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New mod for the Community - 6/29/2019 11:00:54 PM   
MVokt

 

Posts: 95
Joined: 7/1/2018
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Hi there,

After some time, I have finally finished a Mod based on the 1939 scenario. The mod is titled THEIR FINEST HOUR, and as long as it has only been tested against the AI, it's recommended to play it first on single player mode. In fact, after throughly testing the mod it's ideal for CASUAL play against the AI.

The mod has a bunch of changes. To start with, the map has been changed in many ways. Not only you will notice more accurate 1939 borders and coastlines but also an increased lightness. It can be said that the mod map is significantly different related to the vanilla map.

Changes in OOB's are very noticeable either. Taking as reference reliable sources like Niehorster's site, I think this Mod OOB's reflect the strengths that Major powers and the rest of European nations had by September 1939.
This mod has Mountain Corps, Mountain Divisions and Fighter-Bombers as new types of units. Also, the USSR (and only the USSR) has available Guards Armies. Airborne divisions were replaced by Airborne Corps.

Modifications made to other aspects of the game are remarkable either. For example, war in the desert has been changed to a more realistic one. This way, desert terrain (with a movement penalty of +2 per hex) has been added and the possibility of sending huge air fleets at once to the torrids lands of North Africa and the Middle East, has been removed by requiring both resource links to have at least a supply level of 8 when doing a strategic operational transfer.

At the diplomatic level, to mention that Spain is way less likely to join the Axis.

Anyway, best way to know about the changes contained in this mod is to put them on a list:

1. Map changed. Keeping the vanilla game scale but including many changes for geographical and political (1939 borders) accuracy. Many new cities added and others removed. Main types of terrain focused on the following types: clear, forest, hill, mountain, high mountain, marshes, desert and dunes. Other terrain types like bush, fields or bocage have been removed.

2. Counters changed. They are a bit tinier but they show the same info than the vanilla ones. Amongst other changes, air units counter boxes have been slightly modified to show the symbol more commonly used for each specific type of air unit. One of the limitations of this mod is that it's an-only-counters mod. Since slots available for creating new types of units have been used and the corresponding sprites haven't been modified, you will have to play this mod with the counter option always checked.

3. OOB's changed. I took as source Niehorster's site for making several changes in the OOB's of virtually all countries. Historical unit names added both for the starting forces and for the reinforcements.

4. New units added. Mountain Corps, Mountain Divisions, Fighter-Bombers and Guards Armies are the new type of units added. Airborne Divisions were removed and replaced with Airborne Corps. Guards Armies can only be purchased by USSR. Airborne Corps are only available in mid game.

5. Units build limits have been tweaked a bit. Again here according to historic data.

6. Many scripts modified and/or added to improve AI behaviour. Also diplomacy scripts were modded to make Spain less likely to join the Axis.

7. Changed a bunch of game rules, to mention the following:
7a. Air units operational strategic transfers. In this mod, both origin and destination hex must have a supply level of at least 8 for the air units to be possible to be transferred.
7b. HQ's are now more valuable units according to their cost. These units get 2 levels of Infantry Weapons research making them good defensive units. Furthermore, to represent the fact that HQ's were usually motorised, they get +2 Action Points with Mobility upgrade.
7c. Land units can retreat a maximum of three hexes, thus allowing many times a depleted unit to survive after getting attacked by strong enemy forces. Through testing I checked how much this rule influences game balance helping both Axis and Allies.
7d. Naval warfare rules changed. Evaded damage is much more likely to occur in naval combat and virtually all naval units can benefit from it. Retreating range of naval units was increased to 6 hexes. Both mod rules make naval engagements significantly different: in this mod favourable odds don't necessarily mean favourable outcomes.
7e. Strategic Bombers and Carrier units don't have 2 strikes per turn anymore. Checked out that this vanilla game rule signified a huge advantage for Allies, above all when it comes to strategic bombing of Germany in mid/late game.
7f. Air units Action Points were much increased. This partially compensates for the important limitation set for air units strategic transfers.

8. Desert and Dunes added as new types of terrain, thus meaning much more challenging supply situations in North Africa. Bush, Fields and Bocage were removed.

9. Added new music.

You can download the mod here: https://www.dropbox.com/s/smeb6gp7dwtr376/Their%20Finest%20Hour.rar?dl=0

As any mod, installation is quite simple so you just have to unzip the file and copy the contens of the unzipped file on the Campaigns or Mods subfolder within My Games SC War in Europe folder.



