Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: A new mod is coming

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> WW2: Time of Wrath >> Scenarios and Mods >> RE: A new mod is coming Page: <<   < prev  1 [2]
Login
Message << Older Topic   Newer Topic >>
RE: A new mod is coming - 5/18/2010 3:51:10 AM   
swatter555

 

Posts: 199
Joined: 3/19/2002
Status: offline

quote:

ORIGINAL: axisandallies

Since doomtrader thinks everyone can read German, I will put it in English, and add history mixed with it.
6th Panzer Division: aka 1st light division.
Created as the 1st Light Division, this unit was composed of Westphalians and Rhinelanders. It initially contained tthe 4th Medhanized Cavalry Regiment and the 65th Panzer Battalion. It took part in the occupation of the Sudetenland (1938) and Czechoslovakia (1939) and fought in southern Poland in September 1939. It was converted to a panzer division that winter after the German High Command pronounced its light divisions experiment a failure. The 1st Light Division was redesignated the 6th Panzer Division on October 18th, 1939. This unit isn't even in the 1939 grand scn. The 5th panzer division played a minor and inconspicuous role in Poland yet this unit is on the map in 1939. the 10tth Panzer played a reserve roll as well, but in this game it's right on the front lines.


You need to create your own mod. Creating a new unit list is very easy.

(in reply to axisandallies)
Post #: 31
RE: A new mod is coming - 5/19/2010 3:13:50 AM   
swatter555

 

Posts: 199
Joined: 3/19/2002
Status: offline
One of the goals of my mod is going to be to decrease the ease of winter offensives and increase the effectiveness of fair weather offensives. Reading through the AARs, it seems like the historical pauses that occured during winter weather don't exist in the game. Players just continue attacking and attacking.

For the mod movement during snow and mud is going to be more difficult, along with decreased combat effectiveness. I will however decrease the ZOC movement penalty, so offensives during good weather should be more effective. At the same time I would like toy with entrenchment bonuses.

(in reply to swatter555)
Post #: 32
RE: A new mod is coming - 5/19/2010 6:30:46 AM   
swatter555

 

Posts: 199
Joined: 3/19/2002
Status: offline
For anyone who is paying attention, I will list the changes I have made along with test results. My intention is to change the flow of the game, make the flow of the game more historical, giving the human player a reason to pause during the winter. In addition, I want to make offensives during good weather more effective. I want the Germans (even the AI) to strike like a thunder clap the first 2 years. To this goal I have changed the action points recieved (which is based on land warfare doctrine). The Germans start a 2 LWD, and most everyone else is 0. The doctrine changes level out for levels 3 and 4, giving the allies a chance to catch up.

Change List:
1) Leader Ratings: Changed leaders I thought were too poorly rated.
2) All ship start repaired: I found this annoying, plus makes up for lost PPs due to shorter year.
3) Slovakia surrenders on turn one: What the heck was it doing in there anyway?
4) Attacker losses in airstrikes decreased on average rolls, increased for a bad roll. I might change this back.
5) Airstrike losses greater: Vanilla airstikes don't make any economic sense in most cases. Now they do.
6) Air combat is somewhat more deadly. I wish the AI was up to this, it might not be. A human player could have too much of an advantage with this. Needs testing.
7) Doctrine level and action points: Germans have a great advantage to start.
8) Zone of control penalty reduced for mot and tank: Once again, clear weather attacks will be more effective.
9) Turns per month adjusted to the following: Jan-Dec 2,2,3,3,4,4,5,5,4,3,3,2.
10) Mountain defense doubled. Hill and city defense also increased, but not as drastic.
11) Trenches now build up in increments of 10 for a maximum of 40.
12) Winter battle effectiveness halved.
13) Winter move cost increased 50%.
14) Mud effectiveness and movement changed a little also.

These changes should increase blitzkrieg type offensives in good weather and make winters pass with only limited offensive actions. It remains to see the long-term consequences, which I am going to test. Ill keep whoever is paying attention posted.

