RE: 653N Mod (Full Version)

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sPzAbt653 -> RE: 653N Mod (11/11/2017 8:49:32 AM)

1] Research is certainly a good part of the fun, as is figuring out what to do and when. The way I see it for 653N, there are three main categories, and for me the organization and reduction in choices from the stock version makes it less stressful to deal with [:)]

[image]local://upfiles/24850/652E88153B4B42B4B704BA3968F5D7CE.jpg[/image]




sPzAbt653 -> RE: 653N Mod (11/11/2017 9:06:48 AM)

2] Agree that it is not necessary to invest in Transport Upgrades. Maybe against a human it would be different, or if I figured out how to make some German Subs form a blockade at a time inconvenient for the Allies yet convenient for the Axis.

3] The 50% limit that I set was set long ago in development and I haven't thought about it since. Agree that it is a bit much and I will lower it. I think the highest I have actually used in game is 25%, what do you think ?
Also, I feel that the USA's economy in this game is really low when compared to the other nations, so I could say that 50% isn't actually representative of 50% of the whole economy of the USA, but that isn't the point.

I've been tinkering with the Soviet Factory Moves the last couple versions. I am playing as the Axis this time but I noticed that I got one of the parameters wrong. If you are the Allies you may see that some of the 'moved' USSR Resources get reduced by too much each turn, resulting in their reduction to zero when I didn't intend that to happen. So the 50% Lend-Lease limit should help out until the next version is posted [;)]




gwgardner -> RE: 653N Mod (11/12/2017 3:33:31 AM)

I do enjoy your set of research options better than the vanilla campaign. That second category has gotten short shrift so far from me.

With regard to the 25 vs 50%, it comes down to me being allowed to 'cheat' vs not being able to; the point you make that MPP totals don't necessarily represent entire economies, but rather military budgets is important. I'd prefer not having the feeling of cheated, but of course that is totally on me in the current version.

653n remains for me the closest any game of Barbarossa has come to the nail-biting situation on the Eastern Front.




sPzAbt653 -> RE: 653N Mod (11/12/2017 8:04:51 AM)

So you think leave it at 50%?

Barbarossa - agreed on the nail biting, and for both sides. Although, against the computer the Axis doesn't usually have a defensive nail biter after failing to knock out Stalin, because the computer WAllies don't pose a threat. I am working on it, slowly adding in a script here and there, but it's not easy to take into account all situations.




gwgardner -> RE: 653N Mod (11/12/2017 10:26:47 AM)


quote:

ORIGINAL: sPzAbt653

So you think leave it at 50%?




Sure, it adds a level of gameplay variety, whether one wants to go all out supporting the Soviets or not.




sPzAbt653 -> RE: 653N Mod (11/14/2017 3:29:20 PM)

I was thinking about the Axis capturing Malta, I've done it various ways, Amphib or Para, German or Italian unit. I was thinking it might have made Italian folks happy if they captured it, so I'd like to raise their National Morale by 500, but only if an Italian unit does the capturing. Probably can't be done but I thought I might try this:

{
#NAME= Italy - Morale boost for capture of Malta
#POPUP= Italian Special Forces capture Malta ! [Italy +500]
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 0
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#COUNTRY_ID= 59
#TRIGGER= 100
#NM_UPDOWN= 500
#NM_TURNS= 1
#DATE= 1939/09/03
#OBJECTIVE_TEXT_POSITION=
#ALIGNMENT_POSITION=
; 1st Line - Italy politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 59 [1] [100] [0]
; Malta is occupied by an Italian unit
#CONDITION_POSITION= 175,114 [0,0] [1,1] [1] [59]
}

'TYPE= 0' means that it can only trigger once, but I'm not sure why. It would only work IF Malta were Axis AND Italian occupied, not occupied at that instant by any other Axis unit. However, if 'TYPE= 0' doesn't work like I hope it does, then it probably means that anytime an Italian unit occupies Malta, this will trigger [not just if an Italian unit is the first to occupy Malta].




fulcrum28 -> RE: 653N Mod (11/23/2017 2:17:10 PM)

excellent mode, congratulations!

is your mode compatible with counters done by Sipres?
and if you use the SCe WW2 from steam, I tried to install placing yours folders in the campaigns folders, but the game does not recognize the new campaign when I start.
Do I have to manually open the editor and create a new campaign? thanks!





gwgardner -> RE: 653N Mod (11/24/2017 3:03:55 PM)

I believe the release notes for 653N state that no other counter mods are compatible with 653N.