< Message edited by MVokt -- 6/29/2019 11:06:21 PM >
Post #: 1
RE: New mod for the Community - 6/30/2019 9:32:49 AM   
MVokt

 

Posts: 95
Joined: 7/1/2018
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Screenshot of the mod:






Attachment (1)

(in reply to MVokt)
Post #: 2
RE: New mod for the Community - 6/30/2019 3:51:04 PM   
ReinerAllen

 

Posts: 169
Joined: 3/2/2014
Status: offline
I'm having trouble downloading the file. Not sure what I'm doing wrong. Dropbox only downloads a text file.

(in reply to MVokt)
Post #: 3
RE: New mod for the Community - 6/30/2019 4:49:16 PM   
MVokt

 

Posts: 95
Joined: 7/1/2018
Status: offline
You have to save the zipped file to your Dropbox account and then download it.

(in reply to ReinerAllen)
Post #: 4
RE: New mod for the Community - 6/30/2019 8:55:38 PM   
MVokt

 

Posts: 95
Joined: 7/1/2018
Status: offline
Anyone else experiencing problems with the download?

(in reply to MVokt)
Post #: 5
RE: New mod for the Community - 6/30/2019 9:39:50 PM   
Batavian

 

Posts: 43
Joined: 7/19/2004
Status: offline
No problems with the download for me. Very nice mod Victor. Thank you.

(in reply to MVokt)
Post #: 6
RE: New mod for the Community - 7/1/2019 3:45:31 PM   
MVokt

 

Posts: 95
Joined: 7/1/2018
Status: offline
You're welcome

(in reply to Batavian)
Post #: 7
RE: New mod for the Community - 7/6/2019 3:23:49 PM   
ReinerAllen

 

Posts: 169
Joined: 3/2/2014
Status: offline
I noticed you increased the research costs and lowered the production income. Of course, every designer has their own vision, but wouldn't simply increasing the research costs have sufficed? Just asking. No criticism. This is a great mod.

(in reply to MVokt)
Post #: 8
RE: New mod for the Community - 7/7/2019 9:29:16 PM   
MVokt

 

Posts: 95
Joined: 7/1/2018
Status: offline
I have tweaked many things in the game. Research costs, units costs, starting major powers PP's, etc.

All as a result of continued testing of the mod and for the sake of game balance.

As said in post above, the mod is for casual play against the AI (not tested in PBEM so far).

(in reply to ReinerAllen)
Post #: 9
RE: New mod for the Community - 8/3/2019 5:16:16 PM   
george420


Posts: 63
Joined: 10/25/2017
Status: offline
Very well done, beautiful. Dumb question, is there an easy way to use just the map alone?

(in reply to MVokt)
Post #: 10
RE: New mod for the Community - 8/9/2019 2:59:44 PM   
TangSooDo

 

Posts: 54
Joined: 4/1/2008
Status: offline
I've been playing as Allied vs. Axis AI. I would say the Axis needs some help, so setting the AI to veteran or expert is probably a good idea. A very minor point re: the map -- Edinburgh, Scotland is misspelled. But, my biggest question concerns the role of anti-tank research. There are no anti-tank units available to build for the Allies, so what role, if any, does AT research play?

Having said all of this, I really do like the mod.

(in reply to MVokt)
Post #: 11
RE: New mod for the Community - 8/18/2019 6:25:06 PM   
MVokt

 

Posts: 95
Joined: 7/1/2018
Status: offline

quote:

ORIGINAL: TangSooDo

I've been playing as Allied vs. Axis AI. I would say the Axis needs some help, so setting the AI to veteran or expert is probably a good idea. A very minor point re: the map -- Edinburgh, Scotland is misspelled. But, my biggest question concerns the role of anti-tank research. There are no anti-tank units available to build for the Allies, so what role, if any, does AT research play?

Having said all of this, I really do like the mod.


Antitank tech was removed and this is one of the things I forgot to mention. Be sure that AI doesn't enjoy Antitank bonuses since scripts were updated to keep the AI from purchasing any Antitank lab.


(in reply to TangSooDo)
Post #: 12
RE: New mod for the Community - 8/20/2019 8:14:32 PM   
ArmouredLion


Posts: 651
Joined: 9/18/2015
Status: offline
" Land units can retreat a maximum of three hexes, thus allowing many times a depleted unit to survive after getting attacked by strong enemy forces. Through testing I checked how much this rule influences game balance helping both Axis and Allies. " Love this and in my opinion should be a fixture in the game. I know it's the rules, but the evaporation of units is a bit hard for me to digest in my calcualtions and imagination... really like the idea of giving ground rather than everything disintergrating.

(in reply to MVokt)
Post #: 13
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