Edit-

BTW I tested these changes for a couple of turns so far as the Germans (I am modding the 39 campaign). The offensive into Poland has struck with tremendous force. By the end of the second week, my northern and southern pincers were within two hexes of Warsaw. I have put at least 10-20 divisions in a pretty large pocket. Poland should be finished off in historical time or better. I like the changes so far.

< Message edited by swatter555 -- 5/19/2010 6:38:49 AM >

(in reply to swatter555)
Post #: 33
RE: A new mod is coming - 5/19/2010 12:51:58 PM   
Hairog


Posts: 1645
Joined: 7/11/2000
From: Cornucopia, WI
Status: offline
Sounds great Swatter. Can't wait to try it out. This is a good game that could be great. Keep it up.

(in reply to swatter555)
Post #: 34
RE: A new mod is coming - 5/19/2010 3:26:55 PM   
swatter555

 

Posts: 199
Joined: 3/19/2002
Status: offline
Here is a screen shot from Overloard, to show the graphics side of things.




Attachment (1)

(in reply to Hairog)
Post #: 35
RE: A new mod is coming - 5/19/2010 5:11:00 PM   
Uxbridge


Posts: 1505
Joined: 2/8/2004
From: Uppsala, Sweden
Status: offline
quote:

ORIGINAL: swatter555

For anyone who is paying attention, I will list the changes I have made along with test results. My intention is to change the flow of the game, make the flow of the game more historical, giving the human player a reason to pause during the winter. In addition, I want to make offensives during good weather more effective. I want the Germans (even the AI) to strike like a thunder clap the first 2 years. To this goal I have changed the action points recieved (which is based on land warfare doctrine). The Germans start a 2 LWD, and most everyone else is 0. The doctrine changes level out for levels 3 and 4, giving the allies a chance to catch up.

Change List:
1) Leader Ratings: Changed leaders I thought were too poorly rated.
2) All ship start repaired: I found this annoying, plus makes up for lost PPs due to shorter year.
3) Slovakia surrenders on turn one: What the heck was it doing in there anyway?
4) Attacker losses in airstrikes decreased on average rolls, increased for a bad roll. I might change this back.
5) Airstrike losses greater: Vanilla airstikes don't make any economic sense in most cases. Now they do.
6) Air combat is somewhat more deadly. I wish the AI was up to this, it might not be. A human player could have too much of an advantage with this. Needs testing.
7) Doctrine level and action points: Germans have a great advantage to start.
8) Zone of control penalty reduced for mot and tank: Once again, clear weather attacks will be more effective.
9) Turns per month adjusted to the following: Jan-Dec 2,2,3,3,4,4,5,5,4,3,3,2.
10) Mountain defense doubled. Hill and city defense also increased, but not as drastic.
11) Trenches now build up in increments of 10 for a maximum of 40.
12) Winter battle effectiveness halved.
13) Winter move cost increased 50%.
14) Mud effectiveness and movement changed a little also.

These changes should increase blitzkrieg type offensives in good weather and make winters pass with only limited offensive actions. It remains to see the long-term consequences, which I am going to test. Ill keep whoever is paying attention posted.

Edit-

BTW I tested these changes for a couple of turns so far as the Germans (I am modding the 39 campaign). The offensive into Poland has struck with tremendous force. By the end of the second week, my northern and southern pincers were within two hexes of Warsaw. I have put at least 10-20 divisions in a pretty large pocket. Poland should be finished off in historical time or better. I like the changes so far.


Nice to see your efforts, Swatter, especially that you are now threading ground where I was last year. Our minds work in the same way, obviously. I don’t have time for more modding now, and have restricted myself to playing the game. Having some experience with this beast, I will gladly help, however, if you have any questions regarding what I did in ETO.

Just a few comments on your changes. When I have no comment, the action is either fine or indifferent to me.


