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RE: Fall Weiss II - 1/27/2018 4:49:07 PM   
crispy131313


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quote:

ORIGINAL: Professor Chaos

On the other side of the coin, how many freebies does the Axis AI get on Expert mode? I'm in August 1941, and the Germans have 3xHQ in North Africa; I've destroyed 2 tank corps but there's still a third 12-stength tank corps plus a mechanized corps.

If I turn off FOW there's a solid wall of Italian/German units 3-4 hexes deep attacking Greece, including FOUR Italian HQs... how does Italy afford that? Something like a dozen U-boats all over the map.... plus of course massive forces operating in Russia...



The Axis get quite a bit, but no more then is necessary to allow historic gains against a human player vs an AI opponent.

I played one match of 11.0 as the Allies. In the Eastern Front I was able to hold the three major cities of Leningrad, Moscow & Stalingrad (which were heavily contested). The Soviets are on the clear offensive now. The DAK were defeated in 42' while Italy was knocked out by the American's historical progression in early 43'. The Kriegsmarine has been defeated in the Atlantic, The last successful convoy raid was fall of 42'. I re-cap this as to make a point that the game is still very winnable despite it's the daunting display you may see with FOW lifted.

Utilizing fog of war the additional units shouldn't look out of place either. I know this is a severe handicap at first glance but I designed the scenario to be somewhat more challenging then I found the vanilla campaign ever would be (for me) and the only way I could achieve some semblance of historical outcomes against the AI.

I have put quite a bit of effort into balancing PBEM, you may want to test the campaign against another player to see if you find it more enjoyable.

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RE: Fall Weiss II - 1/27/2018 5:09:54 PM   
Professor Chaos

 

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Thanks Crispy - I'm letting the computer handle Russia, so hopefully I'm not doomed!

I think it was the number of U-boats that seemed particularly daunting. Given that it seems to take me at least 15 destroyer or carrier attacks to kill each U-boat, and that most successful attacks take down my strength a point or two, the time and MPPs just consumed by replenishing my ASW forces seems distressing - not even thinking about the convoy losses. Unless I'm missing something, it doesn't seem like the human vs AI advantage is that high with the way the game handles ASW combat. We'll see - escort carriers and airships in the pipeline.

< Message edited by Professor Chaos -- 1/27/2018 5:11:07 PM >

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RE: Fall Weiss II - 1/27/2018 6:01:43 PM   
crispy131313


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quote:

ORIGINAL: Professor Chaos

Thanks Crispy - I'm letting the computer handle Russia, so hopefully I'm not doomed!

I think it was the number of U-boats that seemed particularly daunting. Given that it seems to take me at least 15 destroyer or carrier attacks to kill each U-boat, and that most successful attacks take down my strength a point or two, the time and MPPs just consumed by replenishing my ASW forces seems distressing - not even thinking about the convoy losses. Unless I'm missing something, it doesn't seem like the human vs AI advantage is that high with the way the game handles ASW combat. We'll see - escort carriers and airships in the pipeline.


ASW combat is the same across the board, I don't even think there is an AI handicap option. It seems you are just having particularly bad luck with attacks against the Subs.

Good luck regardless, let me know how you fare!

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RE: Fall Weiss II - 2/1/2018 6:51:29 AM   
Professor Chaos

 

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Hi again Crispy - Is the USA not supposed to be able to produce Mechanized units?

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RE: Fall Weiss II - 2/1/2018 12:56:07 PM   
crispy131313


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quote:

ORIGINAL: Professor Chaos

Hi again Crispy - Is the USA not supposed to be able to produce Mechanized units?


That was intended as I'm not aware of the use of American Mechanized Units other then that which were included in American Armored Divisions (of which I've included).

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Post #: 335
RE: Fall Weiss II - 2/11/2018 8:28:16 PM   
crispy131313


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quote:

ORIGINAL: crispy131313

Version 11.0 has been uploaded

https://www.dropbox.com/s/9p2uneuxzet92p1/Fall%20Weiss%20v11.0.zip?dl=0

The main changes I've made since 9.1 (available with the DLC) are listed below.

