RE: World War Three 1946 (Full Version)

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Hairog -> RE: World War Three 1946 (12/3/2017 10:35:40 PM)

quote:

ORIGINAL: sad ham

Two more questions:

- why russian rocket weapons research cannot gain the fourth level?


That is by design. I didn't feel that by 1946-48 the Soviets would use their limited resources on a questionable weapons system. Almost all historians agree that the V1 and V2 were a colossal waste of manpower and money and I believe Stalin knew that. He was not into revenge weapons. Remember the Brits and US were his allies at one point. I could change that if you give me a good reason.


quote:

- if Russia declares war to Iraq, Persia, Saudi Arabia, Ireland, it can enter with troops into that Country, but cannot destroy the military units that garrison the capital or other places. Why?


I'm pretty sure it's a bug and I forget to ask Hubert about it. There is a AAR on Youtube HERE that shows the same thing happening. It is not by design by any means. I'll ask Hubert about that as well.





sad ham -> RE: World War Three 1946 (12/7/2017 10:07:25 AM)


quote:

ORIGINAL: Hairog


quote:

ORIGINAL: sad ham

Allies cannot send troops to the Persian Gulf. Connection between sea areas do not work. Why?



That was supposed to have been fixed. I'll look into it again. I have an update coming and we can incorporate any fixes in it. Sorry about that but it will be rectified.

Harry



It has not been fixed, so that the US and French fleets in the Persian Gulf are useless because they cannot move out of there, so that the game is unbalanced in the Soviet favour. I'll wait you will fix it. Thanks.




Hairog -> RE: World War Three 1946 (12/8/2017 2:09:53 AM)

quote:

ORIGINAL: sad ham


quote:

ORIGINAL: Hairog


quote:

ORIGINAL: sad ham

Allies cannot send troops to the Persian Gulf. Connection between sea areas do not work. Why?



That was supposed to have been fixed. I'll look into it again. I have an update coming and we can incorporate any fixes in it. Sorry about that but it will be rectified.

Harry



It has not been fixed, so that the US and French fleets in the Persian Gulf are useless because they cannot move out of there, so that the game is unbalanced in the Soviet favour. I'll wait you will fix it. Thanks.


Humm...its working just fine on both of my copies. One from Steam and the other from Matrix.

Try this. Do you know where and how to replace scripts? Usually for user mods they are located...(see picture)

Go to the "Events File" and change the name of the loop.txt there to loop1.txt or something like that just for backup. Then copy this loop file from DropBox into the "Events Folder" replacing the loop.txt file.

or you could just open the file in Note Pad and copy the scripts for the Persian Gulf. Then open the editor or the file in note pad, paste and leave the rest alone.

Give that a try. It should work. If not get back to us and will figure something else out.



[image]local://upfiles/751/8D672391E8CB4E32949BBE933FDAEBF3.jpg[/image]




sad ham -> RE: World War Three 1946 (12/8/2017 9:28:04 AM)

quote:

ORIGINAL: Hairog

quote:

ORIGINAL: sad ham


quote:

ORIGINAL: Hairog


quote:

ORIGINAL: sad ham

Allies cannot send troops to the Persian Gulf. Connection between sea areas do not work. Why?



That was supposed to have been fixed. I'll look into it again. I have an update coming and we can incorporate any fixes in it. Sorry about that but it will be rectified.

Harry



It has not been fixed, so that the US and French fleets in the Persian Gulf are useless because they cannot move out of there, so that the game is unbalanced in the Soviet favour. I'll wait you will fix it. Thanks.


Humm...its working just fine on both of my copies. One from Steam and the other from Matrix.

Try this. Do you know where and how to replace scripts? Usually for user mods they are located...(see picture)

Go to the "Events File" and change the name of the loop.txt there to loop1.txt or something like that just for backup. Then copy this loop file from DropBox into the "Events Folder" replacing the loop.txt file.

or you could just open the file in Note Pad and copy the scripts for the Persian Gulf. Then open the editor or the file in note pad, paste and leave the rest alone.

Give that a try. It should work. If not get back to us and will figure something else out.






No way. I've substituted the txt file, as your suggestion, but the fleets do not move out from Persian Gulf. See the pic. The stay there all the time.




sad ham -> RE: World War Three 1946 (12/8/2017 9:35:30 AM)

There is, at the start, a US division in Ragensburg. Usually when I play with Soviets I kill it without any problem, but if I play with Allies, the Soviet AI never kill it, and it and stay there even after Soviets conquer all Europe. Is it an AI bug?




sad ham -> RE: World War Three 1946 (12/8/2017 9:53:46 AM)

As far as the loop between sea areas not working, it is not only for the Persian Gulf, but EVERY connection does not work. Atlantic and Mediteranean as well.
Units stay on place and never move out.

