pzgndr -> RE: AH Advanced Third Reich mod v0.5 beta (6/20/2017 3:54:39 PM)
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I'm also posting my version notes below, so folks can see the evolution of this thing over the past couple of years that I've been working on it: quote:
================================================================= Advanced Third Reich for Strategic Command 3, v0.5 BETA ================================================================= DATA CHANGES - slightly reduced Interceptors defense values - fixed Canadian ASW strikes from 0 to 1 - split generic Air Fleets into separate Fighters and Tactical Bombers -- changed CTVs accordingly -- changed unit names and build limits accordingly - reduced naval combat CTVs slightly - fixed production date error for British 3-4 infantry corps - fixed research errors for Russia, Germany and Italy for areas not included - changed production delay for Replacements to 0 months - made a few minor map adjustments - changed Russian 3-3 Infantry availability to June 1941, but added unit event for five 3-3's upon German DOW -- changes made to improve initial Barbarossa results for Germany to get to/beyond Smolensk and Kiev in 1941 - reduced all Partisan max strengths to 5 - changed research percentages back to 5-4-3-2-1 to improve advances - removed three northern West Wall fortifications along Belgium and one Maginot Line fortress along Luxembourg -- changes made to improve maneuver room for 1940 and 1944 operations - deleted Major Country IDs 9 and 10 to avoid any incompatibility and crash issues with the current engine that only supports 8 Majors. SCRIPT CHANGES - added OFFENSIVE scripts for Russia at war with Germany to attack neutral Poland and Baltic States, if applicable - revised transport_minor scripts for post-D-Day Allied reinforcement to Lorient and St. Nazaire - revised transport_minor scripts to slightly reduce British reinforcements to Egypt - revised guard script to cancel British Sealion coastal defenses after Italy surrenders - revised Red Sea and Persian Gulf loop events with South Atlantic entry/exit hexes moved slightly north and reduced delay from 2 to 1 -- changed map tiles, transport/transport_minor/fleet scripts accordingly -- transit time between England and Middle East now about 3 turns - fixed war_entry events for Norway coups, had 1941 and should have been 1940 - revised mobilization_3 event to slightly slow US entry (1-2% to 0-2%) after Germany and Russia at war - added unit event for Russian 3-3 Infantry upon German DOW, and also fixed Siberian Transfer unit event - revised research scripts to improve advances - many, many more minor script adjustments and corrections ================================================================= Advanced Third Reich for Strategic Command 3, v0.4 BETA ================================================================= DATA CHANGES - fixed ownership of Malta port to Britain to resolve draw_resource_text_to_buffer error - fixed ASW strikes from 0 to 1 to fix ASW effectiveness SCRIPT CHANGES - revised offensive and guard scripts to basically remove continuous offensives and defensive lines and allow generic AI to perform operations - made some adjustments to Allied amphibious and transport scripts to improve AI behavior ISSUES - still watching economics and Russia/United States activations - still seeing some AI air unit movement issues, not moving into actionable range ================================================================= Advanced Third Reich for Strategic Command 3, v0.3 BETA ================================================================= DATA CHANGES - revised air/naval CTVs for major countries -1 for attack/defense values to reduce losses - changed AP for replacements back from 2 to 1 to reduce movements SCRIPT CHANGES - made some Russian guard updates for Leningrad defense - made some German amphibious and fleet updates for Sea Lion - made some French national_morale updates for surrender and liberation - revised DIPLOMACY scripts to scale back AI efforts - made numerous tweaks to several scripts to improve AI performance ISSUES - new ZOC penalties (+2 for 1 armor, +1 for 2 infantry) seem OK - still need to verify economics and Russia/United States activations - revised weather effects and new clear weather DOW rule for AI seem OK ================================================================= Advanced Third Reich for Strategic Command 3, v0.2 BETA ================================================================= DATA CHANGES - some adjustments made to German and Polish starting positions to improve Polish defense and reduce effect of Luftwaffe - updated defense bonus data to previous A3R data, mostly reduces max entrenchment values - updated minimum production dates for later year unit types - add Canadian 3-4 Inf and 4-5 Arm to British P/Q for 1942 - deleted one Maginot Line fortress hex (113,26) to provide more maneuver room - changed ASW from ID=41 Escort Carrier back to ID=40 Destroyer and revised build data and bitmaps - updated P/Q to set arrival dates for selected units with later year build restrictions SCRIPT CHANGES - various adjustments made to multiple scripts to improve pre-Barbarossa actions and results - updated GUARD scripts for new #HOLD and #STEAL values - updated UNIT and PURCHASE scripts for ASW changes ISSUES - same ================================================================= Advanced Third Reich for Strategic Command 3, v0.1 BETA ================================================================= DATA CHANGES - converted old Global Conflict GOLD data and files to new Strategic Command 3 formats (again, this version ONLY includes custom Nato unit sprites and does NOT include 3D unit sprites) - completely revised the map based on the World in Flames mapboard adjusted to the A3R scale but kept the resources emphasis on the A3R mapboard - map now includes additional terrain features based on the World in Flames mapboard - revised force pools to more accurately reflect the original Advanced Third Reich boardgame -- new Garrison unit-type used for Replacements -- deleted Special Forces, Artillery and Rocket units from force pools; special units may appear as variants -- added minimum production date restrictions for some units where applicable per original force pools -- revised several minor country force pools back to the original A3R setups -- revised air units back to generic air fleets (3-8s for majors and 1-8s for minors) -- revised naval units back to generic fleets - adjusted unit reinforcement/reformation costs to 80% for all land and air units; naval units are not reformable - reduced some unit production delays (armor 3 months, air/SW 6 months, fleets 12 months) - revised Combat Target Values to new formats - completely revised weather zone data based on World in Flames weather probabilities SCRIPT CHANGES - converted old Global Conflict GOLD scripts to new Strategic Command 3 formats - updated every single script and corrected several previous logic errors - added Allied scripts to better respond to a possible loss of England to a successful Sealion invasion ISSUES - need to verify economics - need to verify revised air/naval CTVs (+/- adjustments?) and generic combats - need to verify revised weather effects and new clear weather DOW rule for AI - need to verify new ZOC penalties (+2 for 1 armor, +1 for 2 infantry)
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