Pro Allied:
- Added some units to USSR Production Que (to assist with 1941-42 Winter Counter Offensive)
- Added some USSR infantry reserve units in 1941 via events (3 Divisions, 2 Corps, 1 Army)
- Added UK Research chit into Infantry Weapons
- Blocked Italian Diplomacy Towards Greece
- Increased USA Industrial Technology multiplier upwards by 5%
- Reduced Italian Battleships to strength 8 to start the campaign
- UK player will now receive Duke of York Battleship (1941) and Howe Battleship (1942) rather then just AI
- Amended Turkish Mobilization After Invasion of Poland
- Changed Iraqi Reinforcements (via situational decision) to produce an Iraqi Garrison instead of an Infantry Division

Pro Axis:
- Added late war German Decision Events to deplete Kriegsmarine of personnel and form Infantry Divisions
- Hungary will now reinforce Fall Blau with an Infantry Corps rather then Infantry Division
- Increased Romania HQ Build Limit by 1
- Reduced German Industrial Tech cost to 125

Neutral:
- Lutzow Decision is now for a Heavy Cruiser

Housekeeping:
- Updated NATO Sprites
- Minor updates (popups, notes to decisions).
- Some changes to AI Units, Diplomacy etc. (Single Player)
- Updated for changes/fixes in BETA patches which went live today as applicable.

Most of these changes were to restore balance as the Axis may have tilted ahead a bit in version 9.1


I've uploaded version 12.0 with changes listed below. There has been many changes since 9.1 (included in DLC) so I have quoted the above for reference as well.

Changes from version 11.0

- Added British Decision event & unit scripts for Allied invasion of Norway
- Amended German Decision Event & Unit Scripts for Invasion of Norway to make "No" a viable option
- Added USSR Decision event & unit scripts for Civilian Engineers Near Moscow
- Removed British AI Unit Events "Mobile Units" & "Allied Air Presence" as per popular demand as they were not historical.
- Added some ancillary British AI Units later in the North African campaign
- Added Dummy Events for Plunder of Warsaw, Brussels, Paris, Moscow, Stalingrad and Leningrad if Switzerland is Pro-Axis and facilitating German trade and gold storage.
- The Altmark Incident (National Morale event) will now only fire if Norway is Axis leaning
- Increased German MPP from 50 to 100 to start the campaign
- Increased UK MPP from 100 to 125 to start the campaign
- Decreased USSR MPP from 150 to 125 to start the campaign
- Decreased USA Industrial Modifier from 80% to 70% to start the campaign
- Soviet Reserves (Moscow, Stalingrad, Lengingrad) will now only deploy on Allied turn
- Amended Sweden's Build Limits to allow purchase of a Medium Bomber
- Added a Tank Division and Medium Bomber to Sweden's Production Que (1943)
- Removed 1 Shock Army & 1 Rocket Artillery From USSR Production Que (1941)
- Reduced USSR Industrial Technology Investment from 2 to 1 to start the war
- Amended British Fighters as per Vanilla game (The British Fighters that arrive in the production queue in May 1940 now arrive with Full Research & a half strength Fighter is added to the Production Queue to arrive in mid-August 1940)
- Increased O'Connor HQ strength from 8 to 10 (taken as per Vanilla game)
- Increase cost of Italian preparations and supplies for an offensive into Egypt from 25 MPP to 35 per turn (8 turns)
- Some few other minor changes (i.e. ETNA Name fixed)

https://www.dropbox.com/s/xpitoop8dhf5k5e/Fall%20Weiss%2012.0.zip?dl=0



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RE: Fall Weiss II - 2/24/2018 1:09:58 PM   
jjdenver

 

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Thanks for the update Crispy. When I start another PBEM it's going to be with your new version so I appreciate the continued support and tweaking.

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RE: Fall Weiss II - 3/1/2018 8:27:22 PM   
bluesteel

 

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QUICK QUESTION; DOWNLOADED THE FILE AND USED THE EDITOR AS YOU SUGGESTED; SAVED AS ANOTHER TITLE.
WENT TO THE GAME AND OPENED IT AND LOADED THE NEW TITLE VERSION; WHEN STARTING IT SHOWED CUSTOM AND SAME
INFORMATION LIKE WITH FALL WEISS 9.1 BUT THEN WHEN LOADED THE GAME AND PLAYED A COUPLE ROUNDS EVERYTHING LOOKED EXACTLY LIKE THE ORIGINAL GAME. MAP/UNITS/NEW UNITS ETC

THOUGHTS/IDEAS?????

HITECH

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RE: Fall Weiss II - 3/3/2018 8:53:06 PM   
jjdenver

 

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I sent you a PM with a similar question. If someone has an ongoing game with an earlier version than the latest version 12 - is it possible to load version 12 like a separate mod and start a game also with v12 at the same time as the ongoing game with an earlier version continues?

Also can the mod be loaded if you play on Steam?

