RE: 653H Mod (Full Version)

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sPzAbt653 -> RE: 653H Mod (11/1/2017 11:32:40 AM)

They are both the same, you can check the Unit Properties to verify.




Amadeus -> RE: 653H Mod (11/2/2017 10:05:03 AM)

Yeah, I saw that but want to verify that for me. I am not sure if this makes sense. Same for Italian Armies in Africa, weaker than Corps in Italy itself.

I really like the simplicity of 653 but have to come in. Only the Naval combat is one thing I do not like.

Anyway, good work!!




sPzAbt653 -> RE: 653H Mod (11/2/2017 9:27:04 PM)

quote:

I am not sure if this makes sense.

It may not, but I have found in game that the Waffen-SS units aren't as good as other similar units due to their arrival from late 1943, when a lot of other units in play have an experience advantage. I investigated each of them to see which ones were on a par with similar German units at the time. Some of them were of much lesser quality and those have been represented as Garrison units.

The Italian Army [just one, the 10th] was a unit that quickly fell apart in combat, so it is purposely made to be fragile, otherwise the Italians might be too strong. Note that this unit and the British Western Desert Force army unit will not be eligible for rebuild if destroyed.




Akmatov -> RE: 653H Mod (11/7/2017 3:46:42 PM)

Newbie here. Played a bit of your 653H mod as I still can't get 653N running (but I will). Something odd happened. After I played 653H for a few turns just to familiarize, I quit and started up a vanilla 1939 intending to play out a full vanilla game before tweaking or trying mods (yours ofc). Oddly enough in the vanilla 1939 I had your unit counters, which I very much like. Decided to restart 1939 with a few script changes (hopefully blocked the USA from entering the war) and now I'm back to vanilla counters.

Can just your counters be used in a vanilla 1939 now?




sPzAbt653 -> RE: 653H Mod (11/7/2017 5:31:11 PM)

653H and 653N both have modified unit categories, and the counters have been changed to suit them. So if you add these to another mod, things won't appear properly.




fulcrum28 -> RE: 653H Mod (1/28/2018 9:37:44 AM)

http://www.matrixgames.com/forums/tm.asp?m=4214416
im trying 653H mod with hybrid counters mod but i noticed that the german tanks appear with tiger I( heavy) from 1939 instead pzII. Can you tell me how to solve this? the rest of counters seem fine. thank you.




ILCK -> RE: 653H Mod (2/22/2018 11:52:36 PM)

Played as the Axis and loved the mod glad to have naval combat gone from the game.

As the Allies now, is that super low (~300 MPP per turn in 1943) Soviet MPP level correct? I mean the US and UK are massively outproducing the Soviets.




sPzAbt653 -> RE: 653H Mod (2/23/2018 2:42:06 AM)

653N has left 653H behind in the dust. I don't even remember H anymore, but check to make sure that you are running the convoy from UK to USSR, maybe.




ILCK -> RE: 653H Mod (2/24/2018 4:18:00 PM)


quote:

ORIGINAL: sPzAbt653

653N has left 653H behind in the dust. I don't even remember H anymore, but check to make sure that you are running the convoy from UK to USSR, maybe.


It actually is 653N. Yes, I am getting 75 MPP from the UK runs. The base Soviet MPP is 245 which is trash. No US convoys, no Persian Operation. Looks like the industry is in the urals and the Germans are stopped at a line from Riga, Minsk, and I have lost but am holding just past Kiev and Dneprepotsk.




sPzAbt653 -> RE: 653H Mod (2/24/2018 5:05:16 PM)

The US Convoy goes to the UK, then the UK forwards it to the USSR. See the 653N Thread, Page 3, for the convoy details.

Persia has been difficult to reconcile as I didn't think giving it to the Allies thru a DE was agreeing with me. Currently it is up to the player to declare war on Persia and get it's MPP's. The Abadan Refinery is slightly separate as it is controlled by the UK at start. See the Mod Notes text document for full details.

It often/always looks bleak for the USSR. Hold on and build Inf Corps!




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