My installation of 653N is in this folder:

C:\Users\GaryG\Documents\My Games\Strategic Command WWII - War In Europe\Campaigns

Yours would be similar, for your username and drive.




majpalmer -> RE: 653N Mod (1/21/2018 1:27:51 PM)

So how do you take Malta? I have six tac bombers and five BBs and I cannot do a thing. Amphib will not land. What am I missing?




sPzAbt653 -> RE: 653N Mod (1/21/2018 3:10:18 PM)

Malta capture: http://www.matrixgames.com/forums/tm.asp?m=4218403




PJL1973 -> RE: 653N Mod (1/21/2018 6:24:17 PM)

Been trying out your mod, but found a crash. When I am in the convoy map, if I click on the US button, the game generates an error messages and then crashes.

[image]local://upfiles/16099/DD5DBF6959C94AD581D4C5963B9EC206.jpg[/image]




PJL1973 -> RE: 653N Mod (1/21/2018 6:35:38 PM)

Here's the savegame file




sPzAbt653 -> RE: 653N Mod (1/22/2018 8:56:48 AM)

Hello PJL1973 - I have also noticed this crash and it was reported back in post #78. I think Hubert needs to take a look at it if he gets time, in order to help me out if there is something I need to do in the mod to get it to work properly. In the meantime, it is still playable but to avoid the crash you can't click on either of those two convoys until they are active.

Edit: Can confirm that this crash still occurs with v1.11. Not sure about the concerns with the guard scripts mentioned in post #72 [it would take some game play to find out].




crispy131313 -> RE: 653N Mod (1/22/2018 1:19:10 PM)

Have you updated the convoy scripts based on the most up to date version of the game? For some reason the USA button does not appear in the convoy map until the lend lease event fires which I wonder could be the culprit here?




sPzAbt653 -> RE: 653N Mod (1/22/2018 1:41:05 PM)

The 653N convoys are different from the stock campaigns, see post #62 on the previous page. So the latest updates don't apply here.




crispy131313 -> RE: 653N Mod (1/22/2018 3:44:19 PM)

They may be different but there some changes to the game engine that forced the developed to update the scripts I think. Though I don't know what.




sPzAbt653 -> RE: 653N Mod (1/30/2018 7:33:29 AM)

I think that doing a Sealion is fairly easy, I guess due to the reduced number of naval units, but a human player could do a better job of
blocking any port that the Germans might capture [the UK does have a few subs and destroyers]. I've been playing with a rule that restricts
amphibious assaults to Infantry units [no Armor or HQ units can use Amphibious Transports unless landing at a friendly port]. I thought I
would mention this in case others might want to adopt it. It really only affects the Germans because the WAllies don't have any pure Armor
units [they are organized into Mech Corps]. It seems like a fair rule as nobody except the USA really had the ability to produce everything needed to land and support heavy equipment, especially tanks.

In this shot the two Infantry Corps that made the initial assault barely survived, but with a port captured the Germans are able to now move Armor and HQ's into the beachhead.

[image]local://upfiles/24850/93F745D32F6A4DFF8B4D0EE3944CAAA2.jpg[/image]




gwgardner -> RE: 653N Mod (1/30/2018 2:01:47 PM)

Do you play this mod with soft build limits? I did that twice as the Allies, and was defeated by the AXIS AI twice. The AXIS AI is not hesitant to go beyond build limits, was my impression. I don't really know how many armored units the AXIS can build in the mod, but it seemed that the AI had more than historical by '43, '44.

I'm not criticizing the mod, just wondering how you play it, as you focus on historical OOBs. I realize that by choosing the option 'soft limits' I'm opening myself up to possible trouble. Perhaps for this mod I should try hard limits.