< Message edited by jjdenver -- 3/3/2018 9:56:37 PM >

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RE: Fall Weiss II - 3/3/2018 11:17:42 PM   
crispy131313


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quote:

ORIGINAL: jjdenver

I sent you a PM with a similar question. If someone has an ongoing game with an earlier version than the latest version 12 - is it possible to load version 12 like a separate mod and start a game also with v12 at the same time as the ongoing game with an earlier version continues?

Also can the mod be loaded if you play on Steam?


Each version of Fall Weiss is a stand alone campaign (because I included version # in the title) so they are never overwritten, I am currently playing two different versions on PBEM, it should not be any problem at all. For example if you are playing Fall Weiss 10.0 you could download 11.0 and play both separately.

Also yes the mod will run on Steam as well.

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RE: Fall Weiss II - 3/3/2018 11:24:52 PM   
crispy131313


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quote:

ORIGINAL: bluesteel

QUICK QUESTION; DOWNLOADED THE FILE AND USED THE EDITOR AS YOU SUGGESTED; SAVED AS ANOTHER TITLE.
WENT TO THE GAME AND OPENED IT AND LOADED THE NEW TITLE VERSION; WHEN STARTING IT SHOWED CUSTOM AND SAME
INFORMATION LIKE WITH FALL WEISS 9.1 BUT THEN WHEN LOADED THE GAME AND PLAYED A COUPLE ROUNDS EVERYTHING LOOKED EXACTLY LIKE THE ORIGINAL GAME. MAP/UNITS/NEW UNITS ETC

THOUGHTS/IDEAS?????

HITECH


There is a more detailed instruction to set up a mod linked below, created by sPzAbt653.

http://www.matrixgames.com/forums/tm.asp?m=4300169&mpage=1&key=&%2365533;

Could you try these steps and see if it works? Note that when you download the file from my dropbox you will have to unload the 2 files contained within (.cgn file & campaign folder) into the My Games>Campaign folder, they can not remain in the folder you downloaded.

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Post #: 341
RE: Fall Weiss II - 3/5/2018 8:42:38 PM   
bluesteel

 

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Finally got it; for whatever reason every mod I tried to download and install was going into a backup folder. Never would have tried anymore without you help. Thanks again for the mod and the help

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RE: Fall Weiss II - 3/8/2018 1:00:40 PM   
crispy131313


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quote:

ORIGINAL: bluesteel

Finally got it; for whatever reason every mod I tried to download and install was going into a backup folder. Never would have tried anymore without you help. Thanks again for the mod and the help


Your welcome! Another big update is in the works!

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Post #: 343
Fall Weiss II 13.0 BETA - 3/16/2018 3:07:30 AM   
crispy131313


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Fall Weiss 13.0 Beta (version)

I have a big update with the re-inclusion of Finland as the 8th Major. This is a 2nd dabble into adjusting the Majors and I think I have gotten it right this time. I had also included Romania in a past version, and while the manpower component felt right, Romania collecting it's own incomes and territories did not.

Given Finland's unique situation in the war as an Axis co-belligerent it feels right to separate the country from ultimate German influence.

In this version Finland's National Morale will make the nation highly susceptible to an armistice, and harsh diplomatic penalties of a DOW from the Allies (Britain's was historically just for show) will in many cases tunnel the re-creation of the "Continuation War" but of course there is room for alternate history. The only true drawback with Finland as an Axis Major is that the Winter War will continue to be simulated, but this will hardly feel unfamiliar as it will replay like every previous match, with the exception being that the Allied expedition to Finland will never truly bring Finland into the Allied camp (the decision notes are amended).

Some additional notes:

- Finland has been scripted with all the necessary Axis AI
- A Finnish town that is captured via territory script may still show as a National Morale target, but that is because it is now a target of the other side
- Finnish build limits are purposely limited, some ancillary units (Engineers, Anti-Tank, Tank Division, Heavy Artillery) are available through conditional events only. I have not made it impossible to build an air force or some naval presence but it will be difficult with your limited resources.
- Note that some additional units will deploy near Joensuu to that can be used to protect National Morale targets in Karelia upon war entry (in addition to the Petsamo garrison and the variable Army Group near Vyborg).

Other housekeeping:
- Small fixes, mainly to decision text
- UK Mechanized Unit removed from Allied AI (Egypt)
- Kiev & Smolensk can now be plundered by Germany if conditions are met
- Turkey & Spain can now purchase an additional HQ
- Tampere (Finland) upgraded to City and Industrial Center
- Added numerous decisions for Finland (some situational) and Murmansk decision for USSR

https://www.dropbox.com/s/zeik6qin1ew5och/FW13.0beta.zip?dl=0

As this is considered a BETA due to the major change I have not updated the first page. If you encounter any error I would appreciate knowing.