I want also tell that the vanilla version of the game works properly.




Hairog -> RE: World War Three 1946 (12/9/2017 5:47:37 AM)

I had this problem too. My vanilla worked as well. Hubert fixed it in the last couple of updates. What version of the game did you start the mod with? I need to know before I bother Hubert again. If you didn't start it in 1.10 then try an experiment and do so for a few turns.

Thanks
Harry





sad ham -> RE: World War Three 1946 (12/9/2017 1:01:22 PM)


quote:

ORIGINAL: Hairog

I had this problem too. My vanilla worked as well. Hubert fixed it in the last couple of updates. What version of the game did you start the mod with? I need to know before I bother Hubert again. If you didn't start it in 1.10 then try an experiment and do so for a few turns.

Thanks
Harry





I did start with. 1.10




Hairog -> RE: World War Three 1946 (12/10/2017 4:16:00 AM)

Okay, I'll ask Hubert for assistance. Thank you for bringing this challenge with the mod up. I'll also see if he can look into the hidden units and impassible cities in Persia etc.




Hairog -> RE: World War Three 1946 (12/12/2017 2:38:38 AM)

Here is Hubert's suggestion...

"What will correct this is to open the campaign in the Editor and go to the Country Data screen. Just make sure that there is correct data listed there for each country that you are using in game. For me I clicked on Persia, the correct data is there, and then when I exit and go back to the map it shows that the controller ID for Persia has automatically switched to the UK which is now correct. So in most cases just clicking on each country in the Country Data dialog is enough to do the trick.

Then re-save the campaign and that should do it. We can then look to include a corrected version in any future Community Pack updates.

For the Loops, I suspect that this will correct them as well, and if not let me know."

Do you feel comfortable doing this or do you want me to try and have the file in DropBox?



[image]local://upfiles/751/1854C29449144D10B4AC5FB11A9E0A57.jpg[/image]




sad ham -> RE: World War Three 1946 (12/12/2017 9:24:50 AM)

The problem has been solved saving without updating scripts, but the loop has been not.




Hairog -> RE: World War Three 1946 (12/12/2017 11:56:02 PM)

I'll let Hubert know. Don't worry we'll get it fixed.




sad ham -> RE: World War Three 1946 (12/14/2017 9:32:10 AM)

I hope as soon as possible because the scenario is very interesting and I want to replay it without that handicap for the Allies.




sad ham -> RE: World War Three 1946 (12/16/2017 9:01:39 AM)

Hi, Hairog, I've two more questions:
- about soviet partisans placed on the map at the start of the scenario in Italy and Greece; they cannot move. Is there any particular reason for this?
- atomic bomb symbols in Alexandria and in Sweden do not have any effect on the game; why they are there?




Hairog -> RE: World War Three 1946 (12/16/2017 10:36:24 PM)

Hey sad ham...

1. From my research the communist partisans in Italy and Greece were not very effective or disruptive. They were more or a nuisance to the Germans. The ones that are there represent cells in the mountains and hinterlands that occasionally disrupt convoys etc. but never take any territory. Hence they stay at home and don't move. They also act as the eyes and ears of the Red Army.

2. The atomic bomb symbols represent the bases that the US will send raids from after the four remaining Mark III bombs are released for use. The only way to simulate a nuclear attack in game is by the use of event scripts. When a Mark III unit reaches one of those hexes a script will be set off that will attack one of 5 Oil resource sites marked by the bulls-eye. One example is near Baku. The Soviets would not know this in a real situation at this time in the war.

There is a popup telling the NATO player of what he has to do later in Dec to set off the scripts.

The one you see in Sweden is a mistake. I can't find it in my copy. Which hex is it?

I am going to setup a Dropbox with a WWIII 1946 2.0 mod.

It will have corrected loops, the Persian problem solved, some new NKVD units led by the head of the NKVD Lavrentiy Beria.

These units will be better at dealing with the Freedom Forces. This task force will start the scenario near Moscow. Don't upgrade them and use them to fight the Freedom Forces.

I will be putting up the link soon. Download it and play test it if you wish.





Hairog -> RE: World War Three 1946 (12/17/2017 5:43:33 AM)

New version available...

Dropbox 7 zip file Here

Changes include

1. fixed naval loops for both sides.
2. fixed Persia problem of hidden units and invincible cities.
3. Added NKVD units led by Levrentiy Beria. The units in this Task Force are better equipped to deal with the partisans and the Rebels of the Freedom Force.
4. Reconnaissance units are much more mobile.