Change List:
1) No comment.
2) I did this also. Then it’s much easier to see what units have taken losses. They represent groups anyway.
3) It is possible and rather easy to get rid of Slovakia altogether. Let me know if you like to know how.
4) No comment.
5) Might be dangerous. When the air units reach higher levels, I think they are pretty effective. Changing the combat settings for this might cause problems later on. It may cause the air units to be cost effective and then you will have huge air forces.
6) Really dangerous. A skilled player can easily gain superiority early and keep it in a way that the entire game becomes unbalanced.
7) Good point, but make them keep it also. In ETO the Germans start with a lead and holds it for the duration of the game. UK and USA reach level 4 late, but USSR never exceed level 3. I used 1.50 as a modifier. Creates really scary German units.
8) I lowered the effect for armour, but raised it for motorized units. Gives a more balanced effect.
9) No comment.
10) No comment.
11) No comment.
12) This is what I did also, before I discovered that the reduction benefitted the attacker and not the defender. It’s very problematic to get around. Presently we play with different consts.csv depending on season.
13) No comment.
14) No comment.

Keep up the good work!

< Message edited by Uxbridge -- 5/19/2010 5:12:53 PM >

(in reply to swatter555)
Post #: 36
RE: A new mod is coming - 5/19/2010 6:47:14 PM   
Hairog


Posts: 1645
Joined: 7/11/2000
From: Cornucopia, WI
Status: offline
I suggest that you take Uxbridge up on his offer swatter. His ETO is a good mod. We've been playing it for a few months.

(in reply to Uxbridge)
Post #: 37
RE: A new mod is coming - 5/20/2010 1:24:35 AM   
swatter555

 

Posts: 199
Joined: 3/19/2002
Status: offline
quote:

ORIGINAL: Uxbridge

quote:

ORIGINAL: swatter555

For anyone who is paying attention, I will list the changes I have made along with test results. My intention is to change the flow of the game, make the flow of the game more historical, giving the human player a reason to pause during the winter. In addition, I want to make offensives during good weather more effective. I want the Germans (even the AI) to strike like a thunder clap the first 2 years. To this goal I have changed the action points recieved (which is based on land warfare doctrine). The Germans start a 2 LWD, and most everyone else is 0. The doctrine changes level out for levels 3 and 4, giving the allies a chance to catch up.

Change List:
1) Leader Ratings: Changed leaders I thought were too poorly rated.
2) All ship start repaired: I found this annoying, plus makes up for lost PPs due to shorter year.
3) Slovakia surrenders on turn one: What the heck was it doing in there anyway?
4) Attacker losses in airstrikes decreased on average rolls, increased for a bad roll. I might change this back.
5) Airstrike losses greater: Vanilla airstikes don't make any economic sense in most cases. Now they do.
6) Air combat is somewhat more deadly. I wish the AI was up to this, it might not be. A human player could have too much of an advantage with this. Needs testing.
7) Doctrine level and action points: Germans have a great advantage to start.
8) Zone of control penalty reduced for mot and tank: Once again, clear weather attacks will be more effective.
9) Turns per month adjusted to the following: Jan-Dec 2,2,3,3,4,4,5,5,4,3,3,2.
10) Mountain defense doubled. Hill and city defense also increased, but not as drastic.
11) Trenches now build up in increments of 10 for a maximum of 40.
12) Winter battle effectiveness halved.
13) Winter move cost increased 50%.
14) Mud effectiveness and movement changed a little also.

These changes should increase blitzkrieg type offensives in good weather and make winters pass with only limited offensive actions. It remains to see the long-term consequences, which I am going to test. Ill keep whoever is paying attention posted.

Edit-

BTW I tested these changes for a couple of turns so far as the Germans (I am modding the 39 campaign). The offensive into Poland has struck with tremendous force. By the end of the second week, my northern and southern pincers were within two hexes of Warsaw. I have put at least 10-20 divisions in a pretty large pocket. Poland should be finished off in historical time or better. I like the changes so far.


