Thank you for you work I really enjoy playing this mod. One small questions - In 6.2 the event concerning the annexation of Bessarabia by the Soviet Union from Romania never fired (after 3 painful restarts of the game). Can you please check the conditions/triggers in the events scripts? And one more thing, a suggestion maybe? Playing as Axis I really enjoy a very strong Soviet Union to deal with so it is possible to put all this tweaks of the Soviet power (post 742) in the scripts menu so a player can check/uncheck them)? Again, great work, thank you for your gift, take care and stay safe :)
I missed the 6.2 update and recently started a 6.1 axis campaign, now into August of 1940.
Is it possible to manually update to 6.2 by pasting scripts or other things into the 6.1 folder? Or would it break the game? I am also running the 1.17.02 hotfix beta through Steam, if that matters.
There are changes in the game editor not just the scripts, so it would not work as intended.
Thank you for you work I really enjoy playing this mod. One small questions - In 6.2 the event concerning the annexation of Bessarabia by the Soviet Union from Romania never fired (after 3 painful restarts of the game). Can you please check the conditions/triggers in the events scripts? And one more thing, a suggestion maybe? Playing as Axis I really enjoy a very strong Soviet Union to deal with so it is possible to put all this tweaks of the Soviet power (post 742) in the scripts menu so a player can check/uncheck them)? Again, great work, thank you for your gift, take care and stay safe :)
Were you playing the Allied AI? They will seize Besserabia 50% of the time so I wonder if that is the cause?
If you are playing the Allied AI there are 4 in a row of "Soviet AI Helpers" on page 13 of the scripts that should compensate for the changes, as well as some additional units at Stalingrad on page 7 that you could turn on. You will also find that the Soviet Morale bonuses are also available to check back on.
For those interested in the balance of the Eastern Front here is a look at my Barbarossa in the yet to be published 6.3 version. Playing with handicaps; +1 Experience, +2 spotting, 20% Income bonus. This is a pretty standard match with no unhistorical Axis Allies.
And here is a general overview. Good results in Soviet Union through 41' and now the Axis will have to choose more carefully where to make concentrated offensives, U-boats (level III) all over the Atlantic, good back and forth in the Middle East (Tobruk has switched sides).
Thank you for your answer. yes I was playing Axis against Allied AI...so it is 50% chances for the Bessarabia events? Can I modify this to 100% by editing the events..right? do you have a sugestion? Thank you for your time man:)
Thank you for your answer. yes I was playing Axis against Allied AI...so it is 50% chances for the Bessarabia events? Can I modify this to 100% by editing the events..right? do you have a sugestion? Thank you for your time man:)
Yes in the decision scripts you can change the AI response to 100 from 50.
Will there be a 6.3 with the changes of last week?
Yes soon, just making a few more tweaks as I go such as; - I noticed the Soviet NM boost from Siberians doesn't always fire - Changing the commission date of the destroyers from the "HMS Anson" decision to late 1942 instead of early 1942 to increase "happy time"
Another quick update just on play through balance, in this play through Axis were able to capture Leningrad and hold Stalingrad through the end of 1942, the intense focus on the Eastern Front objectives did come at the cost of losing most territory in North Africa.
On play balance (vs Allied AI) I think this is a good, I was able to make better than historical gains in the East but the game is far from over.
A question regarding the german panzer armies. Their building is in effect activated in January of 42, and if I remember correctly they take 6 months to build. Isn't that too late? I suppose it's a balance thing, but couldn't the build date be moved to October 1st of 41 instead? Then they would be available for a 1942 summer offensive.
Note you can make just such a change in the editor if desired. But yeah, even if they are built on time, the turn they enter they are frozen in place, then you have to force march them or operate them to the front, which is another lost turn before they can get involved in combat.
< Message edited by Elessar2 -- 5/10/2020 12:00:52 AM >
I actually had a look in the editor, my first, but couldn't find where to edit it. Is it easy to find? Would it work for a game in progress?
Historically, as I'm sure everyone here knows, the 1. Panzer Armee was activated in October 1941, and prior to that the Panzer Gruppe was in effect panzer armies. If I can find where to edit it, I'd change the build activation to September 1st 1941. With some planning a few panzer armies would then be available for a 1942 Fall Blau, along with the one given by event.
< Message edited by erikbengtsson -- 5/10/2020 6:50:18 AM >
Look at Edit Country Data, then Combat Build Data, highlight the country then the unit in question, click "advanced", and the dates are changeable to the right.
For play balance you probably want to do the same for both Russia & Italy.
< Message edited by Elessar2 -- 5/10/2020 3:47:27 PM >
On version 6.3 I think that the Soviet morale was nerfed a little too much and not enough recovery in 1943 as they quickly began to crumble after in the fall of 1942 and never bounced back. I was really happy with the Western Allied play particularly in the Mediterranean I think it's the first time I've lost Italy via the Med against the AI.
Among some other changes I am making additional adjustments to morale as it relates to the Eastern Front. I am also rolling back Production Technology to single chit as I think it had a huge impact on the game and may be a bigger factor of the rather easy Soviet demise in this game.
Also I plan on uploading the most recent version today!
