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RE: Fall Weiss II Western Theatre 1.0

 
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RE: Fall Weiss II Western Theatre 1.0 - 6/7/2019 11:04:24 PM   
crispy131313


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Re-uploaded.

https://www.dropbox.com/s/q5wd6crk7dnl95o/FWII%20West%201.0.zip?dl=0

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RE: Fall Weiss II Western Theatre 1.0 - 6/8/2019 6:52:33 AM   
roy64


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Thanks, It's working OK now.

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RE: Fall Weiss II Western Theatre 1.0 - 6/9/2019 2:27:45 PM   
crispy131313


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Already drafting another update. Welcome to feedback on the changes implemented with the latest version as well these below, for balance, playability etc.

Upcoming changes:

1. Casablanca will be an alternate capital of Vichy Algeria
2. Vichy Algeria (Axis) will surrender if the city of Algiers is Allied occupied without need to capture Casablanca. Axis will have to capture both.
3. The Soviet Union will have the option (decision) to dissolve the 1925 Soviet-Turkish non-aggression pact in 1939 under prelude of resolving the Turkish straits territory issue, resulting in 10-20% mobilization increase of the Soviets, due to the possibility of conflict with Turkey. This will be a significant event which gives USSR access between the Black Sea and Mediterranean, and increased MPP.
4. If USSR dissolves the pact with Turkey then Germany will have the option for Turkey to join the Axis via decision event after war breaks out at the beginning of Barbarossa
5. Each Axis turn Iraq holds as an Axis country Syria will lean 5% towards the Axis
6. UK will have the option to invade Syria via decision if Syria is heavily Axis leaning provided Iraq is surrendered and the Egypt/Palestine are still Allied and not surrendered, resulting in 10-15% Axis swings of other Vichy territories
7. Strasbourg (France) will be a fortress
8. Maginot Line will begin with full entrenchment
9. USA will be presented with a DE to recognize Vichy France, if the UK does not; proposed DE below

Should the United States Recognize Vichy France?

Now that the Vichy French government has been established, we are prepared to send William D. Leahy to France as an ambassador with the hope to encourage elements of the Vichy government to oppose military collaboration with Germany and any war demands Germany may have.

However this action may further traction the American isolationist movement, as the United States’ recognition of Vichy is in direct contrast to British diplomacy, and an anti-war action.

Should the US recognize Vichy France?

Notes:
Historically, the essential American position was that France should take no action not explicitly required by the armistice terms that could adversely affect Allied efforts in the war. USA engaged diplomatically with Vichy to aide in this effort.

If you select (Yes) to this decision and recognize the Vichy government then US mobilization will decrease 3-6%.

If you select (No) to this decision and do not recognize the Vichy government then the Vichy French states will individually swing 10-15% towards the Axis.

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RE: Fall Weiss II Western Theatre 1.0 - 6/9/2019 7:31:43 PM   
jaggslither

 

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The dropbox download is labeled as Fall Weiss II - Western Theatre 1.0, instead of 20.1. Is this meant for the WaW mod? Or just go ahead and download to WiE files?

The upcoming changes look interesting, the more options/choices the better!

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RE: Fall Weiss II Western Theatre 1.0 - 6/9/2019 7:43:39 PM   
crispy131313


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I just decided to rename it, this is the WiE version to be certain (unofficially Fall Weiss - 21)

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RE: Fall Weiss II Western Theatre 1.0 - 6/9/2019 8:29:06 PM   
jaggslither

 

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Ah, ok thank you.

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RE: Fall Weiss II Western Theatre 1.0 - 6/19/2019 7:50:48 PM   
Titan

 

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is there anyway to extend the length to finish in 47 like vanilla, played a few games now and there just dont seem enough time for allies

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RE: Fall Weiss II Western Theatre 1.0 - 6/19/2019 8:52:46 PM   
crispy131313


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Yes, in advanced options you can turn off the victory scripts. The game still has an end date of May 1947, however the victory scripts will declare a winner by Dec 31, 1945 if you leave them on.

Out of curiosity, were these AI or PBEM games where the Allies did not have enough time? Which side were you (if against AI) and did the Allies generally seem to destined to win if the game went longer?

Also I'm making a lot of adjustments since the 16.0 game update, that will also help the Allies (such as USSR starts with Infantry weapons I) and other changes.

