalinism was so great that they joined the hated Nazis in fighting against their own people.

The new faction represents this rebellion. It is called the Freedom Force. In a brigade and division sized units they have a very high land defensive avoidance percentage. This represents the ability of partisans to melt into the populace and dense woods.

There is an added terrain feature that the Freedom Force has developed. They are mine fields and surround some of the FF strongholds. Their effects include decreased movement and decreased attack strength for units located in them.

The MSS (mini-sub Seehunds) are very inexpensive for the Soviets to make. They are also very hard to attack effectively and have a high naval defensive loss evasion percentage. They are not very strong and are easily damaged by storms. They can be transported to any coastal hex the Soviets have captured but have a very low supply rate and small range. The Seehunds are more of a nuisance than a real threat unless you ignore them.

US and British Engineers have developed the ability to create fortifications quickly and effectivily. Manned by these engineers or Special Force Units, the fortification hex sides and units in them can be a major road block to any enemy offensive.

The Wasserfall units are very…very effective against SB or Strategic Bombers. The VT units are very effective against TB or Tactical Bomber units. You are well advised to know where they are and that the SAM range is 3 hexes.

The Missile Boats are converted freighters that can launch the V4 Rocket equipped with an optical guidance system. If this unit gets off the first shot, it can be deadly to capital ships and transports. The conversions do not happen until January 1947. The units are very expensive to produce.

If you are familiar with the book series World War Three 1946 you know that the US atomic bomb program has been sabotaged. Consequently, the US has a total of 4 Mark III atomic bombs available in January 1947. Use them well. These bombs are represented by Mark III and B-29 unit. These units start a script that decimates certain oil production facilities when they reach one of the following hexes in Egypt.
207,125 A base outside of Cairo
206,124 Alexandria
209,123 Port Said
210,126 Suez
One hex one ... bomb. The units are usless after they set off the script.

The equipment for the invasion of Japan was mothballed in 1945 and will become available to the US in the form of 300 MPPs per turn starting in January 1947. Please use these MPPs for amphibious operations or don’t use them at all as they represent landing craft and amphibious warfare equipment.

Have fun!


< Message edited by Hairog -- 10/21/2017 12:50:32 AM >


_____________________________

WW III 1946 Books
SC3 EAW WW Three 1946 Mod and Naval Mods
WarPlan and WarPlan Pac Alpha and Be

(in reply to Hairog)
Post #: 111
RE: World War Three 1946 - 10/21/2017 12:56:16 AM   
Hairog


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From: Cornucopia, WI
Status: offline
This might help as well. It is the "Localization File". It let's you adapt and change units to other units and change the wording in various menus etc.

; 1946 The Red Tide - Campaign Localization

#CAMPAIGN_DATA_TEXT_8= Allies
#COUNTRY_WARNING= Please ensure there is at least one non neutral Allied and Comiterm major country before proceeding.
#MAJOR_COUNTRY_ID_DATA_TEXT_6= First Comiterm Major ID Index
#COUNTRY_DATA_TEXT_13= Comiterm Parent:
#ADVANCED_AI_TEXT_1= Comiterm Planning
#IMPORT_EXPORT_TEXT_49= Comiterm Planning Exclusion
#CHOOSE_SIDE_MENU_TEXT_1= Click to play as Comiterm
#CHOOSE_SIDE_MENU_TEXT_8= Comiterm Starts
#CHOOSE_SIDE_MENU_TEXT_10= Comiterm AI Starts
#PASSWORD_DIALOG_TEXT_3= [Comiterm Player] Enter Password
#OPTIONS_TEXT_18= **Switch sides and have the AI control the Comiterm
#SAVED_GAME_TEXT_5= Comiterm AI
#SAVED_GAME_TEXT_7= Comiterm Turn
#Comiterm_UNIT= Comiterm Unit
#Comiterm= Comiterm
#JOINS_THE_Comiterm= Joins The Comiterm
#CONVOY_TEXT_1a= Comiterm Raider(s) Disrupt
#Comiterm_DEPLOYMENT_PHASE= Comiterm Deployment Phase
#Comiterm_DEPLOYMENT_PHASE_COMPLETE= Comiterm Deployment Phase Complete
#PA_Comiterm= Comiterm
#UNIT_ID_14= Shock Army
#UNIT_ID_15= Wasserfall/VT Fuse Anti-Air
#UNIT_ID_34= Mark III Atomic Bomb
#UNIT_ID_35= Seehund Mini Sub
#UNIT_ID_41= Escort Carrier
#UNIT_ID_37= Missile Boat
#OASIS= Mine Field
#FORTIFICATION= Fortification or Mine Field

#COUNTRY_ID_54= British Empire
#COUNTRY_ID_11= Freedom Forces
#RESEARCH_ID_20= N/A
#RESEARCH_ID_21= N/A
#RESEARCH_ID_22= N/A

_____________________________

WW III 1946 Books
SC3 EAW WW Three 1946 Mod and Naval Mods
WarPlan and WarPlan Pac Alpha and Be

(in reply to Hairog)
Post #: 112
RE: World War Three 1946 - 11/6/2017 8:21:34 AM   
steevodeevo

 

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sorry, I must be really dumb :(. Ive read through this thread with increasing excitement, but I can't find the actual link to the game files?