[image]local://upfiles/751/1CA0FCE186BB4B0198D87FCC5A6E78EE.jpg[/image]




sad ham -> RE: World War Three 1946 (12/17/2017 9:57:10 AM)

Done.
I've seen you have changed the air units icons. Furthermore you have fixed Persia, but you did not Ireland, Transjordan and Saudi Arabia that have same problem. I'll do by myself.




Hairog -> RE: World War Three 1946 (12/18/2017 3:02:11 AM)

Sorry about that. I totally forgot about the other countries. Are the loops working for you?




sad ham -> RE: World War Three 1946 (12/18/2017 7:07:22 AM)

Other Countries having the same problem are: Albania, Ireland, Transjordan, Iraq, Saudi Arabia. I did fix by myself.

Loop is working fine.




Hairog -> RE: World War Three 1946 (12/19/2017 4:38:14 AM)

Oh my god... not Albania!?!?!?! :)

Thanks sad ham. Sorry about the inconvenience. I'll fix them for the next update.

Glad the loops are working.




Hairog -> RE: World War Three 1946 (12/19/2017 4:39:52 AM)

New covers for books.



[image]local://upfiles/751/734442C88D42492BB6620F1F6D5DBE5B.jpg[/image]




ivanov -> RE: World War Three 1946 (1/23/2018 10:45:10 AM)

Hi Hairog. Your mode looks really good. I saw in one of your posts, that you were considering using remodelled aircraft counters, based on the Spires mod. Are they available already?




Hairog -> RE: World War Three 1946 (1/24/2018 4:56:12 AM)

I just put together a real quick bastardized version for you. It uses Sipres counters with the ones I had to mod. Units like the Wasserfall missile and the Seehund Mini-sub. The don't match but it is the best I can do for now.

My quicky replacements are not up to Sipres standards by any means so use them with a grain of salt until we get the real thing.

The new NATO counters are the ones with "1946" at the end. You have to take off the 1946 before putting them in the correct folders.

Download them HERE

Much better ones that you can choose from are coming.




ivanov -> RE: World War Three 1946 (1/24/2018 11:59:47 AM)

Thank you very much Sir!




ivanov -> RE: World War Three 1946 (1/25/2018 3:27:43 PM)

I've replaced the bitmaps files of your mod but nothing changed. I have the community pack installed, so the 1946 files are in the community pack folder, not in the campaigns folder. Any advice where should I look for the right bitmap files to replace?




Hairog -> RE: World War Three 1946 (1/27/2018 6:25:38 PM)

Sorry for some reason the forums didn't tell me I had a reply.

Boy... that should have done it. Try backing up, of course, and then put them in the campaigns folder. If you know the editor you can try and "refresh the bitmaps".

I assume that you deleted the 1946 at the end of the file names. Each one should read...unit_sprites_NATO.png and should be a png type file. The ones that are already named unit_sprites_nato are not the ones to use. I probably should not have included them.

Or you could move a whole copy of the 1946 mod with the new units into the Campaigns folder.





ivanov -> RE: World War Three 1946 (1/27/2018 7:16:21 PM)

Hi Hairog. I've done all of this, including deleting the 1946 from the Community Pack and including it in the main Campaing folder. I also deleted the 1946 from both folders to see what would happen but the campaign was still available to play. I didn't refresh the bitmaps through the editor, I don't know how to do it.




Hairog -> RE: World War Three 1946 (1/27/2018 10:43:28 PM)

OK let me do another more complete version with zoom etc. to see if that works. I'll put it into a whole kit and caboodle mod folder to see if that works. Then you should have to just copy the whole folder into the Campaign folder.

It will be a while before I can get to it. Hopefully tomorrow.




ivanov -> RE: World War Three 1946 (1/28/2018 12:43:37 AM)

OK, excellent, thank you. Take your time.




Hairog -> RE: World War Three 1946 (1/28/2018 11:42:59 PM)

We'll call this version 2.1. Changes I can remember...

1. Modified Sipres NATO unit counters
2. More detailed scripts for AI attacks both Comintern and NATO
3. NKVD units lead by Levrentiy Beria which are better at damaging those pesky Freedom Forces
4. Done and saved with the 1.11 editor so it should be much speeder
5. Loops fixed
6. Persia, Ireland and other countries are now working properly
8. Reconnaissance units now move farther and have a 3 hex spotting range.
9. Carriers and Jeep Carriers have a 10 hex spotting range

Get it HERE...

Download the Zip file and unzip it into the My Games/Strategic War III/Campaigns folder. Should be one giant folder and two other small files.

[image]local://upfiles/751/6BFA75F6C30E493F8AF990F552BAF252.jpg[/image]




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