Re: Sealion, and the British defense thereof - I quickly lost the only destroyer I ever had playing the Allies (destroyers for bases deal). First time I attempted to use it to protect a convoy hex, the AI hit it with a couple of subs and destroyed it in one turn. Have you considered making it a bit easier to get destroyers for the Allies?




sPzAbt653 -> RE: 653N Mod (1/30/2018 3:10:37 PM)

I use the hard build limits.

I think the Destroyers are very easy to replace. Quick in time and cheap.




sPzAbt653 -> RE: 653N Mod (1/30/2018 5:34:58 PM)

Oh dear, the computer has zero'd in on my port facilities with its' Strats. I need more room for LW airbases to help in the defense.

[image]local://upfiles/24850/D8594460095E473890234933C1537CF0.jpg[/image]




sPzAbt653 -> RE: 653N Mod (1/30/2018 5:37:11 PM)

Meanwhile, I didn't take the Vichy Option, so with the help of some panzers the Italians have taken Algiers and conquered France. I think this is usually a bad move, but I am doing things a little different this game so maybe it won't kill me so much.

[image]local://upfiles/24850/518EB4E433DF4AFBA9BED4772430061C.jpg[/image]




sPzAbt653 -> RE: 653N Mod (2/9/2018 5:48:06 AM)

Ok, that game ended with the Axis running all of Europe by late 1946. I switched over to the WAllies at that point and it was pretty bad for them. I only got a toehold in NW Africa before the game ended May 1947.

New v1.6 is now posted. This thread, Page 1, Post 1.




ReinerAllen -> RE: 653N Mod (2/9/2018 1:22:14 PM)

Where is 1.6 posted?




gwgardner -> RE: 653N Mod (2/16/2018 4:13:24 PM)

Is the 10 'free' Soviet Guards corps per year an arbitrary feature, something you found necessary for balance, or do they represent historical production that the game system was incapable of replicating?

I'm about to start a new run at this mod as the Allies - my third attempt, but the first time with a hard OOB limit.





sPzAbt653 -> RE: 653N Mod (2/16/2018 6:30:28 PM)

I didn't want the player to have to build them, as historically they were Rifle Corps that were renamed. The current solution [10 Guards Corps arrive every January from 1942 to 1945 at the east map edge at strength 6] was the best I could come up with.

Historically the Soviets fielded 180 Rifle and Guards Corps at their zenith. In 653N there are 140 Rifle Corps and 40 Guards Rifle Corps. Note that the Guards units will become available for Build in 1942. This is to allow the player to Rebuild any that are destroyed. It isn't meant to allow the player to build in excess of those that arrive each January. Not that you would, just thought I would mention it. [:)]




gwgardner -> RE: 653N Mod (2/17/2018 2:04:32 PM)

Suggestion for sPzAbt653:

Next few times you play this mod (without attempting some odd strategy, ie playing historically), either side, do a save prior to Fall Gelb and in April '41. Post those as alternate start dates for 635N.





sPzAbt653 -> RE: 653N Mod (2/18/2018 8:52:07 AM)

It's a great idea, except that no adjustments can be made to a saved file. For that aspect it would be better to create a new campaign for each start date.




sPzAbt653 -> RE: 653N Mod (2/18/2018 8:55:11 AM)

I've noticed the last couple games as I play the Axis but switch to the Allies late in the game that the USA is giving no Lend-Lease to the UK. It is not even giving the minimal 15% set in the script. I wonder if anyone can give me an idea as to what is going on, and/or if I can influence this somewhere.

[image]local://upfiles/24850/68992EE018784B31AC91C7F213B58D3E.jpg[/image]




sPzAbt653 -> RE: 653N Mod (2/20/2018 8:19:05 AM)

#VARIABLE_CONDITION= 115 [2] [40] [0]

This Variable will fire anytime the US is at least 40% leaning to the Allies, but if the US is 100% [activated to the Allies], does that mean that this Variable will not fire ?




BillRunacre -> RE: 653N Mod (2/21/2018 2:24:18 PM)


quote:

ORIGINAL: sPzAbt653

#VARIABLE_CONDITION= 115 [2] [40] [0]

This Variable will fire anytime the US is at least 40% leaning to the Allies, but if the US is 100% [activated to the Allies], does that mean that this Variable will not fire ?


That's right, because it's only set to fire when the USA is neutral with a 40% plus leaning.

Bill




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