Thanks!

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RE: Fall Weiss II Western Theatre 1.0 - 6/19/2019 9:26:26 PM   
Titan

 

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It was PBEM, I was allies. Germany punch through and took all three soviet objects...Russians where fighting back and rebuilding and gathering strenght and started to drive Germans back and allies where stuck in France and a great fight and fighting in the Balkans...this is our 4th game oft his now and each time Germans win...However first time we have game Run its course so i was suprise it finished in 45 and so was oppoent. Both felt it will be a hard ask for allies with a 45 end date

It feels that once the Germans can make deep inroads into Russia and hang deep until 43/44 it will be very hard for the allies to have enough time. USA in 45 in this game was really starting to pump out some armies. After all that early investment just started to pay of. Russia seems to struggle for abit to long even in 43 they cant do much. So its 4-0 to Axis and we are evenly matched.

If i turn of victory scripts does that work for multiplayer/

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RE: Fall Weiss II Western Theatre 1.0 - 6/19/2019 9:27:27 PM   
Titan

 

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Buy the way we like this much more than vanilla...But feel the Germans are to strong for to long

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RE: Fall Weiss II Western Theatre 1.0 - 6/19/2019 9:36:18 PM   
Titan

 

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So ive setup a single player game to turn the victory scripts off then exitied. Will the remain turned off if we start a new multiplayer....Do i need to turn them all off? as i left several on such as allies taking rome/Berlin and Axis taking all allied capitals? what about 643 and 644?

Thanks

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RE: Fall Weiss II Western Theatre 1.0 - 6/19/2019 9:43:35 PM   
Titan

 

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What would Help the Soviets...And i dont think it would be unfair to either give the Russians some tanks of a higher level or give them a boost in tank tech....History tells us the Germans where rather suprised when they started to encounter Soviet KV1's and T34/76 in 1941 with there 37mm MK111's and panzer38t....In reality soviets had superior tanks to the Germans at start of invasion. Game makes it very hard to reflect that as Russians dont earn enough to give them that advantage. It would be nice to see a reflection of that. As in most games it seems the germans are in Russia with level 2 Armour and before long they got level 3 with Russians always trailing behind.

< Message edited by Titan -- 6/19/2019 9:52:51 PM >

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RE: Fall Weiss II Western Theatre 1.0 - 6/19/2019 10:06:54 PM   
crispy131313


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I have some additional comments to make but will wait till later this evening, but I will say yes if you turn off all victory scripts when setting up the multiplayer match except the first 4 and the last on the list you will have the extended match.

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RE: Fall Weiss II Western Theatre 1.0 - 6/19/2019 10:19:37 PM   
Titan

 

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quote:

ORIGINAL: crispy131313

I have some additional comments to make but will wait till later this evening, but I will say yes if you turn off all victory scripts when setting up the multiplayer match except the first 4 and the last on the list you will have the extended match.


I can only access the Scripts in Single player....i get oportunity to do it in Multiplayer on setup or am i missing something. So if i start a single player game then exit it then start my multiplayer are the scripts turned off?

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Post #: 554
RE: Fall Weiss II Western Theatre 1.0 - 6/19/2019 11:11:28 PM   
crispy131313


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OK yes I guess you can't adjust in in PBEM. What you and your friend can do as a solution is this:

1. Open the campaign in editor
2. save as; Fall Weiss custom
3. Go to campaign>Edit Event Scripts>Select "Victory" and open
4. Copy over the text file with the below (at the end of this message)
5. Save the text file
6. On the editor screen hit Update* button
7. Hit OK button in the editor
8. Save the campaign

