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New version, Total War Mod 1939

 
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New version, Total War Mod 1939 - 2/19/2022 7:09:47 PM   
CHINCHIN

 

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Joined: 9/2/2012
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I am modifying my mod with the base of the new patch, with the following changes:

Technologies:
Assault: 1939-1940 +1 Firearms / 1941 +1 defense
Anti-Tank: 1939 +1 Artillery / 1940 +1 Guns
Breakthrough: 1939 +1 Artillery
Heavy armor: 1939 +1 Tank
Interceptors: 1939-1940 +1 Air / 1941-1943 +2 Range / 1944-1945 +4 Range
Escort Fighters: 1939 +1 Defense / 1940-1942 +1 Rango
Figthter Bomber: 1942-1943 +2 Rango / 1944-1945 +4 Rango
Close Support: 1939 +1 Tactical / 1940 +1 Defense / 1941-1943 +2 Range / 1944-1945 +4 Range
Strategic: 1939 +1 Strategic / 1940-1941 +2 Range
Naval Air: 1939 +1 Naval / 1940 +1 Defense / 1941-1943 +2 Rango / 1944-1945 +4 Range
Detection: 1939 +2 Range
Convoy Escort: 1945 +1 Anti air

Countrys:
UK:
Modification No. 220 Bmbr unit 10/20
Resource Pacific Allied -20PP
In 5/1/40 +30 PP Allied Pacific Resources (to compensate for initial depletion)

France:
Air units 40% experience
Vichy France: Part of the French fleet goes to the port of Oran (Vichy North Africa)
Vichy France: Division 10/10 in Marseille.
Vichy North Africa: Division 10/10 in Oran.

Otros:
Poland: Air Units 40% experience
Spain: New Division 5/10 in Ferrol
Spain: New Division 8/10 in Valencia
Spain: New Division 5/10 in Malaga
Portugal: New Division 8/10 in Porto
Persia: New Division 5/10 in Tabriz
Persia: New Division 5/10 in Bandar Shapur
Persia: Modification 1st Division unit 8/10

Events:
Armored and mechanized Russian +1 Ops. In 12/1/1941.
If there are any Axis units within 6 hexes of Moscow, three fortifications appear adjacent to Moscow.
Captured Russian weapons are delivered to Romania. +50PP
Captured Russian weapons are delivered to Hungary. +30PP
Germany collapses Vichy France when allies take Algiers and the USA is in the war.
Germany occupies continental Vichy france in response to allied attack on Spain.

TRANSFER OF RUSSIAN FACTORIES
City // Date 1 // PP// Date2
Odessa // 07/01/1941// 5// 03/01/1942
Kiev // 08/01/1941// 5// 04/01/1942
Kharkov // 09/01/1941// 5// 05/01/1942
Stalino // 10/01/1941// 5// 06/01/1942
Leningrad //11/01/1941// 5// 07/01/1942
Kalinin // 12/01/1941// 5// 08/01/1942
Moscu 1 // 02/01/1942// 10 //10/01/1942
Kursk // 03/01/1942// 5// 11/01/1942
Tula // 04/01/1942// 5// 12/01/1942
Moscu 2 // 06/01/1942 10// 02/01/1943
Stalingrad //02/01/1943// 10// 10/01/1943

Date 1 = Tranfer date
Date 2= Assembly date

Map:
URSS: +5PP in the Moscow area
URSS: New City: Magnitogorsk, 5 Morale/MP/PP
Persia: Teheran 5 Moral/PP (Before 1 Moral)

Weather
Zone Arctic Circle => October 40% chance of clear weather and November 20% chance of clear weather (Before 95% and 30% )
Zone Arctic => November 10% chance of clear weather (Before 20%)

New convoy routes:
Middle East-Yugoslavia
Middle East-Greece

What do you think?

I am considering lowering the penalty for rain to 25%. What do you think?

< Message edited by CHINCHIN -- 2/22/2022 12:28:09 PM >


_____________________________

My native language is Spanish, and no English language mastery, sorry.
Post #: 1
RE: New version, Total War Mod - 2/19/2022 7:46:17 PM   
redrum68

 

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Some good ideas but a few thoughts/questions:
- Why change most the air techs to increase range in later years? Isn't that gonna make it too easy to use them to defend/attack much larger areas of the map and potentially cause balance issues?
- Why no changes to naval techs as they are probably the weakest of all of them?
- Breakthrough vs heavy armor should have further differentiation not just at 1939. Right now heavy armor is almost always better IMO.
- Love the UK production changes to limit their strong BEF to France opportunity
- Not sure how all your soviet factory transfers end up working but many of those locations will probably fall before they are moved so could have serious balance implications

(in reply to CHINCHIN)
Post #: 2
RE: New version, Total War Mod - 2/19/2022 9:05:10 PM   
CHINCHIN

 

Posts: 416
Joined: 9/2/2012
Status: offline
It is more realistic since all aircraft increased their range during the war. A fighter with Interceptors 1944 technology has 8% more Air combat than a fighter with Escort Fighters 1944 technology, however it has 400% more range. It seems like a huge difference to me. If it weren't for the fact that there are nations that start with Interceptors 1940 technology, and with all their fighters with that technology, we would all choose the Escort Fighters technology.
It's also much more comfortable for the player, since you don't have to constantly move your planes or check if they're in range or not.