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RE: Fall Weiss II 13.0 BETA - 3/16/2018 8:03:50 AM   
BPINisBACK


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It sound very interesting!!!!

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RE: Fall Weiss II 13.0 BETA - 3/20/2018 3:51:32 PM   
crispy131313


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Has anyone tried this version with Finland? Is this an improvement?

I'm doing a play through now, and can note that there is a timing error in the Moscow Peace Treaty (if no Allied expedition) National Morale Event which I will fix, and will likely adjust the Sortvala and Vyborg NM objectives so it is more clear when these are applicable.

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RE: Fall Weiss II 13.0 BETA - 3/20/2018 5:37:38 PM   
oldspec4

 

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I have downloaded but have not had time to try it out..also wanted to say that I greatly appreciate your prior work.

Your mod has been my preference over the very good vanilla game for some time now.

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RE: Fall Weiss II 13.0 BETA - 3/21/2018 9:21:53 AM   
mroyer

 

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quote:

...also wanted to say that I greatly appreciate your prior work.



< Message edited by mroyer -- 3/21/2018 9:22:55 AM >

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RE: Fall Weiss II 13.0 BETA - 3/21/2018 1:29:06 PM   
bluesteel

 

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Crispy;
Hitech here; finishing my game of the 12 version. Dying to try the new one but probably won't be until the weekend; again top shelf stuff. Words are not enough but thank you, thankyou etc....

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Fall Weiss II 14.0 - 3/25/2018 2:40:17 PM   
crispy131313


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Version 14.0 uploaded below.

https://www.dropbox.com/s/xx918s14bwuzosh/Fall%20Weiss%20v14.zip?dl=0

The link for the most recent 7 Major (12.0) is still available on the opening thread if that remains preferable to some players.

- New Victory Conditions (seen below) to encourage Axis to play defensively after the tide of war has turned.
- Vichy Algeria Corps at Algeria will now be a higher strength upon Axis DOW then if Allied DOW to represent a higher resolve to resist the Axis and for balance.
- Finnish National Morale Objectives Cleaned Up.
- Blocked Finland from purchasing diplomacy chits in Spain.
- Moved Finnish HQ & Fighters to nearby towns.
- Added pre-war entry Guard Scripts for Finland.
- Amended some Decision and Popup text.
- Removed Finnish Pro-Axis Pop Ups which no longer apply.




Attachment (1)

< Message edited by crispy131313 -- 3/25/2018 2:42:48 PM >


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RE: Fall Weiss II 14.0 - 3/25/2018 9:07:38 PM   
elxaime

 

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Thanks again for all your hard work. I had a question though about the Anglo-Portuguese Treaty. At first blush, it looks like a one-time offer thing, either invoke it in September 1939 or it becomes unavailable thereafter. But what if Spain comes in as pro-Axis later? From what I read of the Treaty, it wasn't renounced in 1939, both the UK and Portugal reaffirmed it, but both sides agreed the UK hadn't invoked it. This seems to indicate that, in the event of Spain later joining the Axis, the UK very likely would have reconsidered. Does the Treaty ever become available later? If not, it seems Portugal becomes easy pickings for a quick successful 1-turn Axis invasion, but it seems unlikely that the wily Salazar would do nothing if Franco aligned himself with Hitler and Mussolini and was massing forces on his border. Thanks in advance for your answer.

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RE: Fall Weiss II 14.0 - 3/25/2018 9:29:07 PM   
crispy131313


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quote:

ORIGINAL: elxaime

Thanks again for all your hard work. I had a question though about the Anglo-Portuguese Treaty. At first blush, it looks like a one-time offer thing, either invoke it in September 1939 or it becomes unavailable thereafter. But what if Spain comes in as pro-Axis later? From what I read of the Treaty, it wasn't renounced in 1939, both the UK and Portugal reaffirmed it, but both sides agreed the UK hadn't invoked it. This seems to indicate that, in the event of Spain later joining the Axis, the UK very likely would have reconsidered. Does the Treaty ever become available later? If not, it seems Portugal becomes easy pickings for a quick successful 1-turn Axis invasion, but it seems unlikely that the wily Salazar would do nothing if Franco aligned himself with Hitler and Mussolini and was massing forces on his border. Thanks in advance for your answer.