You both now have a duplicate compatible campaign with extended game play



;Start Copy Paste Here
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; VICTORY (Based on control of various map positions)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; USAGE:
;
; Basic structure for an mobilization event:
; {
; #NAME= Event name (this will be shown as a selectable event under an OPTIONS screen within the game)
; #POPUP= Event popup text (this will be displayed when the event occurs)
; #IMAGE= Event image that will be displayed when event occurs
; PNG images must be 736x418 or 368x418 pixels, see 'Extras' folder for sample images and frames
; Multiple pictures can be used by using a ',' to separate them
; Format: picture1.png, picture2.png, picture3.png, picture4.png
; #SOUND= Event sound that will be displayed when event occurs
; Multiple sounds can be used by using a ',' to separate them
; Format: sound1.mp3, sound2.mp3, sound3.mp3, sound4.mp3
; #FLAG= Will this be a default event for the campaign? (values range [0, 1]; True= 1; False= 0)
; #TYPE= Values range [0, 3];
; With all other fields satisfied will this be:
; 0 = Single check regardless if #TRIGGER is satisfied
; 1 = Multiple check until #TRIGGER is satisfied
; 2 = Reoccuring check until end of game
; OR
; Once the #DATE field is satisfied:
; 3 = Event fires once if all other fields are satisfied, else it will not fire. Either way, event will be removed never to be looked at again
; #AI= Values range [0, 4]
; 0 = Event fires whenever all fields are satisfied for any game type
; 1 = Event fires whenever all fields are satisfied, for AI games only, and only on the Axis AI turn
; 2 = Event fires whenever all fields are satisfied, for AI games only, and only on the Allied AI turn
; 3 = Event fires whenever all fields are satisfied, for AI and Multiplayer games only, and only on the Axis AI or on the Allied Multiplayer turns
; 4 = Event fires whenever all fields are satisfied, for AI and Multiplayer games only, and only on the Allied AI or on the Axis Multiplayer turns
; #LEVEL= What minimum skill level, as selected from the AI difficulty level screen in game, with this event apply to?
; Values: [0, 4]; Green= 0; Novice= 1; Intermediate= 2; Veteran= 3; Expert= 4
; #GV= Does the event activate based on the Global Variable values assigned?
; Ten random Global Variables are assigned at the start of the campaign each with a value between [1,100]
; Format: GV [min, max]; GV range [1,10]; min range [1,100]; max range [1,100]
; Example A) #GV= 1[1,100] will always trigger because Global Variable #1 will always have a value between [1,100]
; Example B) #GV= 4[71,100] will trigger 30% per game
; #LINK= Does the event activate based on the Link values assigned?
; A campaign can have up to 1100 Decision events and is referenced by other events via this parameter
; Format: decision[flag]; flag range [0, 1]; True= 1; False= 0
; Example A) #LINK= 0[0] will always trigger as formal DECISION events can only be from 1-1100
; Example B) #LINK= 1[0] will trigger whenever #DECISION= 1 is not accepted
; Example C) #LINK= 3[1] will trigger whenever #DECISION= 3 is accepted
; #TRIGGER= Trigger percentage that the event will occur (values range [0, 100])
; #ALIGNMENT= Collective control status of #MAP_POSITIONs
; #DATE= Date that must be satisfied (in game) for event to occur (format yyyy/mm/dd)
; #MAP_POSITION= Map positions that must be controlled relative to #ALIGNMENT in order to satisfy the event
; #NATIONAL_MORALE_TRIGGER= Under what national morale situation will this event occur
; Format: country_id [national_morale_percentage] [above_or_below] (above_or_below values range [0, 1]; Above=1; Below=0)

; }
;
; NOTES:
;
; Each event must be preceded by a '{' and end with a '}'
;
; More than one #MAP_POSITION can be set
;
; More than one #NATIONAL_MORALE_TRIGGER can be set and the event checks for a value less than the
; 'national_morale_percentage' when 'above_or_below' is set to [0] and a value greater than or
; equal to 'national_morale_percentage' when 'above_or_below' is set to [1]
; Each #NATIONAL_MORALE_TRIGGER line will be read using AND logic.
;
; Use the reference values provided for ALIGNMENT and not names
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; ALIGNMENT REFERENCE VALUES
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; AXIS= 1
; ALLIED= 2
;
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

; Axis Major Victory
{
#NAME= DE 616 - Axis Major Victory
#POPUP= AXIS MAJOR VICTORY
#IMAGE= allies_surrender_1.png, allies_surrender_3.png
#SOUND= theme.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 616[1]
#TRIGGER= 100
#ALIGNMENT= 1
#DATE= 1939/09/01
; Axis control -> Berlin
#MAP_POSITION= 173,74
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0] [0]
}

; Axis Major Victory
{
#NAME= DE 641 - Axis Major Victory
#POPUP= AXIS MAJOR VICTORY
#IMAGE= allies_surrender_1.png, allies_surrender_3.png
#SOUND= theme.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 641[1]
#TRIGGER= 100
#ALIGNMENT= 1
#DATE= 1939/09/01
; Axis control -> Berlin
#MAP_POSITION= 173,74
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0] [0]
}