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Post #: 113
RE: World War Three 1946 - 11/6/2017 12:48:10 PM   
Cataphract88


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Hi,

it's at post #108 on this page.

_____________________________

Richard

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Post #: 114
RE: World War Three 1946 - 11/6/2017 5:30:17 PM   
Hairog


Posts: 1645
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From: Cornucopia, WI
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It should have installed with the Community Pack as well. That is a newer version.

_____________________________

WW III 1946 Books
SC3 EAW WW Three 1946 Mod and Naval Mods
WarPlan and WarPlan Pac Alpha and Be

(in reply to Cataphract88)
Post #: 115
RE: World War Three 1946 - 11/7/2017 9:25:57 AM   
steevodeevo

 

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thanks folks, got it installed. I let it run through the first couple of turns, it looks intriguing and great fun.

p.s. I know this is a bit cheeky, but can't the latest version of the Mod with a summary of version changes be kept updated on post one?

< Message edited by steevodeevo -- 11/7/2017 9:26:19 AM >

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Post #: 116
RE: World War Three 1946 - 11/7/2017 6:38:08 PM   
Hairog


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From: Cornucopia, WI
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quote:

ORIGINAL: steevodeevo

can't the latest version of the Mod with a summary of version changes be kept updated on post one?


Of course.

I'm almost done with a counter mod based on Sipres and others very fine work.

Working on Two new mods that will take some time.

1. WWIII 1947 - Situation finds the US-UK-Spain dug-in on the Pyrenees Mountains. The Soviets have over-run Western Europe except for Iberia. The US finally starts rolling and brings out of mothballs the amphibious equipment meant to be used for the invasion of Japan, vets start to realize what's as stake and join up again. You have to figure out how to defeat an enemy that has an air force equal to yours, an Army that is three times bigger than yours and some new guided missiles for anti-air and now ant-ship.

2. I don't know about you but I play many of the 1939 scenarios just to reach the point where I can make some real decisions as the Axis. All the "What ifs" in one package.
A. What if the attacks on the French fleet failed and a good portion of the angry French sailors decided to offer their ships to the Germans to exact revenge on their historic enemy, the British.
B. What if Hitler did not invade the USSR in 1941 but instead concentrated on Spain, Gibraltar, North Africa, the Mid-east and then the oil fields around the Black Sea? No Vichy.
C. Operation Sealion with the aid of the defecting French Fleet.
D. Drop tanks and jets for the Battle of Britain.
E. Operation Wontan – Armored thrust on Moscow
It should be fun. Anyone want to assist, let me know.





Attachment (1)

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WW III 1946 Books
SC3 EAW WW Three 1946 Mod and Naval Mods
WarPlan and WarPlan Pac Alpha and Be

(in reply to steevodeevo)
Post #: 117
RE: World War Three 1946 - 11/25/2017 7:26:17 PM   
sad ham

 

Posts: 191
Joined: 2/17/2004
Status: offline
Allies cannot send troops to the Persian Gulf. Connection between sea areas do not work. Why?

(in reply to Hairog)
Post #: 118
RE: World War Three 1946 - 11/26/2017 8:43:31 AM   
sad ham

 

Posts: 191
Joined: 2/17/2004
Status: offline
Two more questions:

- why russian rocket weapons research cannot gain the fourth level?
- if Russia declares war to Iraq, Persia, Saudi Arabia, Ireland, it can enter with troops into that Country, but cannot destroy the military units that garrison the capital or other places. Why?

< Message edited by sad ham -- 11/26/2017 8:48:58 AM >

(in reply to sad ham)
Post #: 119
RE: World War Three 1946 - 12/3/2017 10:25:06 PM   
Hairog


Posts: 1645
Joined: 7/11/2000
From: Cornucopia, WI
Status: offline

quote:

ORIGINAL: sad ham

Allies cannot send troops to the Persian Gulf. Connection between sea areas do not work. Why?



That was supposed to have been fixed. I'll look into it again. I have an update coming and we can incorporate any fixes in it. Sorry about that but it will be rectified.

Harry

_____________________________

WW III 1946 Books
SC3 EAW WW Three 1946 Mod and Naval Mods
WarPlan and WarPlan Pac Alpha and Be

(in reply to sad ham)
Post #: 120
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