Hi elxamie,

If Spanish war entry is gained by diplomacy, the UK will be presented with the below decision event once Spain is 80% Axis leaning. Note that this decision is only available if Portugal is Allied leaning, reinforcing the importance of diplomatic investment in minors.

With the very real possibility that Spain may soon join the Axis we must consider the strategic importance of Portugal. A successful attack against Portugal will give the Axis complete access to the Atlantic. Their is a proposal to rush military aid to the Portuguese, which may provide enough resistance for the Allies to prepare a counter attack. Doing so will surely rouse Franco to our intentions and will push Spain further into the Axis sphere of influence but this may be a risk we should take. Should we prepare for war with Spain and strengthen the Portuguese Army? It will cost 75 MPP for 3 Turns.

If you say (YES) Portugal will receive a HQ as well as a fully upgraded Infantry Corps unit at Lisbon and will also deploy garrison units at Evora and Porto. As military resources are being transferred under Portuguese control, they will deploy when and if Portugal enters the war for either side. Spain will move 3-5% closer to the Axis in response to the military build up in Portugal.


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RE: Fall Weiss II 14.0 - 3/25/2018 11:21:29 PM   
elxaime

 

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Thanks! Looks like you are one step ahead.

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RE: Fall Weiss II 14.0 - 3/29/2018 7:11:27 PM   
sad ham

 

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Testing your new update. Playing as Axis against Allied AI.
September 1943. Finnish are at war with Russia. On september 20th, at the end of the Allied turn, all the finnish units but one disappeared and the on screen message tells that there is an armistice. By the way, at the start of my turn, finnish are still at war with Russia ann must combat the war with the only unit remaining. That is strange.

< Message edited by sad ham -- 3/29/2018 7:12:00 PM >

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RE: Fall Weiss II 14.0 - 3/29/2018 7:47:25 PM   
crispy131313


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That is strange. The Finns will sign an armistice (if the Allies agree via Decision) if their National Morale dips below 50% in my testing once Finland signed an armistice they simply removed themselves from the war, i.e. no units, and could not be DOW'd again. Was this a single unit outside of Finnish territory? Perhaps you could send me a screenshot of the situation and I can review the scripts.

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RE: Fall Weiss II 14.0 - 3/30/2018 7:14:08 AM   
sad ham

 

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It was not the only unit outside Finland. By the way after the armistice the Finns are still at war with Russia. It means that I have to build again the Finn army to continue the war.


< Message edited by sad ham -- 3/30/2018 7:33:37 AM >

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RE: Fall Weiss II 14.0 - 3/30/2018 10:32:16 AM   
sad ham

 

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quote:

ORIGINAL: crispy131313

That is strange. The Finns will sign an armistice (if the Allies agree via Decision) if their National Morale dips below 50% in my testing once Finland signed an armistice they simply removed themselves from the war, i.e. no units, and could not be DOW'd again. Was this a single unit outside of Finnish territory? Perhaps you could send me a screenshot of the situation and I can review the scripts.




There is no way to keep Finland into the war. Also doing nothing the morale falls down, so that every unit disappears, but one (the one you see in the pic).


Attachment (1)

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RE: Fall Weiss II 14.0 - 3/30/2018 11:05:46 AM   
sad ham

 

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Furthermore (to take again Hanko after the armistice) I did a paradrop with a german unit, but that unit cannot move out of Hanko and cannot enter inside Finn territory, and the Finn unit remaining after the armistice must combat alone against the russian bear.

Attachment (1)

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RE: Fall Weiss II 14.0 - 3/30/2018 12:00:00 PM   
crispy131313


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Thanks for all this info, the unit I see in the image is a German Divison and the order of events show the armistice being subsequently followed by a trigger for Finland to join the Axis. For some reason there must have been more then one Finnish war entry trigger and I will have to remove the additional.

On another note you said Finland can not stay in the war? Could you expand on what led to the armistice, was it a loss of NM objectives?

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RE: Fall Weiss II 14.0 - 3/30/2018 12:36:04 PM   
sad ham

 

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quote:

ORIGINAL: crispy131313

Thanks for all this info, the unit I see in the image is a German Divison and the order of events show the armistice being subsequently followed by a trigger for Finland to join the Axis. For some reason there must have been more then one Finnish war entry trigger and I will have to remove the additional.

On another note you said Finland can not stay in the war? Could you expand on what led to the armistice, was it a loss of NM objectives?


Nope. Just doing nothing the morale fell down.
The unit you see in the image is not a german division but a finn division I did build during the game.

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