; Axis Major Victory
{
#NAME= DE 646 - Axis Major Victory
#POPUP= AXIS MAJOR VICTORY
#IMAGE= allies_surrender_1.png, allies_surrender_3.png
#SOUND= theme.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 646[1]
#TRIGGER= 100
#ALIGNMENT= 1
#DATE= 1939/09/01
; Axis control -> Berlin
#MAP_POSITION= 173,74
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0] [0]
}

; Axis Decisive Victory
; Replacement Script
{
#NAME= Axis Decisive Victory (Berlin, Rome, Warsaw, Paris, London, Moscow, Leningrad, Stalingrad, Baku, Cairo)
#POPUP= AXIS DECISIVE VICTORY
#IMAGE= allies_surrender_1.png
#SOUND= theme.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#TRIGGER= 100
#ALIGNMENT= 1
#DATE= 1939/09/01
; Axis control -> Berlin, Rome, Warsaw, Paris, London, Moscow, Leningrad, Stalingrad, Baku, Cairo
#MAP_POSITION= 173,74
#MAP_POSITION= 171,101
#MAP_POSITION= 188,76
#MAP_POSITION= 151,84
#MAP_POSITION= 147,77
#MAP_POSITION= 221,65
#MAP_POSITION= 206,52
#MAP_POSITION= 234,85
#MAP_POSITION= 245,104
#MAP_POSITION= 208,126
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0] [0]
}

; Axis Decisive Victory
; Additional Script
{
#NAME= Axis Decisive Victory (Berlin, Rome, Warsaw, Paris, London, Moscow, Leningrad, Stalingrad, Cairo, Baghdad)
#POPUP= AXIS DECISIVE VICTORY
#IMAGE= allies_surrender_1.png
#SOUND= theme.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#TRIGGER= 100
#ALIGNMENT= 1
#DATE= 1939/09/01
; Axis control -> Berlin, Rome, Warsaw, Paris, London, Moscow, Leningrad, Stalingrad, Baku, Cairo, Baghdad
#MAP_POSITION= 173,74
#MAP_POSITION= 171,101
#MAP_POSITION= 188,76
#MAP_POSITION= 151,84
#MAP_POSITION= 147,77
#MAP_POSITION= 221,65
#MAP_POSITION= 206,52
#MAP_POSITION= 234,85
#MAP_POSITION= 208,126
#MAP_POSITION= 234,120
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0] [0]
}

; Axis Minor Victory
; Replacement Script
{
#NAME= Axis Major Victory (Berlin, Rome, Warsaw, Paris, London) - 1945
#POPUP= AXIS MAJOR VICTORY
#IMAGE= allies_surrender_3.png
#SOUND= theme.ogg
#FLAG= 0
#TYPE= 1
#AI= 0
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#TRIGGER= 100
#ALIGNMENT= 1
#DATE= 1945/05/07
; Axis control -> Berlin, Rome, Warsaw, Paris, London
#MAP_POSITION= 173,74
#MAP_POSITION= 171,101
#MAP_POSITION= 188,76
#MAP_POSITION= 151,84
#MAP_POSITION= 147,77
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0] [0]
}

; Axis Minor Victory
; Repaclement Script
{
#NAME= Axis Major Victory (Berlin, Rome, Warsaw, Paris, Moscow) - 1945
#POPUP= AXIS MAJOR VICTORY
#IMAGE= allies_surrender_3.png
#SOUND= theme.ogg
#FLAG= 0
#TYPE= 1
#AI= 0
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#TRIGGER= 100
#ALIGNMENT= 1
#DATE= 1945/05/07
; Axis control -> Berlin, Rome, Warsaw, Paris, Moscow
#MAP_POSITION= 173,74
#MAP_POSITION= 171,101
#MAP_POSITION= 188,76
#MAP_POSITION= 151,84
#MAP_POSITION= 221,65
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0] [0]
}

