RE: Fall Weiss II (Full Version)

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sad ham -> RE: Fall Weiss II (2/1/2017 11:28:42 AM)

Hello, I just was unlucky. In the second game Poland surrended on September 15 with the fall of Warsaw and the loss of few units. So that there is not a glitch.
Now I'm proceeding with the test. If I'll find anything not right, I will tell you.




sad ham -> RE: Fall Weiss II (2/1/2017 8:21:46 PM)

Two questions about this mod I'm testing now.

a) Why did you choose to give green colour to romanians and finns? In my opinion was more better to let them grey as they are in vanilla version.

b) I'm playing now on the Egypt front and I find the british too strong. Those two elite units (the armoured and the mech) are too much for the poor italian army. May i know which is the script to deactivate to remove them from the game? As far this front is concerned i Think that the vanilla version is more balanced. Maybe you can add only the mech unit, and remove the armoured, considering that the armoured division arrives later in Alexandria as default.




crispy131313 -> RE: Fall Weiss II (2/1/2017 8:34:28 PM)

Amending the colours of nations and units is not really my strong suit, I will look to see if there are better fits.

As far as the stronger AI units in Egypt you can turn off "Egypt (AI Units)" in the advanced screen. Turn off the first on the list. The stronger units are for AI only and assists in pushing the Italians back usually to El Aghelia by the time Rommel arrives to level the playing field. This is by design but maybe is not for all players. It is the only unhistorical element in the game I've added and it is 100% for difficulty against the AI in North Africa.




crispy131313 -> RE: Fall Weiss II (2/3/2017 2:21:57 AM)

Has anyone tried this mod?

I am currently doing an AAR that should highlight some of the differences

http://www.matrixgames.com/forums/tm.asp?m=4226924&mpage=1&key=




grombit -> RE: Fall Weiss II (2/3/2017 8:41:11 AM)

chris
yes i have been playing it for the last few days,on&off since you put it up on drop box.
it is certainly the best & most interesting version of your mod to date.
removing poland as a major & replacing that with finland & romania.was a good idea.
poland was only in the war for five min's,so they are wasted as a major.
alright,polish elements came back later to fight for the british, but all the same.
poland surrendered on october 3rd.

as soon as i had taken warsaw.so no flights of fancy there.
north africa was interesting,i crept over the border & taking sidi birani stopping there.
to await the british attack.despite the level 3 experience tank & mech units i was able to hold my position until the the afrika korps came.
in doing so i lost the italian mech & tank units.
i increased air support in n.afrika by moving another german fighter there.
later i realised i should have transported the italian tank unit from italy before italy joined the axis side.




grombit -> RE: Fall Weiss II (2/3/2017 9:08:28 AM)

chris
by the way i never accept that lousy vichy deal.
why should i.accept a deal with another faction that just let's the enemy in the back door after nov42
also i want those mpps from the south of france in my cash register not vichy's.
as well as many other mpps from north afrika,that i can get to.
its easy enough to finish of units in the rest of france.with plenty of time to do yugo & greece before barbarossa.
if you refuse vichy,thats when the game gets interesting.there is a domino effect that can work in favour of axis.
get german boot's in algeria,then franco offers a deal for spain to join axis.then knock out gibralta.then take out portugal.
equals more mpps.then you can have a much larger spanish faction to fight in russia in stead of just a division.
i like to have an iron fist to meet american's if they do torch, not a cardboard defence.




grombit -> RE: Fall Weiss II (2/3/2017 9:31:38 AM)

chris
my only disapointment with 2.1 so far, is that i presumed that you would have used slot major05 for romania
& slot major06 for finland,
i made up 2 custom bitmap set's for 05&06 for the 3d sprites.so that finnish planes & tanks etc,would have blue iron cross makings.
i done the same with romania so they would have national markings.
then i discovered you had used slot major05,for both romania & finland.
because you have rigged it this way, i was unable to use the custom bit mark set's
never mind.its up to you,the way you rig it.it's your mod.




crispy131313 -> RE: Fall Weiss II (2/3/2017 11:34:47 AM)

If you open the campaign in the editor there is a drop down menu where you can choose the bitmap folder asssigned. It's a 10 second fix. I'm not at home but I think it is under major caiptial ID




sad ham -> RE: Fall Weiss II (2/3/2017 9:19:00 PM)

Hello Crispy, I found this error in your mod.
Note the flag; it is not romanian flag.




crispy131313 -> RE: Fall Weiss II (2/3/2017 9:37:32 PM)


quote:

ORIGINAL: sad ham

Hello Crispy, I found this error in your mod.
Note the flag; it is not romanian flag.