Nice to see your efforts, Swatter, especially that you are now threading ground where I was last year. Our minds work in the same way, obviously. I don’t have time for more modding now, and have restricted myself to playing the game. Having some experience with this beast, I will gladly help, however, if you have any questions regarding what I did in ETO.

Just a few comments on your changes. When I have no comment, the action is either fine or indifferent to me.


Change List:
1) No comment.
2) I did this also. Then it’s much easier to see what units have taken losses. They represent groups anyway.
3) It is possible and rather easy to get rid of Slovakia altogether. Let me know if you like to know how.
4) No comment.
5) Might be dangerous. When the air units reach higher levels, I think they are pretty effective. Changing the combat settings for this might cause problems later on. It may cause the air units to be cost effective and then you will have huge air forces.
6) Really dangerous. A skilled player can easily gain superiority early and keep it in a way that the entire game becomes unbalanced.
7) Good point, but make them keep it also. In ETO the Germans start with a lead and holds it for the duration of the game. UK and USA reach level 4 late, but USSR never exceed level 3. I used 1.50 as a modifier. Creates really scary German units.
8) I lowered the effect for armour, but raised it for motorized units. Gives a more balanced effect.
9) No comment.
10) No comment.
11) No comment.
12) This is what I did also, before I discovered that the reduction benefitted the attacker and not the defender. It’s very problematic to get around. Presently we play with different consts.csv depending on season.
13) No comment.
14) No comment.

Keep up the good work!


Thanks for the help! I do know that some of the changes are simply preliminary, but I am liking my changes already in-game.

3) I didn't know how much the nations are embedded in the script, so I just safely take them out.
5) For realism, they still need to be effective early in the game. Maybe to balance it out, I will increase air support losses.
6) Ya, I could see this coming.
8) Ill consider this after some testing.
12) Not a big deal, I can just make movement even more costly if needed. Is this a bug or something?

I plan to test out a whole campaign and re-evaluate.

< Message edited by swatter555 -- 5/20/2010 1:26:13 AM >

(in reply to Uxbridge)
Post #: 38
RE: A new mod is coming - 5/20/2010 7:32:41 PM   
Uxbridge


Posts: 1505
Joined: 2/8/2004
From: Uppsala, Sweden
Status: offline

3. To take Slovakia out, you only need to change the country to "0" in countries, revert the Slovakian hexes to German hexes (map editor), change Slovakian ground and air units to German and maybe remove the events line for Slovakia in the events files (don't know if this is necessary, but don't think it hurts).
5. I solved this by having a small number of elite level-3 air units for Germany and Britain in the original set-up, but with the tech level still at 2. Thus they could use these units early, but couldn't produce more before the higher tech level was reached. It's very important that air units are cost ineffective just as they were in reality.
8. As I see it mechanized infantry are a part of the armour units. Motorized infantry moves in trucks, but fight on foot. If you get a major breakthrough, motorized units will stream throgh the breach. I don't think, however, that they should have squeezing abilty, like armour and mechanized.
12. Not a bug, really. The main problem is in the intermediate period between fine weather and all-covering snow. In my world the snow is supposed to make attacks more difficult, but here it works the other way round. Since the attacker can chose where to attack, he will position himself in clear or mud whenever possible and attack the defender in the snowy hexes. In USSR 1941, this will make the German process of grinding the Soviet defenders down much more easy. This period should be one of Soviet recuperation; instead it will only help Germany hurt the Soviet economy more. Tricky!

(in reply to swatter555)
Post #: 39
Page:   <<   < prev  1 [2]
All Forums >> [Current Games From Matrix.] >> [World War II] >> WW2: Time of Wrath >> Scenarios and Mods >> RE: A new mod is coming Page: <<   < prev  1 [2]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.016