; Axis Minor Victory
; Additonal Script
{
#NAME= Axis Tactical Victory (Berlin, Rome, Warsaw, Paris) - 1945
#POPUP= AXIS TACTICAL VICTORY
#IMAGE= allies_surrender_3.png
#SOUND= theme.ogg
#FLAG= 0
#TYPE= 1
#AI= 0
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#TRIGGER= 100
#ALIGNMENT= 1
#DATE= 1945/05/07
; Axis control -> Berlin, Rome, Warsaw, Paris
#MAP_POSITION= 173,74
#MAP_POSITION= 171,101
#MAP_POSITION= 188,76
#MAP_POSITION= 151,84
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0] [0]
}

; Axis Minor Victory
; Replacement Script
{
#NAME= Axis Minor Victory (Berlin, Warsaw, Paris) - 1945
#POPUP= AXIS MINOR VICTORY
#IMAGE= allies_surrender_3.png
#SOUND= theme.ogg
#FLAG= 0
#TYPE= 1
#AI= 0
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#TRIGGER= 100
#ALIGNMENT= 1
#DATE= 1945/05/07
; Axis control -> Berlin, Warsaw, Paris
#MAP_POSITION= 173,74
#MAP_POSITION= 188,76
#MAP_POSITION= 151,84
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0] [0]
}

; Axis Minor Victory
; Replacement Script
{
#NAME= Axis Marginal Victory (Berlin, Warsaw, Paris) - 1945
#POPUP= AXIS MARGINAL VICTORY
#IMAGE= allies_surrender_3.png
#SOUND= theme.ogg
#FLAG= 0
#TYPE= 1
#AI= 0
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#TRIGGER= 100
#ALIGNMENT= 1
#DATE= 1945/12/31
; Axis control -> Berlin
#MAP_POSITION= 173,74
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0] [0]
}


; Allied Decisive Victory
{
#NAME= Allied Decisive Victory (Berlin, Rome, Warsaw, Paris, London, Moscow, Washington D.C.)
#POPUP= ALLIED DECISIVE VICTORY
#IMAGE= axis_surrender_4.png
#SOUND= theme.ogg
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
; Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
; Set link value to always trigger (dummy value)
#LINK= 0[0]
#TRIGGER= 100
#ALIGNMENT= 2
#DATE= 1939/09/01
; Allies control -> Berlin, Rome, Warsaw, Paris, London, Moscow, Washington D.C.
#MAP_POSITION= 173,74
#MAP_POSITION= 171,101
#MAP_POSITION= 188,76
#MAP_POSITION= 151,84
#MAP_POSITION= 147,77
#MAP_POSITION= 221,65
#MAP_POSITION= 4,108
;Set National Morale Trigger (dummy value)
#NATIONAL_MORALE_TRIGGER= 0 [0] [0]
}

_____________________________


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Post #: 555
RE: Fall Weiss II Western Theatre 1.0 - 6/21/2019 6:01:29 AM   
Titan

 

Posts: 482
Joined: 8/28/2000
From: new Zealand
Status: offline
Appreciate all that...Im a Dunce when it comes to things like that and so is my opponent, we would screw it up. You think your next version you could alter the end date or until victory conditions are met?

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Post #: 556
RE: Fall Weiss II Western Theatre 1.0 - 6/21/2019 8:18:30 PM   
crispy131313


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Joined: 11/30/2013
Status: offline
Hi Titan, I will incorporate an option into the next version which will allow for extended gameplay. There are a number of changes I'm making, i'll have a full list available soon. I think you will be happy with some changes to Soviet Tanks as well. The feedback that the game is tilted to the Axis is very helpful and is taken into consideration.

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Post #: 557
RE: Fall Weiss II Western Theatre 1.0 - 6/23/2019 10:02:03 PM   
crispy131313


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Joined: 11/30/2013
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I am finished up Fall Weiss II - Western Theatre version 2.0, just doing some script testing before releasing.

Full list of changes below. Some previously announced changes such as changing Strasbourg to a fortress and an alternate capital for Algeria did not make the cut as it was not going to be implemented as smoothly as I had originally thought.

This update aims to address in general a few areas; Soviet difficulty in successfully counterattacking in 42-43, and creating more variability. To this effect, in addition to previously giving the USSR Infantry Weapons I, the Soviets will begin with Advances Tanks I. Due to slower research then Vanilla, and recent changes in research breakthroughs this will lessen the amount of time required for the Soviets to make a stand. The Soviets will also experience reduced morale loss for the loss of Leningrad and Moscow, as these may be too high in the mod.