Thanks sad ham! I will correct this for the next version. This is much earlier then I expected this event to fire as well, it looks like you never pushed into USSR. I will have to add a condition (via dummy script) that the Axis have pushed through the Ukraine first, as this is supposed to fire only in a situation after the Axis are pushed back out of the Ukraine later in the war. You essentially solved an error and an indirect one at once. Thanks again!




crispy131313 -> RE: Fall Weiss II (2/3/2017 9:40:23 PM)


quote:

ORIGINAL: grombit

chris
yes i have been playing it for the last few days,on&off since you put it up on drop box.
it is certainly the best & most interesting version of your mod to date.
removing poland as a major & replacing that with finland & romania.was a good idea.
poland was only in the war for five min's,so they are wasted as a major.
alright,polish elements came back later to fight for the british, but all the same.
poland surrendered on october 3rd.

as soon as i had taken warsaw.so no flights of fancy there.
north africa was interesting,i crept over the border & taking sidi birani stopping there.
to await the british attack.despite the level 3 experience tank & mech units i was able to hold my position until the the afrika korps came.
in doing so i lost the italian mech & tank units.
i increased air support in n.afrika by moving another german fighter there.
later i realised i should have transported the italian tank unit from italy before italy joined the axis side.


I am working on a solution to Poland not surrendering directly after the fall of Poland, thanks for the feedback on surrender date. Were the Allied AI units that were high level in supply when the attacked Sidi Briani (did they have HQ support) if you can recall?




crispy131313 -> RE: Fall Weiss II (2/3/2017 9:42:37 PM)


quote:

ORIGINAL: grombit

chris
by the way i never accept that lousy vichy deal.
why should i.accept a deal with another faction that just let's the enemy in the back door after nov42
also i want those mpps from the south of france in my cash register not vichy's.
as well as many other mpps from north afrika,that i can get to.
its easy enough to finish of units in the rest of france.with plenty of time to do yugo & greece before barbarossa.
if you refuse vichy,thats when the game gets interesting.there is a domino effect that can work in favour of axis.
get german boot's in algeria,then franco offers a deal for spain to join axis.then knock out gibralta.then take out portugal.
equals more mpps.then you can have a much larger spanish faction to fight in russia in stead of just a division.
i like to have an iron fist to meet american's if they do torch, not a cardboard defence.


How easy do you find it to take Algeria from the French when you select No to Vichy?




grombit -> RE: Fall Weiss II (2/4/2017 1:28:38 AM)

chris
yes the allied units in north africa were in supply & backed up by a hq unit.
it was quite a fight to hold the position.
my main objective there was to hold tobruk.

i did not want to end up in the position,that you found your self in,in that first aar.
where you got pushed back into tunisia.
being a vetran of sc2,having done this sort of thing before helped.




grombit -> RE: Fall Weiss II (2/4/2017 2:03:18 AM)

chris
as for taking algeria,after not accepting vichy event.
i would say that it is very easy for axis to take algeria.
the mistake that the allied ai makes is not defending the algerian capital.
instead,it rushe's off with the corps & hq units to attack libya.
i send 2 german corps units & 1 italian corps unit,via amphibous transport from the south of france to do the job.

the italian's to take tunis & the germans to take algeria.
the ai in sc3 is about 40% stronger than it was in sc2.
so yes that was no idle boast,what hubert said about the improved ai in the blog.
the ai is much improved.however it still makes some silly mistakes.
even if the ai defended the algerian capital,i think it would just take me a few more turns to get it.




crispy131313 -> RE: Fall Weiss II (2/4/2017 2:12:50 AM)


quote:

ORIGINAL: grombit

chris
as for taking algeria,after not accepting vichy event.
i would say that it is very easy for axis to take algeria.
the mistake that the allied ai makes is not defending the algerian capital.
instead,it rushe's off with the corps & hq units to attack libya.
i send 2 german corps units & 1 italian corps unit,via amphibous transport from the south of france to do the job.

the italian's to take tunis & the germans to take algeria.
the ai in sc3 is about 40% stronger than it was in sc2.
so yes that was no idle boast,what hubert said about the improved ai in the blog.
the ai is much improved.however it still makes some silly mistakes.
even if the ai defended the algerian capital,i think it would just take me a few more turns to get it.


I think there should be room for improvement. The French Fleet should move to a more defensive formation to protect North Africa from Axis invasion. The Axis counter to this would be to use the Italian Fleet, which i'm of the opinion is not a great option as the best strategy for Italy's Naval Fleet is to wait for France to surrender. Regardless I may look at what I can think of try to make the "All of France" strategy a bit more challenging against the AI without just tossing extra units onto to the map.




grombit -> RE: Fall Weiss II (2/4/2017 2:17:45 AM)

chris
ARHH, thank's i did not realise that it is that easy to arrange the country position start up for major slots.
i will give that a go,to see if i can fix it for romania to be major05 & finland major06




crispy131313 -> RE: Fall Weiss II (2/4/2017 2:18:32 AM)

The defensive of Algeria is officially on the list for the next update now.




grombit -> RE: Fall Weiss II (2/4/2017 2:54:03 AM)

chris
current situation,i have now launched operation barbarossa.one week after the historical start date.
very interesting.having more finnish units is much better.
i would like to have seen a german hq unit called falkenhayn & 1 corps,1 division.
placed at petsamo,in order to get a proper arctic fox operation.
one of the main reason's artic fox failed was due to very poor intelligence planning.
IE,one of the main road's that the german's were going to use for the advance on murmansk,turned out to
be just a line of telegraph poles.so the planning was a complete JOKE.