Removed AI Soviet NM bonus Jan 1942 (4%) for holding Moscow Removed AI Soviet NM bonus Jan 1942 (4%) for holdings Stalingrad Removed AI Soviet NM bonus Jan 1943 (5%) for losing Stalingrad earlier in the game Removed AI Soviet NM bonus Jan 1943 (5%) for losing Moscow earlier in the game Removed AI Soviet NM bonus Jan 1943 (10%) Removed AI Soviet NM bonus Jan 1944 (10%) Removed German Player (vs AI) NM Penalty Jan 1942 (4%) Amended Soviet Player (all games) 1942 morale recovery to be divided by 20 turns instead of 10 Amended Soviet Union Fear war with Germany to be an additional 5% Soviet NM penalty Amended the Vichy Collaboration policy to provide 15/30 MPP, up from 10/20 MPP Amended Germany starting MPP from 100 to 250 Removed 2 UK (AI) Destroyers from 1941/42 scripts Fixed a Finnish unit script where an Anti-Tank was deploying at half strength (Decision event states full strength) Fixed a NM Soviet Morale bonus which was firing in 1943 meant for 1944 Fixed a error where Siberian Reserve Morale was not always firing Minor fixes (Decision notes etc.) Amended arrival dates of UK Destroyers if HMS Anson is cancelled from early 1942 to late 1942 Amended Western Allies D-Day decision tree based on Axis gains on the Eastern Front Amended Production Technology research to single chit Added National Moral recovery scripts for Soviet Player (all games) in 1943 if Moscow, Leningrad, Stalingrad, Grozny or Baku are in the Axis hands (~1.5% each divided over 20 turns, worth double to AI) Added Germany National Morale Penalty if the Axis push deep into Soviet Territory (representing fatigue etc. in the endless Soviet territory) - triggered each if Moscow/Gorky, Stalingrad/Saratov are in Axis hands (~3% each divided over 10 turns) Added additional Soviet National Morale boost from Allied Landings in France if Moscow or Stalingrad is currently in Axis hands (all games), equivalent of ~1.5% divided each of over 10 turns (worth double for AI).
ORIGINAL: crispy131313 Among some other changes I am making additional adjustments to morale as it relates to the Eastern Front. I am also rolling back Production Technology to single chit as I think it had a huge impact on the game and may be a bigger factor of the rather easy Soviet demise in this game.
I've found that PT is absolutely critical for rebuilding the Wehrmacht in the off-seasons. The one time I skimped on said tech I simply couldn't rebuild most of my core units back to strength 10 before May-June rolled around.
ORIGINAL: crispy131313 Among some other changes I am making additional adjustments to morale as it relates to the Eastern Front. I am also rolling back Production Technology to single chit as I think it had a huge impact on the game and may be a bigger factor of the rather easy Soviet demise in this game.
I've found that PT is absolutely critical for rebuilding the Wehrmacht in the off-seasons. The one time I skimped on said tech I simply couldn't rebuild most of my core units back to strength 10 before May-June rolled around.
Well it is still available, but I don't think level 5 should be achieved by 1942/1943 via double chits. With the change level 5 will likely be around 1944 which was historically the high point for military production on both sides. It's a step back for both sides not just Germany, and it's partially offset (from Germany's perspective) by the softer Soviet Morale in 41/42.
Any thoughts on the building activation pf german panzer armies?
I don't think it would break the campaign by moving these up a little bit in the timeline for Germany in the next version to Sep/Oct for better preparations for Fall Blau. I think I will leave as is for the other majors aside from Germany (and USSR). I don't really want to see British Tank Armies in North Africa for example.
Thanks for the input. I'll be setting the date at October 4, 1941 in case you want to pre-update. I chose this date so the earliest produced Panzer Armies will arrive on the same date as the Fall Blau German reinforcements.
- German Panzer (Tank) Army available for build October 1941 - Reduced Polish Division in Warsaw from 5 entrenchment to 3 at campaign start - General script updates as applicable from developer patch (v1.17.02) released on May 7, 2020
Some thoughts just in case you run out of new ideas:
1. I think its time to have Romania as a major now. Having them at Infantry Weapons level 2 and able to take advantage of the all the German warfare techs doesn't seem quite right. In 1943 I had quite the powerful Romanian army with tanks and anti-tank all tech'd up in Southern Russia. Their own NM would also be good as it would their lower quality as per history. 2. I love seeing the British Empire units. I would suggest that Wavell could be the starting British Empire HQ in Egypt for the newly appearing Indian, South African, Australian and New Zealand units. 3. As in the vanilla game, the 1943 D-Day has always bothered me. I agree that the Allies should try something if one or more of the big 3 Soviet cities have fallen but the number of units landing in France just seems excessive given amphib limitations in 1943. Maybe Norway or Spain but not France? 4. For those of us that like to play past the normal end date have you considered scripting some A-Bomb DEs? I did it for a MOD of mine and would love to help. Starting about October 1945 the US could have a DE to "Transfer A-Bombs" to Europe as they become available, one per month. Then in November strength and supply scripts with accompanying NM scripts could hit specific targets in Germany based on the location of Allied forces etc. (Not too close) 5. Add a German DE to invest or not in Synthetic Oil. If they do it could reduce the later war suppl,y hits from oil shortages? 6. Un-script Dakar and add it to the bottom left of Africa. I did so and it works well. 7. Add auxiliary cruisers to Germany. 8. Greece still tends to send units into Yugoslavia. I also noticed that they don't garrison Larissa. Maybe by adding this garrison script they won't have extra units to operate into Yugo?
I'd be happy to share my scripts to make it easier for you.
Enjoying things.
< Message edited by dhucul2011 -- 5/21/2020 9:03:09 PM >