For increased variability I have included a new “what if” event for USSR which will allow for access to the Mediterranean as well as a large increase in mobilization early in the war, the downside is that Turkey is likely going to join the Axis during Barbarossa, opening up a second front in both the Caucasus and the Middle East..

I have also included more variable events for the Vichy French, which could lead to some more diplomatic angst especially during the period between war with France and USSR, and both UK and Germany will receive an additional diplomacy chit to assist with tackling more diplomatic targets. As well Axis Spain is now a coin flip if they will switch sides later in the war(even if conditions are met) or if they will fight till the end.

There obviously are some other changes which I felt were an improvement, such as adding German Rockets to production, how useful they will be are up to the player as I assume they are often not built and therefore rarely researched. Tirpitz is now commissioned at full strength, which is probably more of an even split in value for the German naval strategy decision event. There is also more events related to the Egyptian campaign and other small changes.

1. Tirptiz will arrive at strength 10
2. Added Rockets to German Production Que August & September 1944
3. Reduced German Rocket Research cost to 150 MPP from 175 MPP
4. New USSR decision event; the Soviet Union will have the option to dissolve the 1925 Soviet-Turkish non-aggression pact in 1939 under prelude of resolving the Turkish straits territory issue. This will be a significant event which gives USSR access between the Black Sea and Mediterranean, and increased MPP.
5. New German decision event If USSR dissolves the pact with Turkey then Germany will have the option for Turkey to join the Axis via decision event after war breaks out at the beginning of Barbarossa
6. Each Axis turn Iraq holds as an Axis country Syria will lean 5% towards the Axis
7. New UK Decision event to invade Syria if the country is 50% or more Axis leaning provided Iraq is surrendered and Egypt/Palestine are still Allied and not surrendered
8. Maginot Line will begin with full entrenchment
9. New USA decision event to recognize Vichy France, if the UK does not
10. Lowered USSR National Morale Penalties for the loss of Leningrad and Moscow (which were much higher then vanilla)
11. Amend USSR Mechanized Divisions/Corps to begin production June 1, 1941 (was recently changed to July 1, 1941)
12. Amended Some AI Transport, Research and Guard Scripts
13. USA (AI) to receive additional Light Cruiser and Destroyer in late 1942 to assist with AI Transports
14. Amended Cretes effect on Axis North African supply East of Tobruk to 20% Chance per turn (recently added and was 10%)
15. At end of 1941 German morale will be lowered if Moscow was not captured, likewise Soviet morale will improve.
16. USSR NM events related to Allied actions in France/Italy will now require Perm to be in Allied hands instead of Moscow
17. New UK decision event to transfer forces from Ethiopia to Middle East Command after Ethiopia is liberated
18. New UK decision event to permit Soviet Naval units to repair/refuel at Cyprus if certain conditions are met
19. Soviet Black Sea Navy will now deploy via production que in late 1940 to avoid undesired gameplay in relation to Soviet ability to occupy the Turkish Straits
20. Amended the Decision event for UK to support Greece to cause a temporary Supply disruption in Egypt
21. New Soviet Decision event to represent Modern Soviet Tanks during operation Barbarossa
22. Soviet Tanks begin with Advanced Tanks level 1
23. Removed Soviet Tank Research, and Armoured Warfare research
24. Increased German diplomacy to 6 chits
25. Increase German diplomacy in Spain to max 4 chits
26. Increased UK diplomacy to 6 chits
27. Germany will now begin with 1 chit in Tank Research
28. Only 50% Chance Spain will switch sides if all conditions are met
29. Amended location of Turkish Navy to adjacent Istanbul port
30. In PBEM first the Allied and secondly if necessary the German player, will be presented in late 1944 with the option to extend the game until May 1947. If chosen Decisive Victories are still in play, otherwise Germany will win if Berlin is in Axis hands on this new end date.

As always open to feedback for improvement and/or balance.

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Post #: 558
RE: Fall Weiss II Western Theatre 1.0 - 6/24/2019 6:31:27 PM   
dhucul2011

 

Posts: 564
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Hey Crispy:

I have circled back around to your great MOD.

Just an observation that although I know that it's difficult getting things balanced especially for the AI but as Axis on expert I took Warsaw in turn two using only the units from East Prussia (and air attacks). I think Poland should be beefed up a little.