sPzAbt653 -> RE: Fall Weiss II (2/4/2017 3:57:39 AM)

quote:

Amending the colours of nations and units is not really my strong suit,

I've messed with some graphics and had some decent results, and had fun doing it too. But if you want to have Finland and Romania with the standard unit colors, you could copy the two 'unit_sprites' files from the 'Axis Minor' graphics folder into the Major graphics folders that you used for Finland and Romania. Let it overwrite the existing unit_sprites files.




sad ham -> RE: Fall Weiss II (2/4/2017 12:48:55 PM)

Another flag to fix.




crispy131313 -> RE: Fall Weiss II (2/4/2017 1:23:18 PM)

Thanks. I think This is because I used the same Major ID bitmaps for both Finland and Romania. I'll have to use both slot 5 and 6 next update.




crispy131313 -> RE: Fall Weiss II (2/4/2017 1:27:29 PM)


quote:

ORIGINAL: sad ham

Another flag to fix.


The decision should still work by the way even if the flag is wrong on the pop up.




crispy131313 -> RE: Fall Weiss II (2/4/2017 1:33:22 PM)


quote:

ORIGINAL: sPzAbt653

quote:

Amending the colours of nations and units is not really my strong suit,

I've messed with some graphics and had some decent results, and had fun doing it too. But if you want to have Finland and Romania with the standard unit colors, you could copy the two 'unit_sprites' files from the 'Axis Minor' graphics folder into the Major graphics folders that you used for Finland and Romania. Let it overwrite the existing unit_sprites files.


That might be a good solution. Thank you.




sad ham -> RE: Fall Weiss II (2/5/2017 7:45:56 PM)

It would be fine if you could avoid this big mistake the allied AI does when it try to reconquest Great Britain.
Allied AI sends AVs and AVLs not escorted to Plymouth, but of course is not difficult for the Axis player destroy them all.




crispy131313 -> RE: Fall Weiss II (2/5/2017 9:58:23 PM)


quote:

ORIGINAL: sad ham

It would be fine if you could avoid this big mistake the allied AI does when it try to reconquest Great Britain.
Allied AI sends AVs and AVLs not escorted to Plymouth, but of course is not difficult for the Axis player destroy them all.


I'll see what I can do.




crispy131313 -> RE: Fall Weiss II (2/5/2017 10:23:08 PM)

On a scale of 1-10 what was the difficultly level of a successful Sealion (invasion of UK 1940)? I think historically this should be close to 10, is this your experience? I myself haven't look at this very much, or how the game reacts to this alternate history? One of the difficulties of the scale of the map is how the Allies may react to Sealion, or an All of France scenario as I have not gone this route.

I think for the next version I might look at what possible reactions could be for such large unhistorical events would be? i.e - Would India be asked to send forces to North Africa? Would the USA transfer a large portion of the Pacific Fleet (I might draw these from Pearl Harbor) to support a UK liberation? Would French colonies rally to protect Algeria? I also see there are no Partisans that pop up in UK. It seems silly the the entire nation can be garrisoned by U-boats.

I think I will explore how the Allies can still put up a fight given a seemingly impossible scenario such as the surrender of the UK.




sad ham -> RE: Fall Weiss II (2/5/2017 11:03:49 PM)

Every time I've tried the sealion, I conquered Great Britain. So that I could give a rate of 5 Difficulty.




sad ham -> RE: Fall Weiss II (2/5/2017 11:09:26 PM)

Anyway, if you make stronger (Axis or Allies AIs) giving them more units using scripts, it would be fine if you indicate the list of the added units scripts. In case the player choses to play without them.




crispy131313 -> RE: Fall Weiss II (2/5/2017 11:25:17 PM)


quote:

ORIGINAL: sad ham

Anyway, if you make stronger (Axis or Allies AIs) giving them more unitis using scripts, it would be fine if you indicate the list of the added units scripts. In case the player choses to play without them.


I am not thinking using all free unit scripts. Perhaps it is as simple as having the UK focus more on builds then research for the first 6 months of the war, or setting more defensive naval scripts etc. But I won't also discount how other theatres would likely commit to the defense of U.K./Algeria if unhistrocial gains were made by the Axis. Once the Axis ignores history I think the game can too, within plausible context. Some of these elements already exist in my scenario as you may have found out.




sPzAbt653 -> RE: Fall Weiss II (2/8/2017 10:27:26 AM)

India [and the entire Commonwealth] had not much to spare, they were committed defending their empire. Here is a quick reference to India's troops:
https://en.wikipedia.org/wiki/Category:Corps_of_India_in_World_War_II
Of course, if using an unhistorical oob, then the above doesn't matter [;)]

I found the difficulty of Sealion to correlate to my gain in SC3 experience. My first attempt failed due to lack of understanding of the game mechanics and poor planning. After a few tries I now know how to do it and while there will be a fight [in 653H], I know it will succeed. The two loopholes in the game that make it easy are that there is no naval interception, and regular transports are unlimited if unloaded in the same turn [meaning that once a port in the UK is captured, the Axis can reinforce the beachhead with as many units as will fit].




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