Naval technologies are almost inconsequential, there are very few naval battles during a game. I had thought to lower the price and benefits of the naval units, and add more, that each counter was a battleship and its escort, but due to what I have said before, I think it is not worth it.

Odessa and Kiev maybe, the rest is more difficult, this gives more motivation to the defense and/or attack in different zones, and an extra thrill.

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My native language is Spanish, and no English language mastery, sorry.

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RE: New version, Total War Mod - 2/19/2022 9:38:00 PM   
redrum68

 

Posts: 1202
Joined: 11/26/2017
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quote:

ORIGINAL: CHINCHIN
It is more realistic since all aircraft increased their range during the war. A fighter with Interceptors 1944 technology has 8% more Air combat than a fighter with Escort Fighters 1944 technology, however it has 400% more range. It seems like a huge difference to me. If it weren't for the fact that there are nations that start with Interceptors 1940 technology, and with all their fighters with that technology, we would all choose the Escort Fighters technology.
It's also much more comfortable for the player, since you don't have to constantly move your planes or check if they're in range or not.


I'd agree its more realistic just would be concerned that 1. it makes Interceptors even a more no brainer than it already is because most nations care most about strength not range, 2. Less strategy in positioning as to your point they will cover a much larger area, and 3. air being even more overpowered compared to navy.

quote:

ORIGINAL: CHINCHIN
Odessa and Kiev maybe, the rest is more difficult, this gives more motivation to the defense and/or attack in different zones, and an extra thrill.


In 1941, I think we often see the following fall before those dates:
Odessa // 07/01/1941// 5// 03/01/1942
Kiev // 08/01/1941// 5// 04/01/1942
Kharkov // 09/01/1941// 5// 05/01/1942
Stalino // 10/01/1941// 5// 06/01/1942
Leningrad //11/01/1941// 5// 07/01/1942
Kalinin // 12/01/1941// 5// 08/01/1942


< Message edited by redrum68 -- 2/19/2022 9:44:28 PM >

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Post #: 4
RE: New version, Total War Mod - 2/20/2022 7:54:21 AM   
CHINCHIN

 

Posts: 416
Joined: 9/2/2012
Status: offline
A fighter unit has a standard Air combat of 8, the Intercept technology compared to the Escort technology increases Air combat by 1 (+12%), the most important thing for air combat is the effectiveness of the unit, if it is not moves, or takes supply at 100% recovers its effectiveness much sooner, having a triple range (+300%) with the Escorts technology helps a lot with effectiveness. I prefer the Escorts technology, if we increase the range in units with Intercepto technology, I bring their benefits closer to those of escort technology.

With the new patch the units are not destroyed as easily, this makes the German advance slower. I have only played one game in hotsea with my mod, and only the production of Kiev and Odessa could not be evacuated, the rest of the cities moved their factories. Perhaps it is very bad with the Germans, or very good with the Russians, you have to test it more but the idea is that they are on the edge of one thing or another, and I think that with those dates it is achieved.

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My native language is Spanish, and no English language mastery, sorry.

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RE: New version, Total War Mod - 2/22/2022 8:27:10 AM   
CHINCHIN

 

Posts: 416
Joined: 9/2/2012
Status: offline
You can download the mod here:

https://www.matrixgames.com/forums/tm.asp?m=5036309

_____________________________

My native language is Spanish, and no English language mastery, sorry.

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Post #: 6
RE: New version, Total War Mod - 2/22/2022 12:08:44 PM   
roy64


Posts: 246
Joined: 6/9/2015
From: England
Status: offline
Is this mod exactly the same as the Europe 1939 campaign apart from your modifications?

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RE: New version, Total War Mod - 2/22/2022 12:27:10 PM   
CHINCHIN

 

Posts: 416
Joined: 9/2/2012
Status: offline
quote:

ORIGINAL: roy64

Is this mod exactly the same as the Europe 1939 campaign apart from your modifications?

Yes. I had to have put it, I modified it.

< Message edited by CHINCHIN -- 2/22/2022 12:34:25 PM >


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My native language is Spanish, and no English language mastery, sorry.

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Post #: 8
RE: New version, Total War Mod - 2/22/2022 2:10:29 PM   
roy64


Posts: 246
Joined: 6/9/2015
From: England
Status: offline
I'll give it a try.

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RE: New version, Total War Mod - 2/22/2022 5:53:09 PM   
roy64


Posts: 246
Joined: 6/9/2015
From: England
Status: offline
Does this need another update now AlvaroSousa just updated the WPE Scenarios?

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