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Post #: 559
RE: Fall Weiss II Western Theatre 1.0 - 6/24/2019 7:00:06 PM   
crispy131313


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quote:

ORIGINAL: dhucul2011

Hey Crispy:

I have circled back around to your great MOD.

Just an observation that although I know that it's difficult getting things balanced especially for the AI but as Axis on expert I took Warsaw in turn two using only the units from East Prussia (and air attacks). I think Poland should be beefed up a little.



Thanks for the input, I will look at this, it is definitely not desirable for Poland to be defeated with such little effort. As for balancing, while playing Poland vs the Axis AI, I am not so concerned as this has been dealt with a very heavy hand already, so I should have some flexibility here.

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Post #: 560
RE: Fall Weiss II Western Theatre 1.0 - 6/25/2019 1:49:23 PM   
crispy131313


Posts: 2055
Joined: 11/30/2013
Status: offline
David, again thanks for your input, I made some minor changes to Poland that should solve the issue and included in the latest build. I tested all of the new scripts successfully, I just need to make a few more tweaks to AI Research/Diplomacy to account for the changes before it's released, maybe mid-week.

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Post #: 561
Fall Weiss II Western Theater 2.0 - 6/26/2019 4:11:03 AM   
crispy131313


Posts: 2055
Joined: 11/30/2013
Status: offline
Link to Dropbox for Fall Weiss II Western Theater 2.0

https://www.dropbox.com/s/sq0a02vt4jgy4e4/FWII%20WT%202.0.zip?dl=0

Final list of changes for version 2.0 are below:

1. Amended the Decision event for German Naval Strategy (Tirpitz/U-boats)
2. Added Rockets to German Production Que August & September 1944
3. Reduced German Rocket Research cost to 150 MPP from 175 MPP
4. New USSR decision event; the Soviet Union will have the option to dissolve the 1925 Soviet-Turkish non-aggression pact in 1939 under prelude of resolving the Turkish straits territory issue. This will be a significant event which gives USSR access between the Black Sea and Mediterranean, and increased MPP.
5. New German decision event If USSR dissolves the pact with Turkey then Germany will have the option for Turkey to join the Axis via decision event after war breaks out at the beginning of Barbarossa
6. Each Axis turn Iraq holds as an Axis country Syria will lean 4-5% towards the Axis
7. New UK Decision event to invade Syria if the country is 50% or more Axis leaning provided Iraq is surrendered and Egypt/Palestine are still Allied and not surrendered
8. Maginot Line will begin with full entrenchment
9. New USA decision event to recognize Vichy France, if the UK does not
10. Lowered USSR National Morale Penalties for the loss of Leningrad and Moscow (which were much higher then vanilla)
11. Amend USSR Mechanized Divisions/Corps to begin production June 1, 1941 (was recently changed to July 1, 1941)
12. Amended Some AI Transport, Research and Guard Scripts.
13. USA (AI) to receive additional Light Cruiser and Destroyer in late 1942 to assist with AI Transports
14. Amended Crete's effect on Axis North African supply East of Tobruk to 20% Chance per turn (recently added and was 10%)
15. At end of 1941 German morale will be lowered if Moscow was not captured, likewise Soviet morale will improve.
16. USSR NM events related to Allied actions in France/Italy will now require Perm to be in Allied hands instead of Moscow
17. New UK decision event to transfer forces from Ethiopia to Middle East Command after Ethiopia is liberated
18. New UK decision event to permit Soviet Naval units to repair/refuel at Cyprus if certain conditions are met
19. Soviet Black Sea Navy will now deploy via production que in late 1940 to avoid undesired gameplay in relation to Soviet ability to occupy the Turkish Straits
20. Amended the Decision event for UK to support Greece to cause a temporary Supply disruption in Egypt
21. New Soviet Decision event to represent Modern Soviet Tanks during operation Barbarossa
22. Soviet Tanks begin with Advanced Tanks level 1
23. Removed Soviet Tank Research, and Armoured Warfare research
24. Increased German diplomacy to 6 chits
25. Increase German diplomacy in Spain to max 4 chits
26. Increased UK diplomacy to 6 chits
27. Germany will now begin with 1 chit in Tank Research
28. Only 50% Chance Spain will switch sides if all conditions are met
29. Amended location of Turkish Navy to adjacent Istanbul port
30. In PBEM first the Allied and secondly if necessary the German player, will be presented in late 1944 with the option to extend the game until May 1947. If chosen Decisive Victories are still in play, otherwise Germany will win if Berlin, Munich or Rome is in Axis hands on this new end date.
31. Significantly updated AI diplomacy scripts
32. Amended the UK/Greek Trade Agreement Decision event to swing the country 25-30% towards Allies (was 20-30%)
33. Slightly strengthened Poland's forces on map


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Post #: 562
RE: Fall Weiss II Western Theater 2.0 - 6/26/2019 10:01:39 PM   
Titan

 

Posts: 482
Joined: 8/28/2000
From: new Zealand
Status: offline
is there aanother link?

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Post #: 563
RE: Fall Weiss II Western Theater 2.0 - 6/26/2019 10:26:14 PM   
crispy131313


Posts: 2055
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Status: offline
Is that.link not working?

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Post #: 564
RE: Fall Weiss II Western Theater 2.0 - 6/27/2019 2:39:39 AM   
Titan

 

Posts: 482
Joined: 8/28/2000
From: new Zealand
Status: offline
Its ok, got it

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Post #: 565
RE: Fall Weiss II Western Theater 2.0 - 6/29/2019 4:14:28 AM   
dhucul2011

 

Posts: 564
Joined: 9/12/2007
Status: offline
Hi again Crispy:

2.0 looks good. A few more observations:

1. Poland is quite tough now. I think the increased entrenchment levels could be dialed back a bit as it took me now until turn 5!
2. Soviet morale is still too high in 1941 and early 1942. January 1942 and its at 104% even though I'm at the gates of Leningrad, Rostov and surrounded Kiev and Smolensk. I think that the initial Axis attack should have more of an impact, probably bringing morale down 20-25%. Then the recovery can bring it back into the 80s? Thoughts.

(in reply to Titan)
Post #: 566
RE: Fall Weiss II Western Theater 2.0 - 6/29/2019 11:22:30 AM   
Taxman66


Posts: 1665
Joined: 3/19/2008
From: Columbia, MD. USA
Status: offline
I'm trying this out as well.
Took Poland comfortably on Axis turn 3.
Not sure how or even if possible to get it on Axis turn 2.

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Post #: 567
RE: Fall Weiss II Western Theater 2.0 - 6/29/2019 12:07:23 PM   
SaulGoodman

 

Posts: 10
Joined: 6/17/2018
Status: offline
The mod crashed because of the summary of AI turn. Any idea to solve this ?

There is also a lot of error message that spawn during loading.

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Post #: 568
RE: Fall Weiss II Western Theater 2.0 - 6/29/2019 12:10:00 PM   
crispy131313


Posts: 2055
Joined: 11/30/2013
Status: offline
I think three turns to defeat Poland is desirable and this is my experience too, the week turns don’t exactly match the Polish campaign either way and should probably be 2.5, given a number of German forces begin marching to France on this 3rd turn anyways it’s a good compromise. Plus the Germans should have to use the entire invasion force with the current set up, rather then march immediately to France with half the army, which is why they are toughened up.

For the Soviets I want to avoid crippling their morale, against the AI for example I have no problem reaching historic gains in 1941 and the AI loses an extraordinary amount of units and therefore morale along the way. In PBEM morale plays an even bigger factor, the Soviets are behind in research and when they are far behind in Morale the situation becomes even tougher. However I haven’t played a full PBEM match under these changes so I could be wrong. In the grand scheme of things I would like to see Axis decisive victories rarer and rather let Germany also play to win through the custom victory conditions, which will require the Axis also playing a defensive game.

I’ll admit morale still might not be optimal though, it’s tough to gauge, and could be adjusted again in the future. Lowering it a bit more for the initial stages of Barbarossa before rebounding does sound like a good idea.

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Post #: 569
RE: Fall Weiss II Western Theater 2.0 - 6/29/2019 12:14:33 PM   
crispy131313


Posts: 2055
Joined: 11/30/2013
Status: offline

quote:

ORIGINAL: SaulGoodman

The mod crashed because of the summary of AI turn. Any idea to solve this ?

There is also a lot of error message that spawn during loading.


I’ve never heard of any report of errors on any version, are you playing on the most recent patched game? Maybe you need to re-download the campaign? I don’t really know what it could be.

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Post #: 570
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